Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-06-27
- Publication Date
- 2026-06-18
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest and engagement beyond the conventional button press interactions.
Incorporation of multiple operating means, such as a first and second operating mechanism, with performance execution means that provide varied and engaging gameplay experiences based on player interaction, including performance notifications and operation promotions.
Enhances player interest and engagement by providing dynamic and interactive gameplay elements, improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there is known a gaming machine that performs an effect by displaying a button image that resembles an effect button so as to encourage a player to press the effect button.
[0003] Among such gaming machines, there are some that display button images that indicate the likelihood of a big win (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2021-191523 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized as the following application examples.
[0008] [Application example 1] A first operating means operable by a player; A second operating means operable by a player and different from the first operating means; A game machine including: a performance execution means capable of executing a performance based on the operation of the first operation means and the second operation means; The performance execution means, in a predetermined performance, makes a performance corresponding to the operation different between when the first operation means is operated and when the second operation means is operated. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, When the performance execution means notifies a specific result in the predetermined performance, if the first operation means is operated, the performance execution means notifies the specific result by operating the first operation means multiple times, and if the second operation means is operated, the performance execution means notifies the specific result by operating the second operation means once. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The performance execution means executes, in the predetermined performance, an operation promotion performance that prompts the user to operate at least one of the first operation means and the second operation means. A gaming machine characterized by: Effect of the Invention
[0009] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0010] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Figure 4] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Diagram 5] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6]FIG. 13 is a diagram for explaining a big win determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8] An explanatory diagram of a fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10] 13 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main-side timer interrupt process. [Figure 12] 13 is a flowchart of a special action process. [Figure 13] 13 is a flowchart of a special symbol waiting process. [Figure 14] 13 is a flowchart of a special symbol determination process. [Figure 15] 13 is a flowchart of a game status management process. [Figure 16] 13 is a flowchart of special electric device processing. [Figure 17] 13 is a flowchart of a game status setting process. [Figure 18] 13 is a flowchart of a sub-control main process. [Figure 19] 13 is a flowchart of a sub-side timer interrupt process. [Figure 20] 13 is a flowchart of a received command analysis process. [Figure 21] 13 is a flowchart of the variable performance start processing. [Figure 22] This is a flowchart of processing during variable performance. [Figure 23] FIG. 13 is a diagram for explaining an operation means operation performance A. [Figure 24] FIG. 13 is a diagram for explaining operation means operation presentation B. [Diagram 25] FIG. 13 is a diagram for explaining an operation means operation presentation C. [Figure 26] FIG. 13 is a diagram for explaining an operation means operation performance D. [Figure 27]13 is a diagram for explaining an operation means operation performance E. FIG. [Figure 28] 13 is a diagram for explaining the operation means operation presentation F. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.
[0013] The handle 60 is disposed at the lower end of the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The performance button 63 is an operation unit disposed near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is an operation unit that imitates the shape of a sword, and can be pushed downward by the player during performances that are executed as the game progresses. The sword button 65 is an operation unit disposed at the upper end portion of the sword member 64, i.e., the end of the handle of the sword, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is configured to be able to perform two different operations: a first operation of pushing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is arranged around the opening of the front frame 53, and performs a light-emitting effect during play. The speaker 67 is arranged at the upper left and upper right of the front frame 53, and performs a sound effect during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0014] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a board movable body 15, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.
[0015] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reserved play, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that represents the reserved play, and is also called the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking represent a reserved play, and is therefore also called the variable image 9C or the variable icon 9C.
[0017] The effect symbol display area includes three symbol display areas, "left", "center", and "right". The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the result of the big win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, center, and right symbol display areas.
[0018] For example, if a jackpot is won, the effect symbols are displayed as a repeat number such as "777". If a loss occurs, the effect symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery from the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. The variable display of the effect symbols may be a vertical scroll or other manner. The combination of effect symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect that displays the effect symbols 8L, 8C, and 8R is also called "variable effect of effect symbols", "variable effect of decorative symbols", or simply "variable effect". In addition, the variable effect of decorative symbols is counted as one variable effect during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change to when it stops, the effect of the temporary stop is included in the effect of the decorative pattern change.
[0019] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.
[0020] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserved display 43a, which will be described later, and the number of reserved second special symbols displayed on the second special symbol reserved display 43b, which will be described later, can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance pattern 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to display in an easy-to-understand manner to the player that the reserved first special symbol or reserved second special symbol is consumed ("consuming reserved special symbols" described later).
[0021] A movable board 15 (also called a movable prop 15), which is a movable so-called gimmick, is provided above the image display device 7. The movable prop 15 is configured so that a rectangular member (decorative part) marked "OARO" can move up and down. The movable prop 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and stop at an advanced position in front of the display screen 7a. The movable prop 15 covers a part of the image display device 7 when stopped at the advanced position.
[0022] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the lower left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0023] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole (first starting winning hole, first ball entry hole, fixed starting hole) 20, which is always easy for a game ball to enter. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a jackpot random number and the like, and the determination of a jackpot, etc.
[0024] The normal variable winning device (electric chute) 22 is disposed below the first starting hole 20 in the game area 3, and is provided with a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 is provided with a movable member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second starting hole 21 when it is in a closed state.
[0025] The gate (through chucker) 28 is disposed above the big prize device (attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number (a winning random number) and a win determination, etc.
[0026] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not the game has been a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the first special symbol display device 41a or the second special symbol display device 41b described later displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbol is displayed in a variable manner in synchronization with the variable display of the special symbol, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game. When counting the variable display of the special symbol that is repeated, it may be expressed as "rotation" or "variation". For example, it can be expressed as "3 spins after a big win" or "3 changes after a big win." The number of times the special symbol changes is specifically managed as the "number of games."
[0027] Also, "drawing a normal symbol" refers to a process of acquiring a random number for determining a normal symbol when a gaming ball passes through the gate 28, and judging whether or not it is a win by comparing this acquired random number with a value corresponding to a predetermined "win". The lottery result of this normal symbol is also not immediately notified when the gaming ball passes through the gate 28, but a fluctuating display of the normal symbol is performed on the normal symbol display 42 described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlit), and the lottery result is notified to the player.
[0028] The big prize device (attacker, special variable prize device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a big prize hole solenoid 33 (FIG. 3). When the opening / closing member 32 is in the open state, the big prize hole 30 allows game balls to enter.
[0029] The big prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the big prize opening 30. The big prize device 31 of this embodiment further includes a big prize device discharge sensor (not shown) that counts the number of game balls discharged from the big prize device 31.
[0030] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are disposed near the center on the right side of the game board 2. Details of the indicators 40 will be described later.
[0031] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21 and the big prize gate 30.
[0032] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserved display 43a, a second special symbol reserved display 43b, and a normal symbol reserved display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserved display 43a displays the number of reserved activations (first special symbol reserved) of the first special symbol display 41a. The second special symbol reserved display 43b displays the number of reserved activations (second special symbol reserved) of the second special symbol display 41b. The regular symbol reserve indicator 44 displays the number of reserved activations (regular symbol reserves) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Additionally, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Additionally, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."
[0033] The special symbol display 41 notifies the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) displayed in a stopped state is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stopping mode, a special game (jackpot game) is played in which the jackpot opening port 30 is opened in an opening pattern according to the type of jackpot symbol displayed in a stopped state (type of jackpot won). The opening pattern of the jackpot opening 30 in the special game will be described later.
[0034] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, as in "○○●●○○●●" (○: lit, ●: off). When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, as in "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode, and can be any lighting mode, as long as each LED is not stopped and displayed (lighted and displayed in a specific mode). For example, the variable display mode may be all LEDs flashing at once.
[0035] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values (numerical information) of various random numbers such as the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the variable display of the special pattern based on the special chart reservation becomes possible. "Consumption of special reserved symbols" means judging the jackpot random number corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a and the second reserved special symbol display 43b are each composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.
[0036] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0037] The normal pattern display 42 is composed of two LEDs, and displays a normal pattern according to the result of the normal pattern lottery by the lighting mode of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit is displayed as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed as "●○". A mode in which all LEDs are turned off as a normal loss pattern may be adopted. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a predetermined change time. The mode of the change display may be, for example, both LEDs are turned on alternately. The mode of the change display is not limited to the above mode, and can be any lighting mode, as long as each LED is not displayed in a stopped state (lighting display in a specific mode). For example, the mode of the change display may be all LEDs flashing at once.
[0038] In the gaming machine 1, when a gaming ball passes through the gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reservation in the normal symbol reservation memory area 84f (FIG. 5). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reservation memory area 84f, and the upper limit in this embodiment is four. The normal symbol reservations stored in the normal symbol reservation memory area 84f are consumed when variable display of normal symbols based on the normal symbol reservations becomes possible. Consumption of the normal symbol reservation means determining the normal symbol random number (winning random number) corresponding to the normal symbol reservation and executing variable display of normal symbols to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of normal symbols based on the passage of the gaming ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of normal symbols or during the execution of an auxiliary game, the right to draw normal symbols for that passage can be reserved up to a predetermined number. The number of reserved maps is displayed on the reserved map display 44. The reserved map display 44 is composed of, for example, four LEDs, and displays the number of reserved maps by lighting up the LEDs corresponding to the number of reserved maps.
[0039] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 3 and 4. Fig. 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), a sound control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game profits such as big win lottery and transition of game state, and constitutes a main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes a sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.
[0040] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0041] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the big prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the big prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects game balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects game balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects game balls that have entered general prize opening 27. Out counter 25 is provided at the most downstream side of game board 2 and detects all game balls shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.
[0042] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserved display device 43a, the second special symbol reserved display device 43b, and the normal symbol reserved display device 44.
[0043] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is being won, and a security signal.
[0044] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from a card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by a ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the handle 60 is operated by a player, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115.
[0045] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0046] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores a program for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the program stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.
[0047] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for performing display control, as well as still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.
[0048] The speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, and the like from the speaker 67 via the audio control board 106 based on a command received from the main control board 80. Sound data such as audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may execute audio control based on the command. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, audio data may be stored in the ROM 103 of the image control board 100.
[0049] The lamp control board 107 is connected to the frame lamp 66, the board lamp 5, and the movable role object 15, and controls them. The performance control microcomputer 91 controls the lighting of the frame lamp 66, the board lamp 5, and other lamps via the lamp control board 107 based on commands received from the main control board 80. That is, the performance control microcomputer 91 creates light emission pattern data (data that determines the on / off state and the light emission color, also called lamp data) that determines the light emission state of the frame lamp 66, the board lamp 5, and other lamps, and controls the light emission of the frame lamp 66, the board lamp 5, and other lamps according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The performance control microcomputer 91 operates the movable role object 15 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation state of each of the movable role objects 15, and controls the operation of the movable role object 15 according to the operation pattern data. The operation pattern data is created using data stored in sub-ROM 93. The lamp control board 107 may be equipped with a CPU, and the CPU may be made to execute lamp lighting control and operation control of the movable role object 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0050] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can be pressed, and can also be changed in position between a normal position (buried position) where the upper surface of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises up as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63, and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.
[0051] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0052] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Fig. 5. Fig. 5(A) is a diagram for explaining the main ROM 83. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84. Fig. 5(C) is a diagram for explaining the sub ROM 93. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94.
[0053] The main ROM 83 (FIG. 5(A)) is provided with a program storage area 83a and a table storage area 83b. The table storage area 83b stores a big win determination table, a reach determination table, a normal symbol win determination table, a normal symbol change pattern determination table, a big win type determination table, a change pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.
[0054] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.
[0055] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, number of reserved balls commands, start fluctuation commands, stop fluctuation commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and push commands are set.
[0056] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a sure-win flag, a time-saving flag, etc. are set.
[0057] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, a chance bonus counter, a time-saving counter, and a game counter.
[0058] The special action status set area 84d is an area in which a status in the special action process described later is set. The special chart reserved memory area 84e includes a first special chart reserved memory area in which the first special chart reserved is stored, and a second special chart reserved memory area in which the second special chart reserved is stored. The first special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special patterns corresponding to the first, second, third, and fourth pieces of the first special chart reserved. The second special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth pieces of the second special chart reserved.
[0059] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.
[0060] The sub-ROM 93 (FIG. 5(C)) is provided with a program storage area 93a and a table storage area 93b. The table storage area 93b stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a stop symbol pattern determination table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.
[0061] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command setting area 94b, a counter setting area 94c, and an information storage area 94d.
[0062] The command memory area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and includes pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, etc.
[0063] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, the pre-variation end command, the variable performance end command, the opening performance start command, the round performance start command, and the ending performance start command are set.
[0064] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a special chance effect counter, a time-saving effect counter, a game counter, etc. are set. The information storage area 94d is an area for storing various types of information.
[0065] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to obtain a "jackpot random number", a "jackpot type random number", a "reach random number", a "variable pattern random number", and a "normal symbol random number (win random number)" at the timing described below. All of these are obtained as values of a random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided to correspond to each of them. The "jackpot random number" is a random number used in the lottery to determine whether or not there is a jackpot (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.
[0066] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "jackpot random number", "jackpot type random number", "reach random number" and "variation pattern random number" are obtained based on the ball entering the start hole (first start hole 20 or second start hole 21). The random value group obtained based on the ball entering the first start hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second start hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0067] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be described. The microcomputer 91 for controlling the performance is configured to obtain a "pre-read performance random number", a "chance-up random number", and a "random number for determining the performance". All of these are obtained as values of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are prepared corresponding to each of these.
[0068] The "look-ahead performance random number" is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random value group is stored in the sub-RAM 94.
[0069] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.
[0070] The "random number for determining the effect" is a random number used to determine the effect pattern during the variable effect, and takes a value in the range of 0 to 127. The "random number for determining the effect" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.
[0071] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number value (any of 0 to 65535) corresponds to a "jackpot" or a "miss." The jackpot determination in the jackpot determination table is made based on the game state of the gaming machine 1. For example, it is shown that in a "low probability state," if the jackpot random number value is "0 to 204," it is determined to be a "jackpot," and in other cases, it is determined to be a "miss." It is also shown that in a "high probability state," if the jackpot random number value is "0 to 1366," it is determined to be a "jackpot," and in other cases, it is determined to be a "miss."
[0072] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".
[0073] The normal symbol hit determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".
[0074] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0075] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127).
[0076] In FIG. 7, when the first special pattern (special pattern 1) is selected, if the jackpot type random number value is "0-63", the jackpot type is determined to be a "10R special jackpot (ST 100 times)", if the jackpot type random number value is "64-95", the jackpot type is determined to be a "4R special jackpot (ST 100 times)", and if the jackpot type random number value is "96-127", the jackpot type is determined to be a "4R normal jackpot (time-saving 100 times)". When the second special pattern (special pattern 2) is selected, if the random number value of the jackpot type is "0-63", the jackpot type is determined to be "10R variable jackpot (ST 100 times)", if the random number value of the jackpot type is "64-95", the jackpot type is determined to be "4R variable jackpot (ST 100 times)", and if the random number value of the jackpot type is "96-127", the jackpot type is determined to be "4R normal jackpot (time reduction 100 times)". In addition, the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game may also be specified in the jackpot type determination table.
[0077] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. In Figure 8, for example, when a winning jackpot is entered into the first starting hole 20 in a non-time-saving state, the jackpot is judged as a "miss" in the jackpot judgment table, is judged as a "reach" in the reach judgment table, and the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is judged as "P4".
[0078] In Figure 9, for example, when the ball enters the second starting hole 21 during the time-saving state, a "jackpot" is determined in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".
[0079] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance that has a longer fluctuation time after the reach than a normal reach, and is a reach performance that is executed in an advanced form after the normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here.
[0080] Here, particularly in the case of the super reach (SP3), an operation means operation presentation is executed.
[0081] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and in the "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time, and with an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have won (a prescribed number of winning balls, up to 10 balls), the electric chute 22 is closed even if the opening time remains.
[0082] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot", "opening pattern 21" is determined. In "opening pattern 21", the large prize opening 30 is opened once in the 1st to 4th rounds and for an opening time of 29.5 seconds (long opening). In the case of a "10R jackpot", "opening pattern 22" is determined. In "opening pattern 22", the large prize opening 30 is opened once in the 1st to 10th rounds and for an opening time of 29.5 seconds (long opening).
[0083] 5. Explanation of the jackpot etc. In the gaming machine 1, there are "jackpots" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern according to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the last round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) during which the jackpot opening is closed between round games is included in the open round game before the closing.
[0084] There are several types of jackpots. There are three types of jackpots: "10R special jackpot (ST 100 times)", "4R special jackpot (ST 100 times)", and "4R normal jackpot (time-saving 100 times)". With a special jackpot, after the jackpot play, the player enters a high-probability time-saving state (high-probability, high-base state). Here, the high-probability time-saving state is called "ST (special time)". On the other hand, with a normal jackpot, after the jackpot play, the player enters a low-probability time-saving state (low-probability, high-base state). Both the high-probability time-saving state and the low-probability time-saving state continue for 100 times.
[0085] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 performs probability variation control for the special symbols on the special symbol display 41 is called a "high probability state," and the state in which the probability variation control is not performed is simply called a "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 realizes the high probability state by performing a jackpot determination using a jackpot determination table (FIG. 6) in which the number of jackpot random numbers determined to be a jackpot is greater in the high probability state than in the normal probability state, as the probability variation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.
[0086] In addition, the state in which the game control microcomputer 81 controls the time to shorten the change of the special symbol of the special symbol display device 41 is called the "time-shortened state", and the state in which the time to shorten the change of the special symbol is not controlled is simply called the "non-time-shortened state". In the time-shortened state, the change time of the special symbol (the time from the start of the change display to the derivation and display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 judges the change pattern using a change pattern judgment table (FIG. 9) that is determined so that a change pattern with a short change time is selected more often in the time-shortened state than in the non-time-shortened state. In other words, when the game control microcomputer 81 executes the change time shortening control for the special symbol of the special symbol display device 41, a short change time is more likely to be selected as the change time of the variable display of the special symbol compared to when the change time shortening control is not executed. As a result, in the time-shortened state, the pace of consumption of the special symbol reservation is faster, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. This allows players to aim for a big win while playing smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.
[0087] The game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol of the normal symbol display device 42 in parallel with the fluctuation time shortening control for the special symbol of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol in the time-shortening state, and does not execute them in the non-time-shortening state. The game control microcomputer 81 executes hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random numbers (win random numbers) determined as a hit is greater in the time-shortening state than in the non-time-shortening state, as the probability fluctuation control for the normal symbol. Therefore, in the time-shortening state, the hit probability is higher than in the normal probability state of the normal symbol. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbol of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 becomes a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving state, the variation time of the normal symbol is shorter than in the non-time-saving state. Here, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time reduction control for the normal symbol of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, the electric chute 22 is opened more frequently than in the case where these controls are not executed, and the game balls enter the second starting hole 21 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called the “high base state,” and the state in which they are not executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol of the normal symbol display 42, fluctuation time reduction control for the normal symbol of the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may be controlled independently without being associated with the time-saving state.
[0088] In the gaming machine 1, the game state after a jackpot game due to winning a 10R or 4R jackpot is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," a "high probability time-saving state," or a "high probability game state." The high probability high base state continues for 100 times, and ends when 100 variable displays of special symbols are executed, or when a jackpot is won and the jackpot game is executed.
[0089] In addition, the game state after winning the jackpot game by winning the 4R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly called a "low probability high base state," "low probability time-saving state," or "time-saving game state." The low probability high base state continues for 100 times, and ends when 100 variable displays of special symbols are executed, or when a jackpot is won and the jackpot game is executed.
[0090] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly called the "low probability low base state." The low probability low base state is sometimes called the "normal gaming state" or the "low probability non-time-saving state (simply called the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played is called the "special gaming state (jackpot gaming state)."
[0091] In a high base state such as a high probability high base state or a low probability high base state, the game can be advantageously progressed by hitting the ball to the right game area 3B (FIG. 1) by hitting the ball to the right. This is because the electric support control makes it easier to open the electric chute 22 than in the low base state, and it is easier to win the ball in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, the ball is hit to the right in order to win the ball in the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting the ball to the left. In the gaming machine 1, the game is played by hitting the ball to the right even during a jackpot game. On the other hand, in a low base state, the game can be advantageously progressed by hitting the ball to the left game area 3A (FIG. 1) by hitting the ball to the left. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win the first start hole 20. This allows more start wins to be obtained than by hitting right.
[0092] 7. Operation of the gaming control microcomputer 81 Next, the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.
[0093] [Main control main processing] 10 is a flow chart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.
[0094] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (jackpot random number, jackpot type random number, reach random number, variable pattern random number, normal symbol random number) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.
[0095] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that, if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.
[0096] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt process (step S005 in FIG. 10). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 11) described above. In other words, the update process of various random number counter values is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0097] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. In addition, the game control microcomputer 81 sets payout data for paying out prize balls corresponding to the winning holes, i.e., the first start hole 20, the second start hole 21, the big winning hole 30, and the general winning hole 27, in the output buffer of the main RAM 84.
[0098] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a storage area corresponding to the current number of reserved balls for special chart 2 among the first to fourth storage areas of the second special chart reservation storage area.
[0099] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.
[0100] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.
[0101] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs reserved ball number processing (step S106). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0102] After the reserved ball count processing, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S108). In other processing, for example, based on the number of reserved balls of special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing the number, and based on the number of reserved balls of special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing the number.
[0103] [Special Action Processing] FIG. 12 is a flow chart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", and "4". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a change pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is executed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed, and the like is executed. Specifically, the game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output at the time of a jackpot. Specifically, the game control microcomputer 81 first executes a game state management process. The game state management process is a process for managing the number of STs (the number of variations controlled in the probability variable game state) and the number of time reductions (the number of variations controlled in the time reduction game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability change flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric device processing, the big win game is executed. Specifically, the opening of the big win opening 30 is controlled according to the opening pattern based on the round counter, and the round designation command and the ending command are set. In addition, at the end of the big win, the time reduction counter and the probability change counter are set.
[0104] [Special pattern waiting process] FIG. 13 is a flowchart of the special symbol waiting process (FIG. 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is judged to be a jackpot, turns on the jackpot flag, judges the type of jackpot, and then ends the jackpot judgment process.
[0105] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the judgment result of the big win judgment process (step S1402), the number of reserved balls, and the variation pattern random number by referring to the variation pattern judgment table (FIGS. 8 and 9), and the number of reserved balls of the special chart 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random numbers) stored in the first to fourth storage areas of the second special chart reserved storage area by one from the current position to the side to be read, and clears the reserved information stored in the second special chart reserved storage area at the farthest position from the side to be read (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. The above steps consume the second special chart reserved in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the leftmost end of the four reserved images 9B) corresponding to the first storage area of the second special chart reserved storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left of the four reserved images 9B) corresponding to the second to fourth storage areas of the second special chart reserved storage area are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reserved has been consumed. Next, the game control microcomputer 81 performs special chart 2 variation start processing (step S1406). In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2".In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).
[0106] In step S1401, if the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special symbol 1 is "0" or not (step S1407). If the number of reserved balls of the special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the game control microcomputer 81 ends the special symbol waiting process. If the number of reserved balls of the special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is determined that it is a jackpot, the jackpot flag is turned ON, the jackpot type is determined, and then the jackpot determination process ends.
[0107] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the judgment result of the big win judgment process (step S1408), the number of reserved balls, and the variation pattern random number, with reference to the variation pattern judgment table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the location farthest from the side to be read in the first special chart reservation storage area (step S1411). Through the above steps, the first special chart reservation is consumed in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of the first special symbol reserved storage area is shifted toward the reserved consumption image display area side, and is displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special symbol reserved storage area are shifted one to the right (FIG. 1). This allows the player to recognize that one first special symbol reservation has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2". The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information on the special chart stop pattern data set in the big win determination process (step S1408) and information on the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information on the fluctuation time).
[0108] As described above, according to the special pattern waiting process of this embodiment, the variable display of the special pattern based on the first special pattern reservation is executed only when the second special pattern reservation is "0". In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation.
[0109] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 judges whether the jackpot flag is ON or not (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is judged that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is judged that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.
[0110] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, and if it is a 10R jackpot, the opening pattern 22 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-saving flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.
[0111] [Game status management process] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 judges whether the probability variable flag is ON or not (step S1601). If it is judged that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is judged that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.
[0112] In step S1603, the game control microcomputer 81 judges whether the probability variable counter is "0". If it is judged that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604) and the process proceeds to step S1605. On the other hand, if it is judged that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed and the process proceeds to step S1605.
[0113] In step S1605, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is judged that the time-saving flag is ON (step S1605: YES), the time-saving counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is judged that the time-saving counter is not ON (step S1605: NO), that is, if the time-saving counter is OFF, the process proceeds to step S1609.
[0114] In step S1607, the game control microcomputer 81 judges whether the time-saving counter is "0" or not. If it is judged that the time-saving counter is "0" (step S1607: YES), the time-saving flag is turned OFF (step S1608) and the process proceeds to step S1609. On the other hand, if it is judged that the time-saving counter is not "0" (step S1607: NO), the process of step S1608 is not executed and the process proceeds to step S1609.
[0115] In step S1609, the game control microcomputer 81 sets a game state designation command and ends the game state management process.
[0116] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric feature process (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing for the big win (step S1701).
[0117] Next, the game control microcomputer 81 executes a special prize opening process (step S1702). In the special prize opening process, it is determined whether or not the special prize opening 30 is open, and if it is determined that the special prize opening 30 is open, the special prize opening 30 is opened and a special prize round designation command is set.
[0118] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1703). This process is a process for determining whether or not a prize has been won at the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won (step S1703: YES), a prize winning command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that no prize has been won (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.
[0119] In step S1705, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process is a process for determining whether or not the closing condition for the special prize opening 30 is satisfied, and for closing the special prize opening 30 if satisfied. In addition, when the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.
[0120] Next, the game control microcomputer 81 judges whether or not the jackpot has ended (step S1706). This process is a process for judging whether or not the round counter is "0". If it is judged that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is judged that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.
[0121] In step S1707, the game control microcomputer 81 executes the big win ending process. In the big win ending process, it is determined whether the ending time has elapsed, and if so, the big win flag is turned OFF and the game state setting process is executed (step S1708).
[0122] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 judges whether or not the game has been hit with a high probability of winning (step S1801). If it is judged to be a high probability of winning (step S1801: YES), the high probability of winning flag is turned ON (step S1802), the high probability of winning counter is set to 100 (step S1803), and the process proceeds to step S1804. On the other hand, if it is judged not to be a high probability of winning (step S1801: NO), the process proceeds to step S1804 without executing the processes of steps S1802 and S1803.
[0123] In step S1804, the game control microcomputer 81 turns on the time-saving flag. Next, the game control microcomputer 81 sets the time-saving counter to 100 (step S1805). Next, the game control microcomputer 81 sets a game state designation command (step S1806), and then ends the game state setting process.
[0124] 8. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0125] [Sub-control main processing] 18 is a flow chart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.
[0126] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0127] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.
[0128] [Sub-side timer interrupt processing] FIG. 19 is a flowchart of the sub-side timer interrupt processing (step S4004 in FIG. 18). The performance control microcomputer 91 first performs received command analysis processing (step S4101). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4102). After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4103). In the switch processing, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge data and level data) output from the performance button 63.
[0129] After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4104). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process and the like to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received various commands, executes a display performance according to the received command using the image display device 7. Also, the audio control board 106, which has received various commands, executes an audio performance of outputting audio from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes a lamp performance of controlling the light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. In other processes, random number update processes and the like are performed.
[0130] [Received command analysis process] FIG. 20 is a flow chart of the received command analysis process (step S4101 in FIG. 19). The performance control microcomputer 91 first judges whether or not a pre-determination command has been received from the main control board 80 (step S4201). If the command has been received (step S4201: YES), a pre-reading performance determination process is performed (step S4202). The "pre-reading performance determination process" is a process for determining whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the counter of the pre-reading performance random number, and determines whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern by referring to the acquired random number value and the pre-reading performance pattern determination table stored in the sub-ROM 93. On the other hand, if the command has not been received (step S4201: NO), the above-mentioned pre-reading performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.
[0131] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4203). If it has been received (step S4203: YES), a reserved display process is performed (step S4204). In the reserved display process, the values of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4203: NO), the reserved ball display process described above is skipped.
[0132] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (step S4205). If a change start command has been received (step S4205: YES), a change performance start process is performed (step S4206). The "change performance start process" is a process for selecting a change performance pattern (content) to be executed during the special symbol change. On the other hand, if a change start command has not been received (step S4205: NO), the change performance start process described above is skipped.
[0133] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), a change performance end process is performed (step S4208). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. Note that if the change stop command has not been received (step S4207: NO), the change performance end process described above is skipped.
[0134] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4209). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4209: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4210). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4105), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no signal has been received (step S4209: NO), the above-mentioned winning-related effect pattern determination process is skipped.
[0135] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.
[0136] [Variable performance start processing] FIG. 21 is a flowchart of the variable performance start process (step S4206 in FIG. 20). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variation start command and information on the variation pattern in the sub-RAM 94. The set information includes game state information indicating the current game state, and pattern information indicating the pattern as the judgment result of the hit judgment process of the special symbol 1 or the special symbol 2. The information acquired here can be referred to by the performance control microcomputer 91 as appropriate.
[0137] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4302). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of a predetermined character, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0138] Next, the performance control microcomputer 91 performs a chance-up performance pattern determination process (step S4303). The chance-up performance pattern determination process is a process for determining an additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and a chance-up performance pattern determination table stored in the sub-ROM 93. After determining the chance-up performance pattern, the performance control microcomputer 91 may further determine a combination of performance patterns 8L, 8C, and 8R to be stopped and displayed by referring to the random number value and the stop pattern pattern determination table.
[0139] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4301 to S4303 is realized (step S4404). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process, the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0140] Next, the performance control microcomputer 91 sets the variable performance timer (step S4305) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0141] [Processing during variable performance] FIG. 22 is a flowchart of the processing during the variable performance (step S4102 in FIG. 19). In the variable performance process, the performance control microcomputer 91 first judges whether or not it is a predetermined performance period (step S4401). If it is judged to be a predetermined performance period (step S4401: YES), the process proceeds to step S4402. On the other hand, if it is judged not to be a predetermined performance period (step S4401: NO), the process proceeds to step S4407.
[0142] In step S4402, the performance control microcomputer 91 determines whether or not a performance start flag is ON. The performance start flag is a flag for determining whether or not a predetermined performance has started. The performance start flag is stored in the information storage area 94d of the sub-RAM 94. If it is determined that the performance start flag is not ON (step S4402: NO), that is, if the performance start flag is OFF, the performance start flag is turned ON (step S4403) and the process proceeds to step S4404. On the other hand, if the performance start flag is ON (step S4402: YES), the process of step S4403 is not executed and the process proceeds to step S4404.
[0143] In step S4404, the performance control microcomputer 91 determines whether or not the sword member has been operated. This process is a process for determining whether or not the sword member 64 has been pressed. If it is determined that the sword member 64 has been pressed (step S4404: YES), the process proceeds to S4408. On the other hand, if it is determined that the sword member 64 has not been pressed (step S4404: NO), the process proceeds to step S4405.
[0144] In step S4405, the performance control microcomputer 91 determines whether the performance button has been operated. This process is a process for determining whether the performance button 63 has been pressed. If it is determined that the performance button 63 has been pressed (step S4405: YES), a button operation performance is executed (step S4406), and then the variable performance process is terminated. The button operation performance is a performance that occurs when the performance button 63 is operated, and is included in the core performance pattern. On the other hand, if it is determined that the performance button 63 has not been pressed (step S4405: NO), the process of step S4406 is not executed, and the variable performance process is terminated.
[0145] In step S4407, the performance control microcomputer 91 determines whether or not the performance start flag is ON. The performance start flag is a flag for determining whether or not a predetermined performance has started. The performance start flag is stored in the information storage area 94d of the sub-RAM 94. If it is determined that the performance start flag is ON (step S4407: YES), the process proceeds to step S4408. On the other hand, if the performance start flag is not ON (step S4407: NO), that is, if the performance start flag is OFF, the subsequent processes are not executed and the variable performance process ends.
[0146] In step S4408, the performance control microcomputer 91 executes a result notification performance. The result notification performance is a performance that notifies the final result of a predetermined performance. Next, the performance control microcomputer 91 ends the predetermined performance (step S4409), turns off the performance start flag (step S4410), and ends the variable performance processing.
[0147] 9. Example of the performance of this embodiment Each example of the effects of this embodiment will be described below. The effects described below are, as described above, effects realized by the effect control microcomputer 91 and the image control microcomputer 101 based on various commands sent from the game control microcomputer 81. The image control microcomputer 101 analyzes various commands received from the sub-control board 90, reads out various corresponding image data from the ROM 103, and displays them on the display screen 7a of the image display device 7.
[0148] [Operation means operation effect A] 23 is a diagram for explaining the operation means operation performance A. The operation means operation performance A is an example of a performance executed when the result of the lottery is "big win" and the variation patterns P3, P13, P23, and P33 are transmitted.
[0149] First, as shown in FIG. 23(A), a change start performance is executed. The change start performance is a performance in which the decorative pattern starts changing. Here, the decorative patterns 8L, 8C, and 8R start changing and are changing at high speed. The decorative patterns 8L, 8C, and 8R that change at high speed are displayed transparently or semi-transparently. Note that the reserved icons 9A and 9B and the change icon 9C are not displayed, but may be displayed (same below).
[0150] Next, as shown in FIG. 23(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative symbols stop in a predetermined reach state. Here, the left and right decorative symbols 8L and 8R both stop as "5" symbols. The "5" symbols that form the reach state are also called reach symbols. The middle decorative symbol 8C continues to fluctuate at high speed. The middle decorative symbol 8C is displayed transparently or semi-transparently.
[0151] Next, as shown in FIG. 23(C), a development performance is executed. The development performance is a performance that notifies the development from the normal reach performance to the super reach performance. Here, a message image MG saying "Development" is displayed in the center of the display screen 7a. Also, the "5" symbols (reach symbols) as the left and right decorative symbols 8L and 8R are displayed in a reduced size in the upper corners of the display screen 7a (hereinafter, they are displayed until just before the winning / losing notification performance).
[0152] Next, as shown in Fig. 23(D), a battle reach start effect is executed. The battle reach start effect is an effect that notifies the start of the battle reach effect. Here, an ally character CRA is displayed in the center of the display screen 7a. Also, a message image MG saying "It's a battle reach" is displayed above the ally character CRA.
[0153] 23(E) to 23(H), a button operation effect is executed. The button operation effect is an effect in which the power of an ally character CRA appearing in a battle reach effect is accumulated by operating the effect button 63.
[0154] FIG. 23(E) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. The graph image GG is an image of a horizontally long bar graph, and its inside is divided horizontally into 12 regions.
[0155] FIG. 23(F) shows the initial stage of the button operation effect. Here too, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the effect button 63 in a pressed state. It is considered that the button image BG2 is displayed in accordance with the actual pressing operation of the effect button 63 by the player. Alternatively, in order to encourage the pressing of the effect button 63, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing operation of the effect button 63. A message image MG saying "Press repeatedly to save power" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of the leftmost four areas of the 12 areas of the graph image GG has changed (shown with hatching). In the graph image GG, the display color of the areas changes one by one from the left side as the player repeatedly taps the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being repeatedly tapped internally.
[0156] FIG. 23(G) shows the middle stage of the button operation effect. Here too, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. At this time, the display color of the leftmost eight areas of the twelve areas of the graph image GG has changed (shown with hatching).
[0157] FIG. 23(H) shows the latter part of the button operation effect. Here too, a button image BG2 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image that imitates the effect button 63 in a pressed state. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of 12 of the 12 regions of the graph image GG has changed (indicated by hatching).
[0158] Fig. 23(I) shows a result notification effect. The result notification effect is an effect that notifies the result of a button operation effect. Here, the display color of 12 of the 12 areas of the graph image GG has been changed (shown with hatching). A message image MG saying "It's MAX" is displayed above the graph image GG.
[0159] Next, as shown in Fig. 23(J), a decisive battle performance is executed. The decisive battle performance is a performance for deciding the outcome between the ally character and the enemy character. Here, the ally character CRA and the enemy character CRB are closing the distance and slashing at each other in the center of the display screen 7a.
[0160] Next, as shown in Fig. 23(K), a winning or losing notification effect is executed. The winning or losing notification effect is an effect that notifies the player of the winning or losing against the enemy character. Here, the player character CRA is knocking the enemy character CRB away. A message image MG saying "Victory" is displayed on the left side of the display screen 7a.
[0161] Next, as shown in Fig. 23(L), the winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies the winning / losing result by the stopping state of the decorative symbols. Here, the left, center, and right decorative symbols 8L, 8C, and 8R all become "5" symbols, and the same number ("555") is displayed, notifying that the winning / losing result is a jackpot (a win).
[0162] The above is the flow of the operation means operation presentation A, but in the above-mentioned button operation presentation (FIGS. 23(E)-(H), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (FIG. 23(I)) is executed (step S4404: YES, step S4408 in FIG. 22).
[0163] [Operation means operation effect B] 24 is a diagram for explaining the operation means operation performance B. The operation means operation performance B is an example of a performance that is executed when the lottery result is "losing" and the variation patterns P7, P17, P27, and P37 are transmitted.
[0164] First, as shown in FIG. 24(A), a change start performance is executed. The change start performance is a performance in which the decorative pattern starts changing. Here, the decorative patterns 8L, 8C, and 8R start changing and are changing at high speed. The decorative patterns 8L, 8C, and 8R that change at high speed are displayed transparently or semi-transparently. Although the reserved icons 9A and 9B and the change icon 9C are not displayed, they may be displayed (same below).
[0165] Next, as shown in FIG. 24(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative symbols stop in a predetermined reach state. Here, the left and right decorative symbols 8L and 8R both stop as "5" symbols. The "5" symbols that form the reach state are also called reach symbols. The middle decorative symbol 8C continues to fluctuate at high speed. The middle decorative symbol 8C is displayed transparently or semi-transparently.
[0166] Next, as shown in FIG. 24(C), the development performance is executed. The development performance is a performance that notifies the development from the normal reach performance to the super reach performance. Here, a message image MG saying "Development" is displayed in the center of the display screen 7a. Also, the "5" symbols (reach symbols) as the left and right decorative symbols 8L and 8R are displayed in a reduced size in the upper corners of the display screen 7a (hereinafter, they are displayed until just before the winning / losing notification performance).
[0167] Next, as shown in Fig. 24(D), a battle reach start effect is executed. The battle reach start effect is an effect that notifies the start of the battle reach effect. Here, an ally character CRA is displayed in the center of the display screen 7a. Also, a message image MG saying "It's a battle reach" is displayed above the ally character CRA.
[0168] 24(E) to (H), a button operation effect is executed. The button operation effect is an effect in which the power of an ally character CRA appearing in a battle reach effect is accumulated by operating the effect button 63.
[0169] FIG. 24(E) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. The graph image GG is an image of a horizontally long bar graph, and its inside is divided horizontally into 12 regions.
[0170] FIG. 24(F) shows the initial stage of the button operation effect. Here too, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the effect button 63 in a pressed state. It is considered that the button image BG2 is displayed in accordance with the actual pressing operation of the effect button 63 by the player. Alternatively, in order to encourage the pressing of the effect button 63, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing operation of the effect button 63. A message image MG saying "Press repeatedly to save power" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of the leftmost four areas of the 12 areas of the graph image GG has changed (shown with hatching). In the graph image GG, the display color of the areas changes one by one from the left side as the player repeatedly taps the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being repeatedly tapped internally.
[0171] FIG. 24(G) shows the middle stage of the button operation effect. Here too, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. At this time, the display color of the leftmost eight areas of the twelve areas of the graph image GG has changed (shown with hatching).
[0172] FIG. 24(H) shows the latter part of the button operation effect. Here too, a button image BG2 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image that imitates the effect button 63 in a pressed state. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of nine of the twelve areas of the graph image GG has changed (shown with hatching).
[0173] Fig. 24(I) shows a result notification effect. The result notification effect is an effect that notifies the result of a button operation effect. Here, the display color of nine of the twelve areas of the graph image GG has been changed (shown with hatching). A message image MG saying "75%" is displayed above the graph image GG.
[0174] Next, as shown in Fig. 24(J), a decisive battle performance is executed. The decisive battle performance is a performance for deciding the victory or defeat between the ally character and the enemy character. Here, the ally character CRA and the enemy character CRB close the distance and cut each other in the center of the display screen 7a.
[0175] Next, as shown in Fig. 24(K), a winning or losing notification effect is executed. The winning or losing notification effect is an effect that notifies the player of the winning or losing against the enemy character. Here, the enemy character CRB knocks the ally character CRA away. A message image MG saying "Defeat" is displayed on the right side of the display screen 7a.
[0176] Next, as shown in Fig. 24(L), the winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies the winning / losing result by the stopping state of the decorative symbols. Here, the left and right decorative symbols 8L and 8R become "5" symbols, the center decorative symbol 8C becomes "6" symbols, and "565" is displayed, notifying the winning / losing result that the winning / losing result is a miss (losing).
[0177] The above is the flow of the operation means operation presentation B, but in the above-mentioned button operation presentation (Figures 24(E) to (H)), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (Figure 24(I)) is executed (step S4404: YES, step S4408 in Figure 22).
[0178] [Operation means operation effect C] 25 is a diagram for explaining the operation means operation performance C. The operation means operation performance C is an example of a performance executed when the result of the lottery is "big win" and the variation patterns P3, P13, P23, and P33 are transmitted.
[0179] First, as shown in FIG. 25(A), a change start performance is executed. The change start performance is a performance in which the decorative pattern starts changing. Here, the decorative patterns 8L, 8C, and 8R start changing and are changing at high speed. The decorative patterns 8L, 8C, and 8R that change at high speed are displayed transparently or semi-transparently. Although the reserved icons 9A and 9B and the change icon 9C are not displayed, they may be displayed (same below).
[0180] Next, as shown in FIG. 25(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative symbols stop in a predetermined reach state. Here, the left and right decorative symbols 8L and 8R both stop as "5" symbols. The "5" symbols that form the reach state are also called reach symbols. The middle decorative symbol 8C continues to fluctuate at high speed. The middle decorative symbol 8C is displayed transparently or semi-transparently.
[0181] Next, as shown in FIG. 25(C), a development performance is executed. The development performance is a performance that notifies the development from the normal reach performance to the super reach performance. Here, a message image MG saying "Development" is displayed in the center of the display screen 7a. Also, the "5" symbols (reach symbols) as the left and right decorative symbols 8L and 8R are displayed in a reduced size in the upper corners of the display screen 7a (hereafter, they are displayed until just before the winning / losing notification performance).
[0182] Next, as shown in Fig. 25(D), a battle reach start effect is executed. The battle reach start effect is an effect that notifies the start of the battle reach effect. Here, an ally character CRA is displayed in the center of the display screen 7a. Also, a message image MG saying "It's a battle reach" is displayed above the ally character CRA.
[0183] 25(E) to (H), a button operation effect is executed. The button operation effect is an effect in which the power of an ally character CRA appearing in a battle reach effect is accumulated by operating the effect button 63.
[0184] Fig. 25(E) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Press" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. The graph image GG is an image of a horizontally long bar graph, and its inside is divided horizontally into 12 regions.
[0185] Fig. 25(F) is an intermediate notification effect in a button operation effect. The intermediate notification effect is an effect that notifies the result of the first pressing of the effect button 63. Here, the graph image GG has a change in display color of the leftmost six areas out of the twelve areas (shown with hatching). Here, the graph image GG has a display color of a group of areas that changes when the player presses the effect button 63 (step S4405: YES in Fig. 22, step S4406; the same applies below). A message image MG saying "It's 50%" is displayed above the graph image GG.
[0186] FIG. 25(G) shows the middle stage of the button operation effect. Here, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. At this time, the display color of the leftmost eight areas of the twelve areas of the graph image GG has changed (shown with hatching).
[0187] FIG. 25(H) shows the latter part of the button operation effect. Here, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image imitating the effect button 63 in a pressed state. The button image BG2 may be displayed in accordance with the actual pressing of the effect button 63 by the player. Alternatively, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing of the effect button 63 in order to encourage the pressing of the effect button 63. A message image MG saying "Press repeatedly to save power" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of 12 of the 12 regions of the graph image GG has changed (shown by hatching). In the graph image GG, the display color of the areas changes one by one from the left side as the player repeatedly taps the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being repeatedly tapped internally.
[0188] Fig. 25(I) shows a result notification effect. The result notification effect is an effect that notifies the result of a button operation effect. Here, the display color of 12 of the 12 areas of the graph image GG has been changed (shown with hatching). A message image MG saying "It's MAX" is displayed above the graph image GG.
[0189] Next, as shown in Fig. 25(J), a decisive battle performance is executed. The decisive battle performance is a performance for deciding the outcome between the ally character and the enemy character. Here, the ally character CRA and the enemy character CRB are closing the distance and slashing at each other in the center of the display screen 7a.
[0190] Next, as shown in Fig. 25(K), a winning or losing notification effect is executed. The winning or losing notification effect is an effect that notifies the player of the winning or losing against the enemy character. Here, the player character CRA is knocking the enemy character CRB away. A message image MG saying "Victory" is displayed on the left side of the display screen 7a.
[0191] Next, as shown in Fig. 25(L), the winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies the winning / losing result by the stopping state of the decorative symbols. Here, the left, center, and right decorative symbols 8L, 8C, and 8R all become "5" symbols, and the same number ("555") is displayed, notifying that the winning / losing result is a jackpot (a win).
[0192] The above is the flow of the operation means operation presentation C, but in the above-mentioned button operation presentation (Figures 25(E) to (H)), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (Figure 25(I)) is executed (step S4404: YES, step S4408 in Figure 22).
[0193] [Operation means operation effect D] 26 is a diagram for explaining the operation means operation performance D. The operation means operation performance D is an example of a performance executed when the lottery result is "losing" and the variation patterns P7, P17, P27, and P37 are transmitted.
[0194] First, as shown in FIG. 26(A), a change start performance is executed. The change start performance is a performance in which the decorative pattern starts changing. Here, the decorative patterns 8L, 8C, and 8R start changing and are changing at high speed. The decorative patterns 8L, 8C, and 8R that change at high speed are displayed transparently or semi-transparently. Note that the reserved icons 9A and 9B and the change icon 9C are not displayed, but may be displayed (same below).
[0195] Next, as shown in FIG. 26(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative symbols stop in a predetermined reach state. Here, the left and right decorative symbols 8L and 8R both stop as "5" symbols. The "5" symbols that form the reach state are also called reach symbols. The middle decorative symbol 8C continues to fluctuate at high speed. The middle decorative symbol 8C is displayed transparently or semi-transparently.
[0196] Next, as shown in FIG. 26(C), a development performance is executed. The development performance is a performance that notifies the development from the normal reach performance to the super reach performance. Here, a message image MG saying "Development" is displayed in the center of the display screen 7a. Also, the "5" symbols (reach symbols) as the left and right decorative symbols 8L and 8R are displayed in a reduced size in the upper corners of the display screen 7a (hereafter, they are displayed until just before the winning / losing notification performance).
[0197] Next, as shown in Fig. 26(D), a battle reach start effect is executed. The battle reach start effect is an effect that notifies the start of the battle reach effect. Here, an ally character CRA is displayed in the center of the display screen 7a. Also, a message image MG saying "It's a battle reach" is displayed above the ally character CRA.
[0198] 26(E) to 26(H), a button operation effect is executed. The button operation effect is an effect in which the power of an ally character CRA appearing in a battle reach effect is accumulated by operating the effect button 63.
[0199] Fig. 26(E) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Press" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. The graph image GG is an image of a horizontally long bar graph, and its interior is divided horizontally into 12 regions.
[0200] Fig. 26(F) is an intermediate notification effect in a button operation effect. The intermediate notification effect is an effect that notifies the result of the initial pressing of the effect button 63. Here, the graph image GG has a change in display color for the leftmost six areas out of the twelve areas (shown with hatching). Here, the graph image GG has a display color for a group of areas that changes when the player presses the effect button 63 (step S4405: YES in Fig. 22, step S4406; the same applies below). A message image MG saying "It's 50%" is displayed above the graph image GG.
[0201] FIG. 26(G) shows the middle stage of the button operation effect. Here, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Press repeatedly to build up strength" is displayed above the button image BG1. A graph image GG is displayed below the button image BG1. At this time, the display color of the leftmost eight areas of the twelve areas of the graph image GG has changed (shown with hatching).
[0202] FIG. 26(H) shows the latter part of the button operation effect. Here, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image imitating the effect button 63 in a pressed state. The button image BG2 may be displayed in accordance with the actual pressing of the effect button 63 by the player. Alternatively, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing of the effect button 63 in order to encourage the pressing of the effect button 63. A message image MG saying "Press repeatedly to save power" is displayed above the button image BG2. A graph image GG is displayed below the button image BG2. At this time, the display color of the leftmost nine areas of the 12 areas of the graph image GG has changed (shown with hatching). In the graph image GG, the display color of the areas changes one by one from the left side as the player repeatedly taps the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being repeatedly tapped internally.
[0203] Fig. 26(I) shows a result notification effect. The result notification effect is an effect that notifies the result of a button operation effect. Here, the display color of nine of the twelve areas of the graph image GG has been changed (shown with hatching). A message image MG saying "75%" is displayed above the graph image GG.
[0204] Next, as shown in Fig. 26(J), a decisive battle performance is executed. The decisive battle performance is a performance for deciding the outcome between the ally character and the enemy character. Here, the ally character CRA and the enemy character CRB are closing the distance and slashing at each other in the center of the display screen 7a.
[0205] Next, as shown in Fig. 26(K), a winning or losing notification effect is executed. The winning or losing notification effect is an effect that notifies the player of the winning or losing against the enemy character. Here, the enemy character CRB knocks the ally character CRA away. A message image MG saying "Defeat" is displayed on the right side of the display screen 7a.
[0206] Next, as shown in Fig. 26(L), the winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies the winning / losing result by the stopping state of the decorative symbols. Here, the left and right decorative symbols 8L and 8R become "5" symbols, the center decorative symbol 8C becomes "6" symbols, and "565" is displayed, notifying the winning / losing result that the winning / losing result is a miss (losing).
[0207] The above is the flow of the operation means operation performance D, but in the above-mentioned button operation performance (Figures 26(E) to (H)), if there is a pressing operation of the sword component 64, the button operation performance after the pressing operation is omitted and the result notification performance (Figure 26(I)) is executed (step S4404: YES, step S4408 in Figure 22).
[0208] [Operation means operation effect E] FIG. 27 is a diagram for explaining the operation means operation presentation E. FIG. 27(A)-(F) shows a first example of the operation means operation presentation E, and FIG. 27(G)-(L) shows a second example of the operation means operation presentation E. The operation means operation presentation E is executed in the ending presentation of the big win game. The operation means operation presentation E is a presentation for notifying whether or not it is a sure-change big win (whether or not it enters RUSH). For example, it is conceivable to notify whether a 4R sure-change big win or a 4R normal big win has been won in the ending presentation of the big win game. In this case, the same process as the above-mentioned variable presentation process (FIG. 22) is executed in other processes of step S4105 in FIG. 19.
[0209] In the first example of the operation means operation performance E, first, as shown in Fig. 27(A), a jackpot end performance is executed. The jackpot end performance is a performance executed when the jackpot game ends. Here, a message image MG saying "jackpot end" or "enter RUSH when the logo is completed" is displayed on the display screen.
[0210] 27(B) to (E), a button operation performance is executed. The button operation performance is a performance in which the "OARO" logo is completed by operating performance button 63. Specifically, the logo is completed by changing the display color of all the letters of "OARO" from white to red.
[0211] FIG. 27(B) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG1. A logo image LG is displayed below the button image BG1. The letters "OARO" are displayed in the logo image LG. Here, all the letters of "OARO" are displayed in white.
[0212] FIG. 27(C) shows the initial stage of the button operation effect. Here too, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the effect button 63 in a pressed state. It is considered that the button image BG2 is displayed in accordance with the actual pressing operation of the effect button 63 by the player. Alternatively, in order to encourage the pressing of the effect button 63, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing operation of the effect button 63. A message image MG saying "Complete the logo by hitting repeatedly" is displayed above the button image BG2. A logo image LG is displayed below the button image BG2. At this time, the logo image LG is red up to the middle of the leftmost letter "O" (shown with hatching). The logo image LG is such that the display color of the characters changes continuously from the left side as the player repeatedly presses the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being pressed repeatedly internally.
[0213] FIG. 27(D) shows the middle stage of the button operation effect. Here too, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Complete the logo with successive taps" is displayed above the button image BG1. A logo image LG is displayed below the button image BG1. At this time, the logo image LG is colored red up to the middle of the third letter "R" from the left (shown with hatching).
[0214] FIG. 27(E) shows the latter part of the button operation effect. Here too, a button image BG2 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image that imitates the effect button 63 in a pressed state. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG2. A logo image LG is displayed below the button image BG2. At this time, the logo image LG has all of the letters "OARO" displayed in red (shown with hatching).
[0215] FIG. 27(F) shows the result notification effect. The result notification effect is an effect that notifies the result of the button operation effect. Here, all the characters of "OARO" in the logo image LG are displayed in red (shown with hatching). Above the logo image LG, a message image MG saying "Enter RUSH" is displayed. This indicates that it is a guaranteed big win.
[0216] The above is the flow of the first example of the operating means operation presentation E, but in the above-mentioned button operation presentation (Figures 27(B) to (E)), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (Figure 27(F)) is executed (step S4404: YES, step S4408 in Figure 22).
[0217] In the second example of the operation means operation performance E, first, as shown in FIG. 27(G), a jackpot end performance is executed. The jackpot end performance is a performance executed when the jackpot game ends. Here, a message image MG saying "jackpot end" or "Enter RUSH when the logo is completed" is displayed on the display screen.
[0218] Next, as shown in Fig. 27(H) to (K), a button operation effect is executed. The button operation effect is an effect in which the "OARO" logo is completed by operating the effect button 63. Specifically, the logo is completed by changing the display color of all the letters of "OARO" from white to red.
[0219] FIG. 27(H) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed in the center of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed down. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG1. A logo image LG is displayed below the button image BG1. The letters "OARO" are displayed in the logo image LG. Here, all of the letters in "OARO" are displayed in white.
[0220] FIG. 27(I) shows the initial stage of the button operation effect. Here too, a button image BG2 imitating the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the effect button 63 in a pressed state. It is considered that the button image BG2 is displayed in accordance with the actual pressing operation of the effect button 63 by the player. Alternatively, in order to encourage the pressing of the effect button 63, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing operation of the effect button 63. A message image MG saying "Complete the logo by repeatedly pressing" is displayed above the button image BG2. A logo image LG is displayed below the button image BG2. At this time, the logo image LG is red up to the middle of the leftmost letter "O" (shown with hatching). The logo image LG is such that the display color of the characters changes continuously from the left side as the player repeatedly presses the effect button 63 (step S4405: YES in FIG. 22, step S4406; the same applies below). Note that even if the effect button 63 is pressed and held down, the effect may be performed by treating the effect button 63 as if it were being pressed repeatedly internally.
[0221] FIG. 27(J) shows the middle stage of the button operation effect. Here too, a button image BG1 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG1 is an image that imitates the effect button 63 in a state where it is not pressed down. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG1. A logo image LG is displayed below the button image BG1. At this time, the logo image LG is colored red up to the middle of the third letter "R" from the left (shown with hatching).
[0222] FIG. 27(K) shows the latter part of the button operation effect. Here too, a button image BG2 that imitates the effect button 63 is displayed in the center of the display screen 7a. The button image BG2 is an image that imitates the effect button 63 in a pressed state. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG2. A logo image LG is displayed below the button image BG2. At this time, the logo image LG is colored red up to the middle of the fourth letter "O" from the left (shown with hatching).
[0223] FIG. 27(L) shows the result notification effect. The result notification effect is an effect that notifies the result of the button operation effect. Here, the fourth letter "O" from the left of the logo image LG is colored red up to the middle (shown with hatching). Above the logo image LG, a message image MG saying "Sorry, you failed" is displayed. This tells the player that they have won the regular jackpot.
[0224] The above is the flow of the second example of the operating means operation presentation E. In the above-mentioned button operation presentation (FIGS. 27(H)-(K), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (FIG. 27(L)) is executed (step S4404: YES, step S4408 in FIG. 22).
[0225] [Operation means operation effect F] FIG. 28 is a diagram for explaining the operation means operation presentation F. FIG. 28(A)-(F) shows a first example of the operation means operation presentation F, and FIG. 28(G)-(L) shows a second example of the operation means operation presentation F. The operation means operation presentation F is executed in the ending presentation of the jackpot game. The operation means operation presentation F is a presentation for notifying whether or not it is a probability variable jackpot (whether or not it enters RUSH). For example, it is conceivable to notify whether a 4R probability variable jackpot or a 4R normal jackpot has been won in the ending presentation of the jackpot game. In this case, the same process as the above-mentioned variable presentation process (FIG. 22) is executed in other processes of step S4105 in FIG. 19.
[0226] In the first example of the operation means operation performance F, first, as shown in Fig. 28 (A), a jackpot end performance is executed. The jackpot end performance is a performance executed when the jackpot game ends. Here, a message image MG saying "jackpot end" or "enter RUSH by dropping the role" is displayed on the display screen.
[0227] Next, as shown in Fig. 28(B) to (E), a button operation performance is executed. The button operation performance is a performance in which the rectangular movable part 15 with "OARO" written on it is dropped by operating the performance button 63. Specifically, the movable member 15 is moved from the retracted position (Fig. 1) to the advanced position and stopped.
[0228] FIG. 28(B) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed. A message image MG that reads "Press repeatedly to drop the reel" is displayed above the button image BG1. At this time, the movable reel 15 is stationary in a retracted position at the top of the display screen 7a.
[0229] FIG. 28(C) shows the initial stage of the button operation performance. Here, too, a button image BG2 imitating the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the performance button 63 in a pressed state. The button image BG2 may be displayed according to the actual pressing operation of the performance button 63 by the player. Alternatively, in order to encourage the pressing of the performance button 63, the two button images BG1 and BG2 may be displayed repeatedly regardless of the actual pressing operation of the performance button 63. A message image MG saying "Make the reel fall by repeatedly hitting it" is displayed above the button image BG2. At this time, at the top of the display screen 7a, the movable reel 15 is subjected to a performance in which it vibrates in a small vertical direction as indicated by the arrow Y, encouraging the falling of the movable reel 15 (step S4405: YES, step S4406 in FIG. 22; the same applies below). In addition, even if the effect button 63 is pressed and held down, an effect may be performed by treating the effect button 63 internally as if it were being pressed repeatedly.
[0230] FIG. 28(D) shows the middle stage of the button operation performance. Here too, a button image BG1 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG1 is an image that imitates the performance button 63 in a state where it is not pressed. A message image MG saying "Press repeatedly to make the reel fall" is displayed above the button image BG1. At this time, at the top of the display screen 7a, the movable reel 15 vibrates slightly in the vertical direction as shown by the arrow Y, encouraging the falling of the movable reel 15. Furthermore, an effect image EG extending downward from the movable reel 15 is displayed to encourage the falling of the movable reel 15.
[0231] Fig. 28(E) shows the latter part of the button operation performance. Here too, a button image BG2 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG2 is an image that imitates the performance button 63 in a pressed state. A message image MG saying "Complete the logo with repeated taps" is displayed above the button image BG2. At this time, the movable prop 15 has fallen (comes to a stop at the advanced position), covering the message image MG.
[0232] FIG. 28(F) shows the result notification effect. The result notification effect is an effect that notifies the result of the button operation effect. Here, the movable part 15 falls (stops at the advance position). Below the movable part 15 that has fallen and stopped, a message image MG saying "RUSH has started" is displayed. This indicates that it has been a special jackpot.
[0233] The above is the flow of the first example of the operating means operation presentation F. In the above-mentioned button operation presentation (FIGS. 28(B)-(E)), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (FIG. 28(F)) is executed (step S4404: YES, step S4408 in FIG. 22).
[0234] In the second example of the operation means operation performance F, first, as shown in FIG. 28(G), the big win end performance is executed. The big win end performance is a performance executed at the end of the big win game. Here, a message image MG saying "Big win end" or "Enter RUSH by falling of the role object" is displayed on the display screen.
[0235] Next, as shown in Fig. 28(H)-(K), a button operation performance is executed. The button operation performance is a performance in which the rectangular movable part 15 with "OARO" written on it is dropped by operating the performance button 63. Specifically, the movable member 15 is moved from the retracted position (Fig. 1) to the advanced position and stopped.
[0236] FIG. 28(H) shows the state immediately after the start of the button operation performance. Here, a button image BG1 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG1 is relatively tall in the vertical direction, and is an image that imitates the performance button 63 in a state where it is not pressed. A message image MG saying "Press repeatedly to drop the reel" is displayed above the button image BG1. At this time, the movable reel 15 is stationary in a retracted position at the top of the display screen 7a.
[0237] FIG. 28(I) shows the initial stage of the button operation performance. Here, too, a button image BG2 imitating the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG2 is relatively low in the vertical direction, and is an image imitating the performance button 63 in a pressed state. It is considered that the button image BG2 is displayed according to the actual pressing operation of the performance button 63 by the player. Alternatively, in order to encourage the pressing of the performance button 63, the two button images BG1 and BG2 may be repeatedly displayed regardless of the actual pressing operation of the performance button 63. A message image MG saying "Make the reel fall by repeatedly hitting it" is displayed above the button image BG2. At this time, at the top of the display screen 7a, a performance is performed in which the movable reel 15 vibrates slightly in the vertical direction as indicated by the arrow Y, encouraging the falling of the movable reel 15 (step S4405: YES, step S4406 in FIG. 22; the same applies below). In addition, even if the effect button 63 is pressed and held down, an effect may be performed by treating the effect button 63 internally as if it were being pressed repeatedly.
[0238] FIG. 28(J) shows the middle stage of the button operation performance. Here too, a button image BG1 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG1 is an image that imitates the performance button 63 in a state where it is not pressed. A message image MG saying "Press repeatedly to make the reel fall" is displayed above the button image BG1. At this time, at the top of the display screen 7a, the movable reel 15 vibrates slightly in the vertical direction as shown by the arrow Y, encouraging the falling of the movable reel 15. Furthermore, an effect image EG extending downward from the movable reel 15 is displayed to encourage the falling of the movable reel 15.
[0239] Fig. 28(K) shows the latter part of the button operation performance. Here too, a button image BG2 that imitates the performance button 63 is displayed at the bottom of the display screen 7a. The button image BG2 is an image that imitates the performance button 63 in a pressed state. A message image MG saying "Complete the logo by repeatedly tapping" is displayed above the button image BG2. At this time, the movable prop 15 does not fall and remains stationary in the retreat position.
[0240] FIG. 28(L) shows the result notification effect. The result notification effect is an effect that notifies the result of the button operation effect. Here, the movable part 15 does not fall and remains stationary in the retreat position. Below the movable part 15 that remains stationary in the retreat position, a message image MG saying "Too bad" or "Failed" is displayed. This tells you that you have won the regular jackpot.
[0241] The above is the flow of the second example of the operating means operation presentation F. In the above-mentioned button operation presentation (FIGS. 28(H)-(K)), if there is a pressing operation of the sword component 64, the button operation presentation after the pressing operation is omitted and the result notification presentation (FIG. 28(L)) is executed (step S4404: YES, step S4408 in FIG. 22).
[0242] 10. Examples of Effects, Modifications, and Aspects of the Present Embodiment
[0243] [Example of effect] The following are examples of the effects of this embodiment. [Effect 1] In the gaming machine 1 of the above embodiment, different effects are performed when the effect button 63 is operated and when the sword member 64 is operated in the button operation effect (FIGS. 23 to 28). This configuration can give a surprise to the player and increase the interest of the game.
[0244] The performance button 63 corresponds to the "first operation means", the sword member 64 corresponds to the "second operation means", and the performance control microcomputer 91 corresponds to the "performance execution means". The button operation performances in Figures 23(E)-(H), 24(E)-(H), 25(E)-(H), 26(E)-(H), 27(B)-(E), 27(H)-(K), 28(B)-(E), and 28(G)-(K) correspond to the "predetermined performances".
[0245] [Effect 2] In the gaming machine 1 of the above embodiment, when an outcome of a button operation effect is announced, if the effect button 63 is operated, a specific outcome is announced by successive taps of the effect button 63, and if the sword member 64 is operated, a specific outcome is announced by a single push of the sword member 64 (FIGS. 23 to 28). With this configuration, the operation method differs between operating the effect button 63 and operating the sword member 64, so that the player can be given an even greater surprise and the enjoyment of the game can be increased. In particular, in operation means operation effects C and D, the effect button 63 is first pressed to display the result (Figs. 25(E)(F), Fig. 26(E)(F)), and then the effect button 63 is pressed repeatedly to display the final result (Figs. 25(G)-(I), Fig. 26(G)-(I)). This configuration can give the player even more surprise, increasing the enjoyment of the game.
[0246] [Effect 3] In the gaming machine 1 of the above embodiment, in the button operation presentation, an operation promotion presentation is executed to encourage the operation of the presentation button 63 (Figs. 23(E)-(H), 24(E)-(H), 25(E)(G)(H), 26(E)(G)(H), 27(B)-(E), 27(H)-(K), 28(B)-(E), 28(H)-(K)). This allows the player to know the timing for operating the presentation button 63, thereby improving the enjoyment of the game.
[0247] [Variations] A modified example of this embodiment is shown. [Variation 1] In the above embodiment, the effect button 63 is an example of the "first operation means," and the sword member 64 is an example of the "second operation means." However, the "first operation means" and the "second operation means" may be any combination of the effect button 63, the sword member 64, the sword button 65, the select button 68, etc., as long as they are operable by the player. In addition, the number of operation means operable in a given effect may be three or more.
[0248] [Variation 2] In the above embodiment, when the graph image GG reaches MAX (FIGS. 23 and 25), it is a big win, and when the graph image GG does not reach MAX (FIGS. 24 and 26), it is a loss. Such a correspondence may or may not be unique. In other words, if it is not unique, when the graph image GG reaches MAX, it may be a loss, and when the graph image GG does not reach MAX, it may be a big win.
[0249] [Variation 3] In the above embodiment, the button image BG is displayed on the display screen 7a to promote the operation of the effect button 63 (FIGS. 23 to 28). In addition to or instead of such a configuration, the effect button 63 may be provided with a light emitting means such as an LED to make the effect button 63 glow, or a vibration means such as a motor to make the effect button 63 vibrate, thereby promoting the operation of the effect button 63.
[0250] [Variation 4] In the above embodiment, the button image BG is displayed on the display screen 7a to promote the operation of the performance button 63 (FIGS. 23 to 28). However, in addition to or instead of displaying the button image BG, a sword image may be displayed on the display screen 7a to promote the operation of the sword component 64.
[0251] [Variation 5] In the above embodiment, the button image BG was displayed on the display screen 7a to promote the operation of the performance button 63 (FIGS. 23 to 28). In addition to this configuration, as shown in Modification 3, the sword member 64 may be provided with light emitting means such as an LED to make the sword member 64 glow, or may be provided with vibration means such as a motor to make the sword member 64 vibrate, thereby promoting the operation of the sword member 64 (appealing that the sword member 64 can be operated).
[0252] [Variation 6] In the above embodiment, the result of the button operation performance by the repeated tapping of the performance button 63 is notified all at once by the pushing operation of the sword member 64 (FIGS. 23 to 28). In contrast, the pushing operation of the sword member 64 may be configured to notify the content that is not notified by the operation of the performance button 63. For example, it is possible to configure the pushing operation of the sword member 64 to notify whether or not a jackpot has been won. In this case, the notification may be made by pushing the sword member 64 multiple times.
[0253] [Variation 7] In the above embodiment, the presentation to inform whether or not the player has won a certain jackpot is performed in the ending presentation of the jackpot game (FIGS. 27 and 28). In contrast, the same presentation may be performed in the opening presentation or round presentation of the jackpot game.
[0254] [Variation 8] In the above embodiment, different effects were performed by the effect button 63 and the sword member 64 in the button operation effect as the predetermined effect. However, the "predetermined effect" is not particularly limited. Therefore, it is possible to activate the effect button 63 and the sword member 64 at various times such as the variation start effect, the reach formation effect, the development effect, the battle reach start effect, etc.
[0255] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] A first operating means operable by a player; A second operating means operable by a player and different from the first operating means; A game machine including: a performance execution means capable of executing a performance based on the operation of the first operation means and the second operation means; The performance execution means, in a predetermined performance, makes a performance corresponding to the operation different between when the first operation means is operated and when the second operation means is operated. A gaming machine characterized by:
[0256] "Performance corresponding to the operation" includes the display of an image, etc. "Making the performance corresponding to the operation different" includes cases where the performance ultimately has the same result, but the intermediate performances are different. For example, a series of performances that are executed when the first operating means is operated are not executed when the second operating means is operated.
[0257] [Aspect 2] 2. The gaming machine according to claim 1, When the performance execution means notifies a specific result in the predetermined performance, if the first operation means is operated, the performance execution means notifies the specific result by operating the first operation means multiple times, and if the second operation means is operated, the performance execution means notifies the specific result by operating the second operation means once. A gaming machine characterized by:
[0258] [Aspect 3] A gaming machine according to aspect 1 or aspect 2, The performance execution means executes, in the predetermined performance, an operation promotion performance that prompts the user to operate at least one of the first operation means and the second operation means. A gaming machine characterized by:
[0259] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.
[0260] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.
[0261] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.
[0262] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.
[0263] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]
[0264] 1. Gaming machine 7...Image display device 7a…Display screen 63...Performance button 64...Sword parts 81...Game control microcomputer 91...Performance control microcomputer
Claims
1. A first operating means that can be operated by the player, A second operating means that can be operated by the player and is different from the first operating means, A gaming machine comprising an image display means capable of displaying an image based on the operation of the first operating means and the second operating means, The image display means, during a predetermined period, displays different images corresponding to the operation depending on whether the first operation means is operated or the second operation means is operated. A gaming machine characterized by the following features.
2. A gaming machine according to claim 1, The image display means can display a specific image during a predetermined period by operating the first operating means multiple times if the first operating means is operated. A gaming machine characterized by the following features.
3. A gaming machine according to claim 1 or claim 2, The image display means displays an operation prompting image during the predetermined period, which prompts the operation of at least one of the first operation means and the second operation means. A gaming machine characterized by the following features.