Game machine
Patent Information
- Application Number
- JP2024217379
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-02-28
- Estimated Expiration
- 2041-03-23
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
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Figure 2025028159000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, such as a pachinko machine, that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] There are gaming machines in which a launching device launches gaming balls, which are gaming media, into a gaming area, and when the gaming balls enter a winning area, such as a winning slot, provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device becomes a specific display result, the gaming state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed and a predetermined gaming value is given to the player.
[0003] In addition, the gaming value refers to the state of the variable winning ball device installed in the gaming area of the gaming machine becoming advantageous to the player in that it is more likely that the ball will win, generating rights that will create an advantageous state for the player, or becoming a state in which the conditions for the payout of winning balls are more likely to be met.
[0004] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of a variable display of a special pattern (identification information) that is started on a variable display device based on a game ball winning in a start winning hole. The derived display means that a pattern (final stop pattern) is finally stopped and displayed. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and a transition is made to a big prize game state in which a ball is likely to win. Then, if a predetermined number (for example, 10) of big prize winning holes win in each opening period, the big prize winning hole is closed. Then, the number of times the big prize winning hole is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and the big prize winning hole is closed when the opening time has elapsed even if the number of winning holes does not reach the predetermined number. Hereinafter, the opening period of each big prize winning hole may be called a round. Also, a game in a round may be called a round game.
[0005] In addition, in the variable display device, a state where a pattern other than the pattern that will be the final stop pattern (for example, the center pattern among the left, middle, and right patterns) continues for a predetermined time and stops, oscillates, expands and contracts, or changes shape while matching a specific display result, or a plurality of patterns fluctuate synchronously with the same pattern, or the positions of the displayed patterns are switched, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are called reach states), is called a reach effect. Also, the reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. And, if the display result of the pattern variably displayed on the variable display device is not a specific display result, it is a "miss", and the variable display state ends. The player plays while enjoying how to generate a big win.
[0006] In such gaming machines, there are some that suggest that the game will be controlled in an advantageous state and can execute a plurality of types of suggestive effects with different expectations depending on the performance mode, and change the suggestive effects to a performance mode with a high expectation mode using a displayed special image. For example, Patent Document 1 describes that a pseudo consecutive announcement performance, a development destination announcement performance, or an active hold announcement performance is executed by a gift image displayed when the same type of gift box is opened. Also, for example, Patent Document 2 describes that the information of a role stock is displayed on the screen, and it is communicated to the player that a performance in which a moving object falls will be executed later as a strong announcement performance. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] JP 2015-134097 A [Patent Document 2] JP 2018-50980 A Summary of the Invention [Problem to be solved by the invention]
[0008] However, in the gaming machines described in Patent Documents 1 and 2, there is room for improvement in the presentation using special images.
[0009] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a gaming machine that can enhance the entertainment value of effects that use special images. [Means for solving the problem]
[0010] (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A suggestion performance execution means for suggesting that the game is controlled to the advantageous state and capable of executing a plurality of types of suggestion performances having different expectations depending on the performance mode; A special performance execution means capable of executing a special performance that changes the suggestion performance being executed in one performance mode to a performance mode having a higher expectation than the one performance mode; A special image display means capable of moving and displaying a special image, The suggestion performance execution means is capable of executing, as the suggestion performance, a first suggestion performance, a second suggestion performance having a smaller display size than the first suggestion performance, and a third suggestion performance; The special effect execution means is capable of executing the special effect in a manner in which, when the suggestive effect is being executed, a special corresponding image is displayed at a position where a performance image related to the suggestive effect is displayed; When the suggestion performance that is the target of the special performance is the first suggestion performance, the special corresponding image is displayed in a first display size corresponding to the display size of the first suggestion performance, and when the suggestion performance is the second suggestion performance, the special corresponding image is displayed in a second display size corresponding to the display size of the second suggestion performance, the second display size being smaller than the first display size; The special effect execution means includes: When the second suggestive performance is being executed, the special image display means displays the special image in a manner of moving toward a position corresponding to the second suggestive performance, and then the special performance targeting the second suggestive performance can be executed in a predetermined pattern in which the special corresponding image is displayed at a position corresponding to the second suggestive performance; When the second suggestive performance is being executed, the special image is displayed by the special image display means in a manner in which the special image moves toward a position corresponding to the second suggestive performance, and then the special image is displayed in a manner in which the special image passes through the position corresponding to the second suggestive performance. The special performance targeted at the third suggestive performance can be executed in a specific pattern in which the special corresponding image is displayed at a position corresponding to the third suggestive performance when the third suggestive performance is being executed without displaying the special corresponding image at a position corresponding to the second suggestive performance. The ratio of the special effect being controlled to the advantageous state when the special effect is executed according to the predetermined pattern is different from the ratio of the special effect being executed according to the specific pattern, The special effect can be executed by the specific pattern after a predetermined period of time has elapsed since the special effect was executed by the predetermined pattern. It is characterized by: Furthermore, the gaming machine according to the present invention is a gaming machine that can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to a player, A suggestion performance execution means that suggests that the game will be controlled to an advantageous state and is capable of executing a plurality of types of suggestion performances with different degrees of expectation depending on the performance mode (for example, a performance that displays a title display in a predetermined mode, a performance that displays an active display in a predetermined mode, a dialogue performance that displays a dialogue display in a predetermined mode, a decorative pattern performance that displays a decorative pattern in a predetermined mode, etc.); A special image display effect execution means capable of displaying a special image (for example, a mini key image 030IWG10 or a key image 030IWG12); A special effect execution means for executing a special effect (for example, a chance-up effect in which the display color of an active display is changed from a normal color (white) to blue) by using the displayed special image to change a suggestive effect executed in one performance mode to a performance mode with a higher expectation than the one performance mode; a state control means capable of controlling the engine to a non-special state and a special state in which the starting condition is more likely to be satisfied than the non-special state; a reserved storage means capable of storing information regarding the variable display of the identification information as reserved storage; A determination means capable of determining to control to the advantageous state; An information transmitting means capable of transmitting information related to a game; A performance execution means for executing a performance including a pre-reading notice performance that suggests that the reserved memory stored in the reserved memory means will be controlled to the advantageous state based on the information received from the information transmission means; Equipped with The special state includes a first special state that is controlled when the advantageous state controlled from the non-special state ends, and a second special state that is controlled on the condition that a predetermined number of variable displays have been executed; The performance execution means is capable of determining one pre-reading notice performance pattern from among a plurality of types of pre-reading notice performance patterns, In the case where the display is a variable display in which the determination means does not determine that the display should be controlled to the advantageous state, the number of pre-reading advance notice performance patterns that the performance execution means can determine in the second special state is smaller than the number of pre-reading advance notice performance patterns that the performance execution means can determine in the first special state, The rate at which the pre-reading notice performance is executed in the case of a variable display in which it is not determined by the determination means to control the display to the advantageous state in the second special state is lower than the rate at which the pre-reading notice performance is executed in the case of a variable display in which it is not determined by the determination means to control the display to the advantageous state in the first special state, The special effect execution means displays a special corresponding image (e.g., a keyhole (entity) image 030IWG11) when a suggestion effect is being executed, and executes a special effect in a manner in which the special image acts on the special corresponding image (e.g., displays a keyhole (entity) image 030IWG11 corresponding to an active display AH or a decorative pattern, and executes a chance-up effect in a manner in which a key image 030IWG12 is inserted into the keyhole (entity) image 030IWG11 and rotates. See Figures 8-15(9) to (15), Figures 8-17(9) to 8-18(17), etc.). According to such a configuration, when a special performance using a special image is executed, the special image can be given a story-like quality to enhance the performance effect, and interest can be improved. Furthermore, in the second special state controlled through a predetermined number of variable displays, in consideration of the fact that a period in which the control to the advantageous state continued for a long time, the variable display that is not determined to be controlled to the advantageous state has a smaller variety of variable display patterns and a shorter average period of the variable display period, so that the consumption speed of the variable display is faster than in other states, and therefore a suitable second special state can be provided, and the marketability can be improved. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2]1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing examples of a jackpot determination table and a fluctuation pattern table in the feature part 030IW. [Figure 8-2] 11 is an explanatory diagram showing an example of a fluctuation pattern configuration and a breakdown of fluctuation time. FIG. [Figure 8-3] This is a timing chart showing the execution timing of each performance during a super reach. [Figure 8-4] An explanatory diagram showing the execution time of each performance in the first and second parts of the Super Reach. [Figure 8-5] 13 is a flowchart showing a variable display start setting process. [Figure 8-6] FIG. 13 is an explanatory diagram showing an example of a stock effect pattern determination table. [Figure 8-7] 13 is an explanatory diagram showing an example of a chance-up effect pattern determination table. FIG. [Figure 8-8] 11 is an explanatory diagram showing an example of a title display change pattern determination table, an active display change pattern determination table, a dialogue display change pattern determination table, and a decorative design change pattern determination table. FIG. [Figure 8-9] FIG. 13 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-10] FIG. 13 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-11] FIG. 13 is an explanatory diagram showing another specific example of the stock effect. [Figure 8-12]An explanatory diagram showing an overview of the first and second parts of a super reach. [Figure 8-13] An explanatory diagram showing an overview of the first and second parts of a super reach. [Figure 8-14] FIG. 13 is an explanatory diagram showing a specific example of a chance-up effect for an active display. [Figure 8-15] FIG. 13 is an explanatory diagram showing a specific example of a chance-up effect for an active display. [Figure 8-16] 13 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. FIG. [Figure 8-17] 13 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. FIG. [Figure 8-18] 13 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. FIG. [Figure 8-19] FIG. 13 is an explanatory diagram showing a specific example of a chance-up promotion effect (fake). [Figure 8-20] 13 is an explanatory diagram showing specific examples of keyhole (suggested) images and keyhole (real) images for each effect that is the target of the chance-up effect. FIG. [Figure 9] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Figure 10] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Figure 11] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 12] 13 is a flowchart showing an example of a game control main process. [Figure 13] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 14] 13 is a flowchart showing an example of a special symbol process. [Figure 15] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 16] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 17] 13 is a flowchart showing an example of a performance control main process. [Figure 18] 13 is a flowchart showing an example of a performance control process. [Figure 19-1] A front view showing a pachinko gaming machine in characteristic part 069SG. [Figure 19-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine in characteristic part 069SG. [Figure 19-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of various jackpots. [Figure 19-4] An explanatory diagram showing a time-saving count determination table for each transition trigger. [Figure 19-5] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 19-6] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 19-7] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 19-8] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 19-9] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 19-10] 13 is a flowchart showing an example of a game control main process. [Figure 19-11] 13 is a flowchart showing an example of normal special symbol processing. [Figure 19-12] 13 is a flowchart showing an example of normal special symbol processing. [Figure 19-13] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 19-14] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 19-15] FIG. 2 is a state transition diagram for explaining state transitions. [Figure 19-16] This is an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 19-17] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 19-18] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 19-19] 13A is an explanatory diagram showing a specific example of a presentation mode related to Battle Rush, and FIG. 13B is an explanatory diagram showing a specific example of a presentation mode related to Yu-Time. [Figure 19-20] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to Extreme Battle Rush. [Figure 19-21] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a variable display count display and a special display count display. [Figure 19-22] This is a time chart showing the timing of execution of the effects when the rescue time reduction is reached after the RAM is cleared. [Figure 19-23] An explanatory diagram showing a specific example of a presentation pattern when rescue time reduction is reached after RAM is cleared. [Figure 19-24] (A) is a time chart showing the execution timing of the effect when the rescue time-saving effect is reached after 900 variable displays after a jackpot, and (B) is a time chart showing a modified example of the time-saving entry effect B. [Figure 19-25] This is an explanatory diagram showing a specific example of the presentation mode when the rescue time reduction is reached after 900 variable displays after a jackpot. [Figure 19-26] An explanatory diagram showing an example of the presentation operation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 19-27] An explanatory diagram showing an example of a presentation operation when the number of reserved memories is 1 or more when the rescue time reduction is reached. [Figure 19-28] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a customer waiting screen. [Figure 19-29] A figure showing an example of a presentation operation regarding a transition to a customer waiting screen as feature part 069SG variant example 1. [Figure 19-30] A figure showing a modified example of the presentation operation regarding the transition to a customer waiting screen as feature part 069SG modified example 1. [Figure 19-31]A flowchart showing timer interrupt processing for game control as variant example 2 of characteristic part 069SG. [Figure 19-32] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 19-33] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 19-34] 13 is a flowchart showing a display process as a modified example 2 of the characteristic part 069SG. [Figure 19-35] A figure showing variation example 3 of characteristic part 069SG. [Figure 19-36] A diagram for explaining the contents of various effects. [Figure 19-37] A figure showing an example of a countdown preview presentation operation. [Figure 19-38] FIG. 13 is a diagram showing an example of a countdown preview presentation. [Figure 19-39] A figure showing an example of the presentation operation for a hold change notice. [Figure 19-40] A figure showing an example of the presentation operation of the pattern chance eye announcement. [Figure 19-41] A figure showing an example of the effect display preview performance. [Figure 19-42] 11A to 11D are diagrams showing a pre-reading notice type determination table. [Figure 19-43] 11A to 11F are diagrams showing a pre-reading preview performance pattern determination table. [Figure 19-44] 13 is a flowchart showing an example of a variable display start setting process. [Figure 19-45] 13 is a flowchart showing an example of a variable display performance process. [Figure 19-46] 13A is a diagram showing a reach notice execution determination table, and (B) to (E) are diagrams showing button notice performance pattern determination tables. [Figure 19-47] 11A to 11D are diagrams showing a character preview pattern determination table. [Figure 19-48] 6(A) to 6(D) are diagrams showing movable body motion pattern decision tables. [Figure 19-49] 11A to 11D are diagrams showing a movable object preview pattern determination table. [Figure 19-50] 13(A) to 13(C) are diagrams for explaining various operation examples according to game states. [Figure 19-51] (A) is a timing chart showing the variable display mode of the pattern in the special state and the miss-shortening non-reach fluctuation pattern of the time-saving state A, and (B) is a timing chart showing the variable display mode of the pattern in the miss-shortening non-reach fluctuation pattern of the time-saving state B. [Figure 19-52] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 19-53] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 19-54] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the time-saving state B. [Figure 19-55] This is an example of the SP Reach E and SP Reach D performance. [Figure 19-56] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 19-57] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 19-58] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 19-59] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 19-60] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 19-61] 13A to 13C are timing charts showing examples of control operations when the SP reaches E, C, and D. [Figure 19-62] This is a diagram comparing a super reach and a non-reach miss. [Figure 19-63] 13A to 13C are diagrams showing examples of entry introduction effects, and FIG. 13D is a diagram showing an example of the time-saving entry effect A. [Figure 19-64] 13A to 13C are diagrams showing examples of the operation of the probability bonus entry performance, and FIG. 13B to FIG. 13C are diagrams showing examples of the operation of the time-saving entry performance B. [Figure 19-65]An explanatory diagram showing a specific example of a fluctuation pattern determination table as embodiment 2 in feature part 069SG. [Figure 19-66] A figure showing a part of the variable display start setting process as embodiment 2 in characteristic part 069SG. [Figure 19-67] FIG. 13 is a diagram showing a variable display effect pattern determination table. [Figure 19-68] This is an example of the SP Reach D performance. [Figure 19-69] FIG. 13 is a diagram for explaining characteristics according to game status. [Figure 20-1] In the characteristic part 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing a jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 20-2] (A) and (B) are explanatory diagrams showing the normal pattern winning determination table, (C) is an explanatory diagram of the variable display time of the normal pattern, and (D) is an explanatory diagram of the second start winning port opening time when a normal pattern is won. [Figure 20-3] 13 is an explanatory diagram of a change pattern according to a variable display result. FIG. [Figure 20-4] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 20-5] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table in a normal state. [Figure 20-6] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 20-7] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 20-8] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 20-9] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 20-10] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 20-11] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 20-12] An explanatory diagram of the probability of winning at the starting winning slot and the winning interval. [Figure 20-13] FIG. 13 is an explanatory diagram of period values α, β, and γ. [Figure 20-14] FIG. 11 is an explanatory diagram of period values α', β', and γ'. [Figure 20-15] FIG. 13 is an explanatory diagram of period values δ, ε, and ζ. [Figure 20-16] FIG. 11 is an explanatory diagram of period values δ', ε', and ζ'. [Figure 20-17] FIG. 13 is an explanatory diagram of period values η, θ, and ι. [Figure 20-18] FIG. 2 is an explanatory diagram of period values η′, θ′, and ι′. [Figure 20-19] FIG. 13 is an explanatory diagram of period values κ, λ, and μ. [Figure 20-20] FIG. 13 is an explanatory diagram of period values κ', λ', and μ'. [Figure 20-21] FIG. 2 is an explanatory diagram of period values v, ξ, and π. [Figure 20-22] FIG. 2 is an explanatory diagram of period values v', ξ', and π'. [Figure 20-23] FIG. 4 is an explanatory diagram of each period value. [Figure 20-24] (A) is an explanatory diagram of the actual shooting values of a pachinko gaming machine for 10 hours, and (B) is an explanatory diagram of the design values of a pachinko gaming machine. [Figure 20-25] FIG. 11 is an explanatory diagram of calculation of an average fluctuation time in a normal state. [Figure 20-26] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state A. [Figure 20-27] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state B. [Figure 20-28] FIG. 13 is an explanatory diagram for calculating the average fluctuation time in a probability variable state. [Figure 20-29] This is an explanatory diagram of the average fluctuation time when the fluctuation of the second special chart is executed in the time-saving state A, the time-saving state B, and the special state. [Figure 20-30] This is an explanatory diagram of the average fluctuation time when 110 fluctuation displays of the second special chart are executed in the time-saving state A, the time-saving state B, and the special state. [Figure 20-31](A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state. [Figure 20-32] (A) is an explanatory diagram of the average change time when 110 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state. [Figure 20-33] (A) is an explanatory diagram of the average change time when 110 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one. [Figure 20-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0. [Figure 20-35] FIG. 4 is an explanatory diagram of each period value. [Figure 20-36] FIG. 4 is an explanatory diagram of each period value. [Figure 21-1] 13 is an explanatory diagram showing a specific example of a variation pattern in the characteristic part 018SG. FIG. [Figure 21-2] 1A is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and FIG. 1B is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 21-3] This figure shows the execution periods of various effects in the jackpot fluctuation patterns of Super Reach α, β, and γ. [Figure 21-4] This figure shows the execution periods of various effects in the failure variation patterns of Super Reach α, β, and γ. [Figure 21-5] (A) is a diagram for explaining the contents of various effects, and (B) is a diagram for explaining character types. [Figure 21-6] (A) is a diagram showing the display mode of characters in SP reach performances A to E, (B) is a diagram showing the lighting patterns of LEDs in SP reach performances A to E, and (C) is a diagram showing the output patterns of background music and sound effects in SP reach performances A to E. [Figure 21-7] FIG. 1A is a diagram showing an example of each light emission pattern, and FIG. 1B is a diagram showing an example of each sound pattern. [Figure 21-8] This is a tree diagram showing the flow of SP reach performances A to E. [Figure 21-9] A figure showing an example of the presentation operation from the start of the variable display of SP reaches α, β, and γ to the development into the SP reach presentation. [Figure 21-10] A figure showing an example of the presentation operation of SP reach presentation A. [Figure 21-11] A figure showing examples of the presentation operations of SP reach presentations B and C. [Figure 21-12] A diagram showing examples of the presentation operations of SP reach presentations D and E. [Figure 21-13] A figure showing an example of the presentation operation of the win / lose button presentation. [Figure 21-14] A diagram showing an example of a movable body presentation. [Figure 21-15] A figure showing an example of the presentation operation for announcing a jackpot for SP reach presentations A to E. [Figure 21-16] FIG. 13 is a diagram showing an example of the performance operation for notifying the loss of SP reach performances A to E. [Figure 21-17] A figure showing an example of the performance operation of post-performance A. [Figure 21-18] A figure showing an example of the performance operation of post-performance B. [Figure 21-19] A figure showing an example of the performance operation of post-performance B. [Figure 21-20]13A is a diagram showing an SP reach performance type definition table A, FIG. 13B is a diagram showing an SP reach performance type definition table B, and FIG. 13C is a diagram showing an SP reach performance type definition table C. [Figure 21-21] 13 is a diagram for explaining a data table for lighting the frame LED in a smooth rainbow light emission lighting pattern. FIG. [Figure 21-22] 13 is a diagram for explaining a data table for lighting the frame LED in a flash rainbow light emission pattern. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0013] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0014] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.
[0015] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.
[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0021] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0023] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0024] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.
[0025] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0026] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0029] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.
[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0031] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0032] A regular symbol reserved indicator 25C is provided above the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0034] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0035] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0036] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0037] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0039] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0041] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0042] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0043] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0044] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0045] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0046] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".
[0047] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.
[0048] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0049] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0050] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.
[0051] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".
[0052] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0053] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0054] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0055] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0056] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0057] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0058] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.
[0059] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.
[0060] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0061] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0062] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0063] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0064] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0065] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0066] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".
[0067] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0068] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0069] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0070] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.
[0071] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0072] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like.
[0073] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0074] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0075] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0076] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0077] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0078] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0079] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0080] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0082] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0083] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0084] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0085] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0086] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0087] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0088] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0089] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0090] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0091] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0092] Sub-substrates, such as the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0093] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0094] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0095] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0096] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0097] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0098] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, various timer states, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0099] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.
[0101] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.
[0102] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.
[0103] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.
[0104] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0105] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).
[0106] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0107] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0108] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0109] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.
[0110] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0111] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0112] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0113] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0114] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0115] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0116] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0117] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0118] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0119] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0120] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0121] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0122] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0123] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0124] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0125] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0126] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0128] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0129] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0130] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.
[0131] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0132] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0133] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0134] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0135] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.
[0136] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0137] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0138] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.
[0139] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.
[0140] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0141] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine in which game media are enclosed and points are awarded when a prize is won.
[0142] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0143] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.
[0144] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0145] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0146] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0147] (Explanation of feature part 030IW) Next, a characteristic feature 030IW of this embodiment will be described.
[0148] (Big hit determination table) FIG. 8-1 is an explanatory diagram showing an example of a jackpot determination table and a fluctuation pattern table. Among these, FIG. 8-1(A) is an example of a jackpot determination table used in this feature unit 030IW. As shown in FIG. 8-1(A), in this example, based on the hit determination random number, it is determined that the jackpot will be determined to have a probability of about 1 / 300 in a low probability state, and that the jackpot will be determined to have a probability of about 1 / 30 in a high probability state.
[0149] In addition, without being limited to the configuration shown in Figure 8-1 (A), for example, the probability of a jackpot may be made different depending on whether the variable display of the first special pattern is executed or the variable display of the second special pattern is executed.
[0150] Also, for example, if the setting value can be set to one of a number of setting values having different degrees of advantage for the player, and a setting confirmation process or setting change process is executed when the power is turned on to the pachinko game machine 1, making it possible to confirm the current setting value or change the setting value, the probability of a jackpot may be made to differ depending on which setting value is set.
[0151] In addition, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in the jackpot game or the game state after the jackpot game may be different depending on the type of jackpot. In this case, when it is determined that a jackpot has been obtained based on the random number for jackpot determination, the type of jackpot is determined based on the random number for type determination.
[0152] (Fluctuation pattern table) 8-1(B) and (C) are explanatory diagrams showing specific examples of the fluctuation pattern table in the feature part 030IW. Among these, FIG. 8-1(B) shows a specific example of the fluctuation pattern table for misses. Also, FIG. 8-1(C) shows a specific example of the fluctuation pattern table for big wins. Note that the fluctuation pattern tables shown in FIG. 8-1(B) and (C) are both used in low probability states. In high probability states or high base states, a fluctuation pattern table (not shown) with a different ratio of judgment values may be used.
[0153] In this example, as shown in Figure 8-1 (B), in the event of a miss, the fluctuation pattern is determined to be one of the following: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (Super Reach A), fluctuation pattern PA2-3 (Super Reach B), fluctuation pattern PA2-4 (Super Reach A (with chance up)) and fluctuation pattern PA2-5 (Super Reach B (with chance up)).
[0154] Also in this example, as shown in Figure 8-1 (C), in the event of a jackpot, the fluctuation pattern is determined to be one of the following: fluctuation pattern PB2-1 (normal reach), fluctuation pattern PB2-2 (super reach A), fluctuation pattern PB2-3 (super reach B), fluctuation pattern PB2-4 (super reach A (with chance up)), and fluctuation pattern PB2-5 (super reach B (with chance up)).
[0155] In this example, during a super reach after a reach is established, a stock effect in which an item (in this example, a key) is stocked, and a chance up effect in which the stocked item (key) is used to change the presentation mode of other effects (i.e., to increase the chance of a big win suggested by other effects) can be executed. With this configuration, it is possible to increase the interest during a super reach, and to increase the expectation for the stock effect and the chance up effect. Hereinafter, executing a chance up effect using a stocked item (key) is also referred to as releasing the stocked item (key).
[0156] In this example, the super reach is a series of effects that are played out after the reach is established. When the effect control is performed based on the variation patterns PA2-2, PA2-3, PB2-2, and PB2-3 in which the chance up effect (and the stock effect) is not performed, there are two parts during the super reach: the super reach first half part A in which the prelude effect that is the prelude to the battle effect is performed, and the super reach second half part in which the battle effect is performed. When the effect control is performed based on the variation patterns PA2-4, PA2-5, PB2-4, and PB2-5 in which the chance up effect (and the stock effect) is performed, there are three parts during the super reach: the super reach introduction part in which the stock effect is performed, the super reach first half part B in which the prelude effect and the chance up effect are performed, and the super reach second half part in which the battle effect is performed. With this configuration, the stock effect and the chance up effect are performed in the period before the battle effect, which is the climax of the super reach, so that the effect can be gradually heightened and the effect can be enhanced.
[0157] In this example, as shown in Figures 8-1(B) and (C), the Super Reach in which the Chance Up Performance (and Stock Performance) is executed has a higher chance of winning than the Super Reach in which the Chance Up Performance (and Stock Performance) is not executed, and the Super Reach B has a higher chance of winning than the Super Reach A. This configuration allows players to have expectations about whether the Chance Up Performance (and Stock Performance) will be executed and in which Super Reach it will be executed.
[0158] In addition, without being limited to the example shown in Figure 8-1, for example, a variation pattern may be set in which a pseudo-consecutive performance is executed once or multiple times before a super reach, and the expected probability of a jackpot may vary depending on the number of pseudo-consecutive performances.
[0159] Next, the configuration of each fluctuation pattern will be described. Figure 8-2 is an explanatory diagram showing an example of the configuration of the fluctuation pattern and the breakdown of the fluctuation time. In this example, as shown in Figure 8-2, the elements constituting the fluctuation pattern (which can also be said to be the performances executed in the fluctuation pattern) are "normal fluctuation" which performs a fluctuation display in a normal manner, "shortened fluctuation" which performs a fluctuation display in a manner that is shorter than the normal fluctuation, "normal reach" which performs a normal reach as a reach performance, "super reach introduction (stock performance)" which performs a stock performance in the super reach introduction part as a reach performance, "super reach first half A (without chance up performance)" which performs a pre-outpost performance in the super reach first half part A, "super reach first half B (with chance up performance)" which performs a chance up performance together with the pre-outpost performance in the super reach first half part B, "super reach second half (battle performance)" which performs a battle performance in the super reach second half part, and "win celebration performance" which performs a win celebration performance to celebrate the big win. It should be noted that the present invention is not limited to the example shown in FIG. 8-2, and other elements, such as an element that performs a pseudo consecutive performance, may be provided.
[0160] As shown in Figure 8-2, the fluctuation pattern PA1-1 is a fluctuation pattern that deviates from the normal fluctuation, includes "normal fluctuation" (15 seconds) as an element that constitutes the fluctuation pattern, and has a total fluctuation time of 15 seconds.Furthermore, the fluctuation pattern PA1-2 is a fluctuation pattern that deviates from the shortened fluctuation, includes "shortened fluctuation" (5 seconds) as an element that constitutes the fluctuation pattern, and has a total fluctuation time of 5 seconds.
[0161] In addition, the fluctuation pattern PA2-1 is a fluctuation pattern that goes through a normal reach and then a miss, and includes a "normal reach" (20 seconds) as an element that constitutes the fluctuation pattern, with the total fluctuation time being 20 seconds.
[0162] In addition, the fluctuation patterns PA2-2 and PA2-3 are fluctuation patterns that go through the first half part A of the super reach, where no chance-up effect is executed, and the second half part of the super reach, resulting in a miss.The elements that make up the fluctuation patterns include "first half A of the super reach (no chance-up effect)" (30 seconds) and "second half of the super reach (battle effect)" (40 seconds), and the total fluctuation time is 70 seconds.
[0163] In addition, the fluctuation patterns PA2-4 and PA2-5 are fluctuation patterns that go through the Super Reach introduction part, the Super Reach first half part B where the chance up effect is executed, and the Super Reach second half part, and then result in a miss.The elements that make up the fluctuation patterns include ``Super Reach introduction (stock effect)'' (30 seconds), ``Super Reach first half B (with chance up effect)'' (40 seconds), and ``Super Reach second half (battle effect)'' (40 seconds), and the total fluctuation time is 110 seconds.
[0164] In addition, the fluctuation pattern PB2-1 is a fluctuation pattern in which a normal reach results in a jackpot, and the elements that make up the fluctuation pattern include a "normal reach" (20 seconds) and a "celebration performance when a hit occurs" (20 seconds), and the total fluctuation time is 40 seconds.
[0165] In addition, the fluctuation patterns PB2-2 and PB2-3 are fluctuation patterns that result in a jackpot after going through the first half of the Super Reach A, in which no chance-up effect is executed, and the second half of the Super Reach.The elements that make up the fluctuation patterns include the "first half of the Super Reach A (no chance-up effect)" (30 seconds), the "second half of the Super Reach (battle effect)" (40 seconds), and the "celebration effect when a hit occurs" (20 seconds), and the total fluctuation time is 90 seconds.
[0166] In addition, the fluctuation patterns PB2-4 and PB2-5 are fluctuation patterns that result in a jackpot after going through the Super Reach introduction part, the first half of the Super Reach part B where the chance up effect is executed, and the second half of the Super Reach part.The elements that make up the fluctuation patterns include the "Super Reach introduction (stock effect)" (30 seconds), "First half of the Super Reach B (with chance up effect)" (40 seconds), "Second half of the Super Reach (battle effect)" (40 seconds), and "Celebration effect when hitting" (20 seconds), and the total fluctuation time is 130 seconds.
[0167] In the example shown in Figure 8-2, the performance times for the first half of the Super Reach and the second half of the Super Reach are the same for Super Reach A and Super Reach B, but this configuration is not limited to this, and the performance time may be made different depending on the type of Super Reach.
[0168] (The timing of each performance during the Super Reach) Next, the execution timing of the stock effect and the chance-up effect will be described. Fig. 8-3 is a timing chart showing an example of the execution timing of each effect.
[0169] In this example, the fluctuation time (which can also be said to be the total performance execution time) is determined by the fluctuation pattern determined on the main board 11 side, and the execution timing and performance execution time of the stock performance and chance up performance are determined based on the fluctuation pattern on the performance control board 12 side. However, as will be described in detail later, depending on the type of performance, the execution timing may be predetermined corresponding to the fluctuation pattern. Note that, without being limited to the configuration of this example, a fluctuation pattern may be set in which the execution timing and performance execution time of the stock performance and chance up performance are predetermined, and one of the fluctuation patterns may be determined on the main board 11 side.
[0170] In Fig. 8-3(A), a case where a super reach without chance up is executed is shown. In this case, as shown in Fig. 8-3(A), a prelude performance is executed in the first half part A of the super reach, and a battle performance is executed in the second half part of the super reach.
[0171] FIG. 8-3(B) shows a case where a super reach with chance up is executed. In this case, a stock effect is executed in the super reach introduction part. Then, in the first half part B of the super reach, a chance up effect is executed together with an outpost effect. Then, in the second half part of the super reach, a battle effect is executed.
[0172] As shown in Fig. 8-3(B), in this example, there are provided up to three opportunities to stock items (keys) at timings A to C during the stock effect (timings (A) to (C) shown in Fig. 8-3(B)). Note that in this example, there are provided up to three opportunities to stock items (keys) in the stock effect, but the present invention is not limited to this configuration, and may be up to two or less, or up to four or more.
[0173] Also in this example, the title display (a presentation that displays a title display), active display (a presentation that displays an active display), dialogue display (a dialogue presentation that displays a dialogue display), and decorative pattern (a decorative pattern presentation that displays a decorative pattern) in the first half of the Super Reach each suggest a different probability of winning depending on the presentation mode, and are configured so that when the corresponding chance-up presentation is executed, the presentation mode changes (i.e., the suggested probability of winning increases).
[0174] Specifically, when one item (key) is stocked in the stock performance, a chance-up performance is executed once for either the title display (performance that displays the title display), active display (performance that displays the active display), dialogue display (dialogue performance that displays the dialogue display), or decorative pattern (decorative pattern performance that displays the decorative pattern); when two items (keys) are stocked in the stock performance, a chance-up performance is executed once for each of two of the title display (performance that displays the title display), active display (performance that displays the active display), dialogue display (dialogue performance that displays the dialogue display), or decorative pattern (decorative pattern performance that displays the decorative pattern); when three items (keys) are stocked in the stock performance, a chance-up performance is executed once for each of three of the title display (performance that displays the title display), active display (performance that displays the active display), dialogue display (dialogue performance that displays the dialogue display), or decorative pattern (decorative pattern performance that displays the decorative pattern). Note that the present invention is not limited to the configuration of this example, and the chance-up effect may be executed multiple times for one effect. In this case, the stocked item (key) is released each time the chance-up effect is executed.
[0175] As shown in Fig. 8-3(B), in this example, first to fifth timings (timings (1) to (5) shown in Fig. 8-3(B)) are provided as timings at which chance-up effects can be executed in the first half of the super reach. Note that in this example, the first to fifth timings in the first half of the super reach are determined for each variation pattern (or each type of super reach), but they may be common timings for any variation pattern (or type of super reach).
[0176] Also, in this example, as shown in FIG. 8-3(C), a chance-up effect targeting a title display (a performance that displays a title display) can be executed at a first timing, a chance-up effect targeting an active display (a performance that displays an active display) can be executed at a second or fourth timing, a chance-up effect targeting a dialogue display (a dialogue performance that displays a dialogue display) can be executed at a third timing, and a chance-up effect targeting a decorative pattern (a decorative pattern performance that displays a decorative pattern) can be executed at a fifth timing.
[0177] Whether the chance-up effect for the active display (effect for displaying the active display) is executed at the second timing or the fourth timing is determined by lottery. On the other hand, the timing at which the chance-up effect for the title display (effect for displaying the title display), the dialogue display (dialogue effect for displaying the dialogue display) or the decorative pattern (decorative pattern effect for displaying the decorative pattern) is executed is fixedly determined for each variation pattern. In addition to this configuration, the timing at which the chance-up effect for the active display (effect for displaying the active display) is executed may be fixedly determined, or the timing at which the chance-up effect for the title display (effect for displaying the title display), the dialogue display (dialogue effect for displaying the dialogue display) or the decorative pattern (decorative pattern effect for displaying the decorative pattern) is executed may be determined by lottery at one of a plurality of timings.
[0178] The execution order of the effects that are the subject of the chance-up effect is not limited to the example shown in FIG. 8-3, and may be other orders. However, it is desirable that the later the order that the effect is the subject of the chance-up effect, the more likely it is that the chance-up effect will increase the expectation of a big win (for example, the more likely it is that the effect will change to a performance mode with a high expectation of a big win). With such a configuration, it is possible to draw attention to the timing at which the chance-up effect will be executed, and to prevent players who have high expectations for the timing of the change (for example, expectations increase as the first half of the super reach progresses) from being disappointed.
[0179] In this example, when the chance-up performance is executed during the super reach, the stock performance is always executed, but the present invention is not limited to this configuration, and a pattern in which the chance-up performance is executed without executing the stock performance may also exist. In this case, for example, a variation pattern including the stock performance and the chance-up performance and a variation pattern including the chance-up performance but not including the stock performance are provided in advance, and when the main board 11 side determines the former variation pattern, the performance control board 12 side determines the performance contents of the stock performance and the chance-up performance according to the mode shown in Figs. 8-5 to 8-8 described later based on the determined variation pattern, and when the main board 11 side determines the latter variation pattern, the performance control board 12 side determines whether or not to execute the chance-up performance and the type of the chance-up performance to be executed based on the determined variation pattern. In this way, by providing a pattern in which the chance-up performance is executed without executing the stock performance, the presence of the chance-up performance is increased, and the player can enjoy the performance with a sense of superiority in a situation in which the chance-up performance is visualized to be executed in the future. Furthermore, in such a case, the configuration may be such that the probability of a large number of chance-up effects being executed is higher when the stock effect is executed in advance than when it is not executed (i.e., the configuration may be such that the chance-up effect is more likely to increase the expectation of a jackpot), so that the execution of the stock effect is given an advantage and the player can look forward to the stock effect being executed.
[0180] In this example, the Super Reach always has a Super Reach first half part and a Super Reach second half part, but this is not limited to the configuration. For example, when a stock performance is executed, the Super Reach first half part may be omitted, and the Super Reach introduction part is followed by the Super Reach second half part, and a chance up performance may be executed in the second half part. With this configuration, it is possible to prevent the total performance execution time of a reach with high expectation from becoming too long.
[0181] In addition, when an exceptional pattern is provided in which the first half of the super reach is omitted, in the basic pattern that is not omitted, it is desirable that when the first half of the super reach develops into the second half of the super reach, other production images are displayed in a manner that covers all the production images related to the super reach at the boundary between the first half and the second half, or that the production contents are clearly divided between the first half and the second half. For example, at the boundary between the first half and the second half, an effect image or a character related to the chance up production shown in FIG. 8-15(13) described later, or an image such as the text display of "Pending Rank Up" may be displayed in a manner that covers all the production images related to the super reach. Also, for example, the production contents may be divided by executing an outpost production in the first half and executing a battle production in the second half, or by displaying a battle scene in the first half and a conclusion scene such as a character unleashing a special move in the second half. By doing so, even when the first half of the super reach is omitted, the flow of the production can be made natural.
[0182] In addition, in the example shown in FIG. 8-3, for convenience, the intervals between the timing of stocking and the timing of the chance-up effect are uniform, but they do not have to be uniform and can be any timing within the period.
[0183] (Execution time of each performance in Super Reach) Next, the execution time of each effect in the super reach will be explained. Figure 8-4 is an explanatory diagram showing the execution time of each effect in the first half part and the second half part of the super reach.
[0184] Among the examples shown in Figure 8-4, Figure 8-4(A) shows an example in which a chance up effect is executed for the title display (a performance that displays the title display) at the first timing (timing (1) shown in Figure 8-4) of the first half of the super reach, a chance up effect is executed for the dialogue display (a dialogue performance that displays a dialogue display) at the third timing (timing (3) shown in Figure 8-4), and a chance up effect is executed for the decorative pattern (a decorative pattern performance that displays a decorative pattern) at the fifth timing (timing (5) shown in Figure 8-4) (corresponding to the eighth performance pattern of the chance up effect described later).
[0185] In addition, Figure 8-4 (B) shows an example in which a chance up effect targeting the title display (an effect that displays the title display) is executed at the first timing of the first half of the super reach, and a chance up effect targeting the decorative pattern (a decorative pattern effect that displays a decorative pattern) is executed at the fifth timing (corresponding to the seventh effect pattern of the chance up effect described below).
[0186] In the example shown in FIG. 8-4, in the latter half of the super reach, a movable body performance is executed in which the movable body 32 operates before the end of the fluctuation (for example, when announcing that control will be made to a jackpot).
[0187] In this example, as shown in the case where a dialogue performance without a chance-up performance shown in FIG. 8-4(A) is executed and the case where a dialogue performance with a chance-up performance shown in FIG. 8-4(B) is executed, the performance targeted by the chance-up performance is configured to have a longer execution time when the performance mode is changed by the chance-up performance than when the performance mode is not changed by the chance-up performance. Specifically, the performance execution time T11 of the dialogue performance shown in FIG. 8-4(A) is longer than the performance execution time T12 of the dialogue performance shown in FIG. 8-4(B). With this configuration, when the chance-up performance is executed, a period for executing the chance-up performance and the performance targeted by the chance-up performance (for example, a period for notifying that a change has occurred or the performance mode after the change) can be secured.
[0188] If the performance execution time of a performance is changed depending on the presence or absence of a chance-up performance, the execution timing of other performances will be affected, which may increase the amount of data related to performance control and complicate processing. Also, since the variable time (i.e., the total performance execution time) is fixedly determined in advance for each variable pattern, there is a risk that the performance will not fit within the time, or that there will be excess time. Therefore, in this example, the execution period of the movable body performance is made different depending on the presence or absence of a chance-up performance, thereby suppressing the impact on other performances and ensuring that all performances fit within the time without feeling unnatural.
[0189] That is, in this example, the performance execution time T11 of the dialogue performance shown in Fig. 8-4(A) is longer than the performance execution time T12 of the dialogue performance shown in Fig. 8-4(B), while the performance execution time T21 of the movable body performance shown in Fig. 8-4(A) is shorter than the performance execution time T12 of the movable body performance shown in Fig. 8-4(B). And, the performance execution time of the chance-up performance targeting the decorative pattern (decorative pattern performance that displays decorative patterns) is common.
[0190] As a movable body performance, for example, the movable body 32 is controlled to move from the initial position to a performance position in front of the display area of the image display device 5 and to be located at the performance position for a predetermined period of time, and an effect image or the like is displayed on the image display device 5 during the predetermined period to emphasize the movable body performance (at this time, the movable body 32 itself may be made to operate at the performance position), and then, when the movable body 32 is controlled to move from the performance position to the initial position, the performance execution time of the movable body performance can be adjusted by lengthening or shortening the period during which the movable body 32 is located at the performance position. By adjusting the performance execution time of the movable body performance in this way, it is possible to respond to minute changes in the performance time depending on whether or not there is a chance up. With such a configuration, while the performance execution time of the performance is configured to change depending on whether or not there is a chance up performance, it is possible to prevent the amount of data related to the performance control from increasing and the processing from becoming complicated, and to fit all the performances within the time without any sense of incongruity.
[0191] The adjustment of the presentation time may be performed, for example, by a presentation other than the moving body presentation. For example, when the variable display result is a miss and the moving body presentation is not executed before the end of the variation, the time for temporarily stopping the decorative pattern indicating the miss may be adjusted by lengthening or shortening the time for the return from the presentation image related to the super reach to the normal background image before the end of the variation.
[0192] In this example, the chance-up effect can be executed multiple times, and the execution time is configured to be different depending on the chance-up effect to be executed. Specifically, as shown in FIG. 8-4(A), the chance-up effect for the decorative pattern has a longer execution time than the chance-up effect for the title display or the dialogue display. Although the details will be described later, the chance-up effect for the decorative pattern has a higher expectation of a big win than the chance-up effect for the title display or the dialogue display, so the effect of the effect can be enhanced by extending the execution time. With this configuration, various chance-up effects can be executed in a suitable execution time, and the effect of the effect can be enhanced.
[0193] In this example, when one chance-up effect for one effect is being executed, another chance-up effect for another effect is not executed. For example, as shown in FIG. 8-4, a chance-up effect for a different effect is executed after a predetermined period of time has elapsed. With this configuration, attention can be drawn to the chance-up effect being executed.
[0194] (Variable display start setting process) FIG. 8-5 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 first reads out a variable pattern command from the variable pattern command storage area (step 030IWS801). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variable pattern command read out in step 030IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 030IWS802). That is, the performance control CPU 120 executes the process of step 030IWS802, thereby realizing a display result determination means that determines the display result of the variable display of the identification information (stop pattern of the decorative pattern) according to the variable display pattern (variable pattern) determined by the variable display pattern determination means. In addition, when a pseudo-series is specified by the variation pattern command, the performance control CPU 120 also determines, in step 030IWS802, a chance eye pattern as a provisional stop pattern during the pseudo-series (for example, a combination of patterns that is one pattern away from the jackpot pattern, such as "223" or "445", which is not a reach but is not a jackpot pattern, or a combination of patterns in which the middle pattern is a special pattern exclusive for pseudo-series (a pattern in which letters such as "NEXT" are written, but no numbers are written, and which cannot form a jackpot combination)). In addition, the performance control CPU 120 stores data indicating the stop pattern of the determined decorative pattern in the decorative pattern display result storage area. In addition, in step 030IWS802, the performance control CPU 120 may determine whether or not a jackpot is reached based on the received variation pattern command, and determine the stop pattern of the decorative pattern based only on the variation pattern command.
[0195] Then, in the case of a "miss", a combination of decorative symbols other than those mentioned above is determined. However, in the case of a reach performance, a combination of decorative symbols in which the two symbols on the left and right are aligned is determined. Also, even if it is a miss, if it is a "time-saving miss", a combination of decorative symbols of the losing symbols including a special symbol (for example, a star symbol) is determined. Note that it may be configured to determine a combination of decorative symbols of the losing symbols including different special symbols (for example, a heart-shaped symbol or a diamond-shaped symbol) according to the type of time-saving.
[0196] For example, the performance control CPU 120 extracts a random number for determining the stop symbols, and determines the stop symbols of the decorative symbols using a stop symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. That is, the stop symbols are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.
[0197] Next, the performance control CPU 120 checks whether the variation pattern includes a super reach (with chance up) (step 030IWS803). If the variation pattern does not include a super reach (with chance up), the process proceeds to step 030IWS811.
[0198] If the variation pattern includes a super reach (with chance up), the performance control CPU 120 determines the performance pattern of the stock performance (step 030IWS804). Next, the performance control CPU 120 determines the performance pattern of the chance up performance (step 030IWS805). Next, the performance control CPU 120 determines the performance mode after the change of the performance that is the target of the chance up performance (step 030IWS806). After that, the process proceeds to step 030IWS811. Details of steps 030IWS804, S805, and S806 will be described later.
[0199] In step 030IWS811, the performance control CPU 120 selects a process table according to the variation pattern and the content of the determined performance (step 030IWS811).
[0200] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 030IWS812).
[0201] The process table is a table in which process data is set that the performance control CPU 120 refers to when it executes control of the performance device. That is, the performance control CPU 120 controls the performance device (performance component) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that is a collection of multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data includes data indicating the manner of each change that constitutes the change manner during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to the change of the display screen of the image display device 5 is included. In addition, the process timer setting value includes the change time in that change manner. The performance control CPU 120 refers to the process table and performs control to display the decorative pattern in the change manner set in the display control execution data for the time set in the process timer setting value. In addition, the process table is stored in the ROM in the performance control board 80. In addition, the process table is prepared according to each change pattern.
[0202] In addition, in the process table used when performing the performance control for the variation pattern with the reach performance, process data is set which indicates that the left pattern is stopped and displayed when a predetermined time has passed since the start of the variation, and the right pattern is stopped and displayed when a further predetermined time has passed. In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stopping pattern, the provisional stopping pattern in the pseudo consecutive or sliding performance.
[0203] Furthermore, the performance control CPU 120 executes control of the performance devices (the image display device 5 as a performance component, the various lamps as performance components, and the speakers 8L, 8R as performance components) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 030IWS813). For example, it outputs a command to the display control section 123 to cause the image display device 5 to display an image according to a fluctuation pattern. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the turning on and off of the various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to cause audio to be output from the speakers 8L, 8R.
[0204] By executing the process of step 030IWS813, a performance according to the variation pattern and the contents determined to be executed is realized.
[0205] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 030IWS814).
[0206] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step S030IWS815).
[0207] Next, the process of determining the effect pattern of the stock effect in the variable display start setting process (step 030IWS804) will be described in detail.
[0208] In step 030IWS804, for example, the stock effect pattern determination table shown in Fig. 8-6(A) to (B) is referenced to determine the effect pattern of the stock effect.
[0209] Specifically, when the fluctuation pattern is Super Reach A (with chance up) fluctuation pattern PA2-4, PB2-4, the first stock performance pattern determination table (Super Reach A) shown in Figure 8-6 (A) is referenced to determine either the first performance pattern in which one item (key) is stocked as the performance result, or one of the second to third performance patterns in which two items (keys) are stocked as the performance result.
[0210] In addition, when the fluctuation pattern is Super Reach B (with Chance Up) fluctuation pattern PA2-5, PB2-5, the second stock performance pattern determination table (Super Reach B) shown in Figure 8-6 (B) is referenced to determine one of the first performance pattern in which one item (key) is stocked as the performance result, the second to third performance patterns in which two items (keys) are stocked as the performance result, or the fourth to fifth performance patterns in which three items (keys) are stocked as the performance result.
[0211] In this example, as shown in Figures 8-3 and 8-6, there are opportunities to stock items (keys) at timing A, timing B, and timing C during the stock performance, and for example, in the first performance pattern, one item (key) is stocked at timing A, and no items (keys) are stocked at timing B and timing C. Also, for example, in the fifth performance pattern, one item (key) is stocked at timing A, no items (keys) are stocked at timing B, and two items (keys) are stocked at timing C. In this way, in this example, there are opportunities to stock one or multiple items (keys) at each timing.
[0212] In this example, as shown in Fig. 8-6(A)-(B), each performance pattern of the stock performance is configured to have a different probability of being determined at the time of the big win. In other words, the expectation of the big win is configured to differ depending on the number of items (keys) to be stocked and the timing of stocking. With this configuration, attention can be drawn to the performance pattern of the stock performance.
[0213] In this example, as shown in Fig. 8-6(A)-(B), the configuration is such that the presentation patterns of the stock presentation that can be determined are different between Super Reach A and Super Reach B. Specifically, in Super Reach A, a maximum of two items (keys) can be stocked, and in Super Reach B, a maximum of three items (keys) can be stocked. This configuration draws attention to which type of Super Reach will result in the stock presentation.
[0214] In this example, as shown in Fig. 8-6(A)-(B), in any presentation pattern, an item (key) is stocked at timing A (in other words, when a stock presentation is executed, at least one item (key) is stocked). This configuration can prevent the player from losing all expectation for the stock presentation or losing attention to the stock presentation due to cases where an item is not stocked even when the stock presentation is executed.
[0215] In this example, the probability of winning is higher when the stock effect is executed than when it is not executed, so the player is expecting the stock effect to occur. Therefore, for example, in the normal reach before the start of the super reach (the state in which the left and right symbols are ready and the middle symbol is fluctuating on the image display device 5), a symbol that suggests that the stock effect will be executed or a symbol that teases whether it will be executed or not may be executed. For example, when the stock effect is executed, in the normal reach state, a special symbol such as a "key stock time symbol" may be stopped as the middle symbol to transition to the stock effect. Also, for example, when the stock effect is executed, in the normal reach state, a high-speed fluctuation of the middle symbol may be started, and after the screen is switched to the super reach (covering the display area of the image display device 5 by whiteout, etc.), the screen may be switched to the stock effect instead of the first half part of the super reach (the outpost effect).
[0216] Next, the process of determining the presentation pattern of the chance-up presentation in the variable display start setting process (step 030IWS805) will be described in detail.
[0217] In Step 030IWS805, for example, the chance-up effect pattern determination table shown in Figs. 8-7(A) to (E) is referenced to determine the effect pattern for the chance-up effect.
[0218] Specifically, if the fluctuation pattern is one of the Super Reach A (with Chance Up) fluctuation patterns PA2-4 and PB2-4, and the number of items stocked determined in step 030IWS804 is 1, the first chance up performance pattern determination table (Super Reach A: 1 chance up) shown in Figure 8-7(A) is referenced to determine one of the first to third performance patterns that will perform the chance up performance once.
[0219] In addition, if the fluctuation pattern is either of the Super Reach A (with Chance Up) fluctuation patterns PA2-4 or PB2-4, and the number of items stocked determined in step 030IWS804 is 2, the second chance up performance pattern determination table (Super Reach A: Chance Up 2 times) shown in Figure 8-7 (B) is referenced to determine one of the 5th to 6th performance patterns, which perform the chance up performance twice.
[0220] In addition, if the fluctuation pattern is either of the fluctuation patterns PA2-5 or PB2-5 of Super Reach B (with Chance Up) and the number of items stocked determined in step 030IWS804 is 1, the third chance up performance pattern determination table (Super Reach B: Chance Up 1 time) shown in Figure 8-7 (C) is referenced to determine one of the first to fourth performance patterns which will perform the chance up performance once.
[0221] In addition, if the fluctuation pattern is either of the Super Reach B (with Chance Up) fluctuation patterns PA2-5 or PB2-5, and the number of items stocked determined in step 030IWS804 is 2, the 4th chance up performance pattern determination table (Super Reach B: Chance Up 2 times) shown in Figure 8-7 (D) is referenced to determine one of the 5th to 7th performance patterns, which perform the chance up performance twice.
[0222] In addition, if the fluctuation pattern is either the Super Reach B (with Chance Up) fluctuation pattern PA2-5 or PB2-5, and the number of items stocked determined in step 030IWS804 is 3, the 5th chance up performance pattern determination table (Super Reach B: Chance Up 3 times) shown in Figure 8-7 (E) is referenced to determine the 8th performance pattern in which the chance up performance is performed 3 times.
[0223] For example, in the first performance pattern of the chance-up performance, a chance-up performance that changes the performance mode of the title display (performance that displays the title display) is executed once. Also, for example, in the eighth performance pattern of the chance-up performance, a chance-up performance that changes the performance mode of the title display (performance that displays the title display), a chance-up performance that changes the performance mode of the dialogue display (dialogue performance that displays the dialogue display), and a chance-up performance that changes the performance mode of the decorative pattern (decorative pattern performance that displays the decorative pattern) are executed, respectively.
[0224] In this example, before the chance-up effect is executed, a chance-up prompting effect is executed to prompt whether or not the chance-up effect will be executed. There are chance-up prompting effects in which the chance-up effect is executed after the effect and those in which the chance-up effect is not executed, and when distinguishing between the two, the former is also called a chance-up prompting effect (true) and the latter is also called a chance-up prompting effect (false).
[0225] In the chance-up teasing performance (true), an image suggesting a keyhole corresponding to a stocked item (key) (e.g., keyhole (suggested) image 030IWG13) is displayed, and then an image showing a keyhole (e.g., keyhole (real) image 030IWG11) is displayed. On the other hand, in the chance-up teasing performance (false), an image suggesting a keyhole corresponding to a stocked item (key) (e.g., keyhole (suggested) image 030IWG13) is displayed, and then an image showing a keyhole (e.g., keyhole (real) image 030IWG11) is not displayed, and the image suggesting a keyhole (e.g., keyhole (suggested) image 030IWG13) is erased.
[0226] In this example, the chance-up teasing effect (true) is always executed before the chance-up effect is executed. Then, as shown in FIG. 8-7, for example, in the fourth and seventh performance patterns of the chance-up effect, a chance-up teasing effect (false) is executed that teases whether or not the chance-up effect targeting the dialogue display (the dialogue effect that displays the dialogue display) will be executed, but which is not executed as a result. By adopting such a configuration, it is possible to draw attention to which effect the chance-up effect targeting will be executed. Note that, not limited to the example shown in FIG. 8-7, when the chance-up effect is not executed and the stocked item (key) remains, the chance-up teasing effect (false) may be executed.
[0227] In this example, as shown in Fig. 8-7(A)-(E), each performance pattern of the chance-up performance is configured to have a different probability of being determined at the time of a jackpot (i.e., different jackpot expectation). This configuration allows players to focus on the performance pattern of the chance-up performance. In particular, the later the timing of the change that is the subject of the chance-up performance (i.e., in the order of decorative pattern change > dialogue display change > title display change), the higher the jackpot expectation. This configuration allows players to focus on which chance-up performance is executed at which timing.
[0228] In this example, the chance-up effect that changes the presentation mode of the decorative symbol (decorative symbol presentation that displays a decorative symbol) is not executed during the super reach A, but is configured to be executable only during the super reach B. With this configuration, attention can be drawn to which type of super reach the chance-up effect is executed.
[0229] In addition, the present invention may be configured to be able to execute a chance-up effect that changes the presentation mode of the decorative pattern (decorative pattern presentation that displays a decorative pattern) in any type of super reach, without being limited to the example shown in Fig. 8-7. In addition, in this example, the present invention is configured to execute a maximum of three chance-up effects, but the present invention is not limited to such a configuration, and a maximum of four chance-up effects may be executed corresponding to all possible target effects, and further, a chance-up effect targeting an active display may be executed at both the second timing and the fourth timing, so that a maximum of five chance-up effects may be executed.
[0230] Next, the process (step 030IWS806) for determining the presentation mode after the change of the presentation that is the target of the chance-up presentation in the variable display start setting process will be described in detail.
[0231] In step 030IWS806, if it is determined to execute a chance-up effect that changes the performance mode of the title display (performance that displays the title display), the change pattern is determined by referring to the title display change pattern determination table shown in FIG. 8-8(A). If it is determined to execute a chance-up effect that changes the performance mode of the active display (performance that displays the active display), the change pattern is determined by referring to the active display change pattern determination table shown in FIG. 8-8(B). If it is determined to execute a chance-up effect that changes the performance mode of the dialogue display (dialogue performance that displays the dialogue display), the change pattern is determined by referring to the dialogue display change pattern determination table shown in FIG. 8-8(C). If it is determined to execute a chance-up effect that changes the performance mode of the decorative pattern (decorative pattern performance that displays the decorative pattern), the change pattern is determined by referring to the decorative pattern change pattern determination table shown in FIG. 8-8(D).
[0232] In this example, the title display (a display that displays the title display), the active display (a display that displays the active display), the dialogue display (a dialogue display that displays the dialogue display), and the decorative pattern (a decorative pattern display that displays the decorative pattern) are configured so that the color tone of the effect image related to the effect suggests the likelihood of a jackpot. For example, the order of the colors suggested is gold > red > green > blue > normal color (white).
[0233] When the first change pattern is determined as the change pattern of the title display, the title display changes from the normal color (white) to blue, and when the second change pattern is determined, the title display changes from the normal color (white) to green.
[0234] In addition, if the change pattern of the active display is determined to be the first change pattern, the active display changes from the normal color (white) to blue at the first timing of the first half of the super reach, if the second change pattern is determined, the active display changes from the normal color (white) to green at the first timing, if the third change pattern is determined, the active display changes from the normal color (white) to green at the third timing, and if the fourth change pattern is determined, the active display changes from the normal color (white) to red at the third timing.
[0235] In addition, when it is possible to execute a pre-reading preview effect that changes the pending display (and the active display), a chance-up effect targeting the active display may be executed according to the performance pattern (for example, in which the timing of the change and the display state after the change are determined) determined as the pre-reading preview effect at the time of the initial winning.
[0236] When the first change pattern is determined as the change pattern of the dialogue display, the dialogue display changes from the normal color (white) to blue, when the second change pattern is determined, the dialogue display changes from the normal color (white) to green, and when the third change pattern is determined, the dialogue display changes from the normal color (white) to red.
[0237] In addition, when the change pattern of the decorative design is determined to be the first change pattern, the decorative design changes from the normal color (white) to green, when the second change pattern is determined, the decorative design changes from the normal color (white) to red, and when the third change pattern is determined, the decorative design changes from the normal color (white) to gold.
[0238] In this example, when the performance mode of the target performance is changed by the chance-up performance, the tendency of the performance mode after the change is different depending on the timing of the change. Specifically, the chance-up performance for the active display is configured to be more likely to change to a performance mode with a higher expectation at the third timing, which is later than the first timing. Also, the chance-up performance for the decorative pattern is configured to be executed later and to be more likely to change to a performance mode with a higher expectation than the chance-up performance for the title display, active display, and dialogue display. This configuration makes it possible to draw attention to the timing at which the chance-up performance is executed, and to prevent players who have expectations for the timing of the change (for example, expectations have increased as the first half of the super reach progresses) from being disappointed.
[0239] In addition, if the color displayed after the change at an earlier timing suggests a higher expectation level than the color displayed after the change at a later timing, the presentation mode (color) displayed after the change at the later timing may be re-determined so as not to cause a drop in expectation level.
[0240] (Example of performance) Next, a specific example of the Super Reach performance including the stock performance and the chance up performance will be described. Figures 8-9 to 8-10 are explanatory diagrams showing a specific example of the stock performance. In Figures 8-9 to 8-10, the performance screen transitions in the order of (1), (2), and (3).
[0241] (Stock effect (5th effect pattern)) 8-9 to 8-10 show a stock effect of a fifth effect pattern in which one item (key) is stocked at timing A, no item (key) is stocked at timing B, and two items (keys) are stocked at timing C.
[0242] Specifically, when the variable display starts and a reach is established, a decorative pattern showing "6" is displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R of the image display device 5. Then, when the stock performance starts, the title display of the stock performance, "Key Stock" and "TIME", is displayed on the image display device 5 as shown in FIG. 8-9(1). Depending on the display mode of the title display, the number of items (keys) to be stocked in the stock performance that starts after this, or the fact that many items (keys) will be stocked, may be suggested. For example, the title display is generally displayed in a normal color (white), but when it is displayed in red, it may be suggested that the number of items (keys) to be stocked is greater than when it is displayed in a normal color (white).
[0243] In this example, as shown in Figure 8-9 (1), except during special performances, the active display AH is displayed as the active display on the lower left side of the display area of the image display device 5, and the small pattern KZ corresponding to the special pattern and the reserved memory number HS indicating the number of reserved memories are displayed on the central right side of the display area of the image display device 5.
[0244] Next, when the stock effect starts, a timer image 030IWG01 showing the remaining time of the stock effect and a "key stock time" display 030IWG02 showing that the stock effect is in progress are displayed as shown in Fig. 8-9(2). Also, when the timing A of the stock effect arrives, a character A prompting the push button 31B to be pressed, an operation valid period, and an image imitating the push button 31B are displayed as shown in Fig. 8-9(2).
[0245] In the stock performance of the fifth performance pattern, one key is stocked at timing A, so when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-9 (3), the text display "Stock x 1" indicating that one key has been stocked as an item, an image resembling a key, and an effect image emphasizing them are displayed in a manner covering the background image.
[0246] Next, as shown in FIG. 8-9(4), a presentation is displayed in which a key moves from the top left of the screen to the bottom right of the image display device and is stored (for example, a display in which it appears as if a key is flying in from the back left of the screen and being stored at the front right of the screen).
[0247] When the display of the effect of stocking the keys ends, an effect display in which the stock effect progresses is displayed as shown in Fig. 8-9(5). Specifically, an effect display in which character A rides on a swing is displayed in the center of the display area of the image display device 5, and a display in which the remaining time shown in the timer image 030IWG01 decreases is displayed. At this time, a stock key image 030G03 is displayed, which indicates the number of keys currently stocked.
[0248] Next, at timing B of the stock effect, as shown in FIG. 8-9(6), character A urging the player to press the push button 31B and an image resembling the operation valid period and the push button 31B are displayed. In this example, an effect is displayed to urge the player to press the push button 31B at timings A, B, and C of the stock effect, and the pose of character A is configured to be different for each. Therefore, even if the effect urging the player to press the push button is performed multiple times, the player's interest can be increased at each timing without getting bored.
[0249] In the stock performance of the fifth performance pattern, since keys are not stocked at timing B, when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-9 (7), an image of a close-up of character A's face, the word "!?", and an effect image emphasizing these are displayed in a manner covering the background image, and no image indicating that keys will be stocked is displayed.
[0250] In this way, by executing the effect of displaying a character image instead of a key when the key is not stocked, the feeling of disappointment that the key was not stocked can be reduced. In addition, in the stock effect of this example, even if only one key is stocked, the effect execution time is the same as when three keys are stocked. Therefore, if a period of time continues in which the key is not stocked even when the button is pressed, the effect becomes redundant and the interest may decrease. Therefore, by displaying a character image instead of a key when the key is not stocked in this way to liven up the effect, the stock effect does not become less exciting even if the number of keys stocked is small. Note that the character image displayed when the key is not stocked may not be one type, but may be different depending on the type of super reach executed. By doing so, the future development can be predicted by the displayed character image, and the character image can be given a meaning in terms of the effect.
[0251] Since the effect display shown in FIG. 8-9(7) is performed when the keys are not stocked (i.e., indicates that the keys are not stocked), the image displayed in the effect display shown in FIG. 8-9(7) is erased, and then the effect display in FIG. 8-9(8) showing the progress of the stock effect is displayed, but the number of stocked keys indicated by the stock key image 030G03 does not increase. Note that the display period of the effect display when an item is stocked shown in FIG. 8-9(3) and the effect display when an item is not stocked shown in FIG. 8-9(7) is set shorter than that of the former. This configuration makes it possible to prevent players from feeling annoyed or losing interest by displaying an undesirable effect for a long time without the effect of increasing the number of stocks.
[0252] Next, as shown in FIG. 8-10(9), a display showing the progress of the stock effect is displayed, and when timing C of the stock effect arrives, as shown in FIG. 8-10(10), character A prompting the user to press push button 31B, along with an image representing the valid operation period and push button 31B, are displayed.
[0253] In the stock performance of the fifth performance pattern, two keys are stocked at timing C, so when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-10 (11), the text display "Stock x 2" indicating that two keys have been stocked as items, an image resembling a key, and an effect image emphasizing them are displayed in a manner covering the background image.
[0254] Next, as shown in FIG. 8-10 (12), a dramatic display is displayed in which two keys move from the upper left to the lower right of the screen of the image display device and are stored (for example, a display in which it appears as if the keys are flying in from the back left of the screen and being stored at the front right of the screen).
[0255] When the key stocking effect ends, an effect display showing the progress of the stocking effect is displayed as shown in Fig. 8-10(13). Then, when the remaining time shown in the timer image 030IWG01 reaches 0 as shown in Fig. 8-10(14), a display prompting the user to press the push button 31B is displayed as shown in Fig. 8-10(15).
[0256] Then, when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in FIG. 8-10 (16), the text display of "Character A VS Enemy Character B" indicating the battle cards in the battle performance, as well as Character A and Enemy Character B, are displayed, and the stock performance ends.
[0257] In this example, when a super reach with chance up is executed, a stock effect is first executed in the super reach introduction part. Then, in the first half part of the super reach, a prelude effect such as a dialogue effect in which character A and enemy character B face each other and talk is executed mainly, and a chance up effect is executed incidentally. After that, in the second half part of the super reach, a battle effect in which character A and enemy character B cross swords is executed. Note that, when a super reach without chance up is executed, a prelude effect such as a dialogue effect in which character A and enemy character B face each other and talk is executed in the first half part of the super reach, and a battle effect in which character A and enemy character B cross swords is executed in the second half part of the super reach.
[0258] In the example shown in FIG. 8-10(16), the match card of the battle performance is "character A VS enemy character B", but in reality, multiple types of match cards (different types of friendly characters and enemy characters) are provided, and the match card is determined according to the type of super reach. That is, the pressing of the push button 31B triggers the display of the match card of the battle performance, thereby notifying the type of super reach. With this configuration, it is possible to increase the sense of expectation and tension when the push button 31B is pressed at the timing shown in FIG. 8-10(15). For example, in addition to or instead of the type of super reach, the types of friendly characters and enemy characters may be different depending on the expectation of a jackpot. Also, for example, when the performance stage is configured to transition depending on the game period or game state such as the number of fluctuations, a character previously associated with the performance stage may be made to fight against one of the enemy characters (which may be one of multiple enemy characters previously associated with the performance stage, or may be an enemy character determined by lottery).
[0259] (Stock effect (first effect pattern)) Next, a stock effect of a first effect pattern in which one item (key) is stocked at timing A, and no item (key) is stocked at timing B and timing C, resulting in one key being stocked, will be described.
[0260] When the stock effect of the first effect pattern is executed, after the screen transitions of Fig. 8-9(1) to (8), a stock key image 030G03 indicating that the number of stocked keys is one is displayed as shown in Fig. 8-11(9), and an effect display showing the progress of the stock effect is displayed. Then, when the remaining time shown in the timer image 030IWG01 reaches 0 as shown in Fig. 8-11(10), a display prompting the user to press the push button 31B is displayed as shown in Fig. 8-11(11).
[0261] Then, when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in FIG. 8-11 (12), the text display "Character A VS Enemy Character B" indicating the battle cards in the battle performance, Character A and Enemy Character B are displayed, and the stock performance ends.
[0262] (Overview of the first and second half of Super Reach) Next, an overview of the effects in the first and second parts of the Super Reach will be explained. Figures 8-12 and 8-13 are explanatory diagrams showing an overview of the effects in the first and second parts of the Super Reach. In Figures 8-12 and 8-13, the effect screen transitions in the order of (1), (2), and (3).
[0263] When the Super Reach introductory part (stock performance) ends and the first half of the Super Reach begins, the title of Super Reach B, which reads "A Deadly Battle Between Two People," is displayed, as shown in Figure 8-12(1).
[0264] Also, as shown in FIG. 8-12(1), a mini character A image 030IWC10 and a number of mini key images 030IWG10 stocked in the stock effect are displayed in the lower right of the display area of the image display device 5. In this example, it is assumed that three keys have been stocked in advance in the stock effect, and the three keys are displayed in a manner that moves around the mini character A. Note that in this example, the keys stocked in the stock effect of the super reach introduction part are displayed as a mini key image 030IWG10 or a key image 030IWG12 in the first half part of the super reach.
[0265] In addition, a decorative pattern indicating "6" is displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R of the image display device 5, and an active display AH is displayed on the lower left side of the display area of the image display device 5 as an active display, and a small pattern KZ corresponding to the special pattern and a reserved memory number HS indicating the number of reserved memories are displayed on the central right side of the display area of the image display device 5.
[0266] Next, as a prelude, as shown in FIG. 8-12(2), character A image 030IWC01 and enemy character A image 030IWC02 face each other, and a dialogue image 030IWG20 saying "This is the fight" is displayed, followed by a dialogue image 030IWG20 saying "I'll kill you back" as shown in FIG. 8-12(3).
[0267] Next, as shown in FIG. 8-12(4), character A image 030IWC01 is displayed alone, along with an image 030IWG20 saying, "I won't go easy on you."
[0268] 8-12(2) to (4), when the chance-up effect is not being executed during the execution of the prelude effect, an effect display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of the image display device 5. Also, at this time, an effect display is performed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.
[0269] Here, when a chance-up effect targeting a dialogue effect is executed, as shown in FIG. 8-12(5), a keyhole (substance) image 030IWG11 resembling a keyhole is displayed overlapping the dialogue image 030IWG20. At this time, a mini-character A image 030IWC10 holding a key is displayed beside the keyhole (substance) image 030IWG11. This type of effect display indicates that the subject of the chance-up effect is a dialogue effect.
[0270] Next, to show the effect of the key being inserted into the keyhole, a key image 030IWG12 and a keyhole (actual) image 030IWG11 are displayed, as shown in Figure 8-12 (6), and then, to show the effect of the key turning in the keyhole (i.e., the lock being opened), a key image 030IWG12 rotated in the keyhole (actual) image 030IWG11 is displayed, as shown in Figure 8-12 (7).
[0271] When the key turns in the keyhole (i.e., the lock is opened), the dialogue image 030IWG20 changes from the normal color (white) to blue, as shown in FIG. 8-12(8). This type of dialogue display changes the dialogue presentation as a result of the chance-up presentation.
[0272] Thereafter, when the first half of the super reach (the outpost effect and the chance up effect) ends and the second half of the super reach begins, a battle effect begins in which the character A image 030IWC01 and the enemy character A image 030IWC02 cross swords, as shown in FIG. 8-13(9).
[0273] When character A defeats enemy character A, the word “Victory” is displayed as shown in FIG. 8-13(10), and then the combination of “666” decorative symbols, which is the jackpot symbol, is displayed as shown in FIG. 8-13(11).
[0274] (Chance Up Production) Next, the chance-up effect outlined in Fig. 8-12 will be described in detail with reference to Fig. 8-14 to Fig. 8-18. Fig. 8-14 to Fig. 8-18 also show the part of the chance-up effect that is omitted in Fig. 8-12.
[0275] 8-14 to 8-15 are explanatory diagrams showing a specific example of the chance-up effect for the active display. In FIG. 8-14 to 8-15, the effect screen transitions in the order of (1), (2), and (3).
[0276] In the first half of the super reach, as shown in Fig. 8-14(1), an outpost effect is executed in which the character A image 030IWC01 and the enemy character A image 030IWC02 face off against each other. Also, as shown in Fig. 8-14(1), an effect display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of the image display device 5. Also, at this time, an effect display is performed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.
[0277] Note that the performance images related to the outpost performance (e.g., character A image 030IWC01 and enemy character A image 030IWC02, etc.) are also displayed in Fig. 8-14(1) and onwards, but are omitted from the illustration for simplicity. In this example, the performance images related to the outpost performance have a lower display priority than the performance images related to the chance-up performance (e.g., key image, keyhole image, mini character image, etc.) and the performance images related to the performances that are the targets of the chance-up performance (e.g., title display, active display, dialogue display, decorative pattern), and are displayed in a lower layer than those images. Also, although details will be described later, the performance images related to the outpost performance are covered by the performance images related to the chance-up performance at the timing of Figs. 8-15(13) to (14).
[0278] Next, when the chance-up teasing performance (true) is executed, as shown in FIG. 8-14(2), a keyhole (suggestion) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving around the edge of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. In addition, an "!" is displayed next to the mini-key image 030IWG10 and the mini-character A image 030IWC10, indicating the presence of the keyhole (suggestion) image 030IWG13.
[0279] Next, as shown in Fig. 8-14(3), a gradually shrinking effect display of the keyhole (suggestion) image 030IWG13 starts. Then, as shown in Fig. 8-14(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the active display AH that is the target of the chance-up effect, and eventually, as shown in Fig. 8-14(5), an effect display is performed in which the keyhole (suggestion) image 030IWG13 overlaps with the active display AH. At this time, triangular marks are displayed around the keyhole (suggestion) image 030IWG13 to indicate that it is shrinking.
[0280] Also, as shown in Fig. 8-14 (2) to (5), the mini key image 030IWG10 and the mini character A image 030IWC10 move to follow the keyhole (suggestion) image 030IWG13 approaching the active display AH. This configuration draws attention to the chance-up teasing effect and the effect that is the target of the chance-up effect.
[0281] Next, as shown in Fig. 8-14(6), the keyhole (suggested) image 030IWG13 becomes a silhouette on the active display AH, and a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 also become silhouettes, and a glowing effect image is displayed around them.
[0282] Next, as shown in FIG. 8-14(7), a keyhole (actual) image 030IWG11 that resembles a keyhole is displayed on the active display AH. This type of effect display makes it clear that the chance-up teasing effect being executed is a chance-up teasing effect (true), and that the target of the chance-up effect is the active display.
[0283] Next, as shown in FIG. 8-14(8), a performance display is performed in which the character A located at the front side of the screen throws a key into the keyhole (substance) image 030IWG11 located at the back side of the screen. Then, as shown in FIG. 8-15(9), a performance display is performed in which the key image 030IWG12 appears to move from the front side of the screen toward the keyhole (substance) image 030IWG11 at the back side of the screen. Therefore, as shown in FIG. 8-15(9), the key image 030IWG12 is initially displayed at a display size larger than the keyhole (substance) image 030IWG11, and then, as shown in FIG. 8-15(10), it is displayed as if it is moving toward the keyhole (substance) image 030IWG11 while shrinking (becoming gradually smaller as an expression of moving away). With this configuration, it is possible to draw attention to the key image 030IWG12 acting on the keyhole (substance) image 030IWG11, and the performance effect of the chance-up performance can be enhanced.
[0284] Then, to display the effect of the key being inserted into the keyhole, a key image 030IWG12 and a keyhole (actual) image 030IWG11 are displayed as shown in Figure 8-15 (11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), a key image 030IWG12 rotated in the keyhole (actual) image 030IWG11 is displayed as shown in Figure 8-15 (12).
[0285] When the effect display of the key turning in the keyhole (i.e., the lock being opened) is performed, character A and the text display "Pending Rank Up" are displayed together with an effect image covering the image related to the outpost effect, as shown in Fig. 8-15 (13). In this example, as shown in Fig. 8-15 (13), by displaying character A in close-up together with an effect image covering the effect image related to the outpost effect, the awkward feeling of the chance-up effect being executed in the middle of the outpost effect is reduced.
[0286] Then, as shown in Fig. 8-15 (14), the character A and the text display "Pending Rank Up" are erased while the effect image covering the image related to the outpost effect is displayed, the active display AH becomes a silhouette, and a performance display is performed in which a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again, and a performance display in which a glowing effect image is displayed around it is also performed.
[0287] In this example, when a chance-up effect targeting an active display is executed, as shown in FIG. 8-15 (14), on the image display device 5, the following are displayed in the upper layers in the following order: decorative design > mini key image 030IWG10 and mini character A image 030IWC10 > effect image covering the image related to the outpost effect > active display AH > image related to the outpost effect.
[0288] After that, as shown in Fig. 8-15 (15), the effect image covering the image related to the outpost performance is erased, and the active display AH is displayed in a color that has changed from the normal color (white) to blue. Also, because one of the stocks has been released and an item (key) has been consumed due to the chance-up performance targeting the active display, the number of mini key images 030IWG10 moving around the mini character A image 030IWC10 has decreased by one.
[0289] In this example, when a performance that is the target of the chance-up performance is being performed, a keyhole (substance) image 030IWG11 is displayed, and the chance-up performance is performed in a manner in which the key image 030IWG12 acts on the keyhole (substance) image 030IWG11. Specifically, as shown in Figs. 8-14 to 8-15, a keyhole (substance) image 030IWG11 corresponding to the active display AH is displayed, and the chance-up performance is performed in a manner in which the key image 030IWG12 is inserted into the keyhole (substance) image 030IWG11 and rotates. With this configuration, when a chance-up performance using the key image 030IWG12 is performed, the performance effect can be enhanced by providing a story in which the key image 030IWG12 is inserted into the keyhole (substance) image 030IWG11 and rotates (i.e., the key is opened), and the interest can be increased.
[0290] In this example, the keyhole (entity) image 030IWG11 is displayed at approximately the center of the effect image related to the effect that is the target of the chance-up effect (for example, see FIG. 8-14(7)), and at the timing when the keyhole (entity) image 030IWG11 is displayed, the chance-up effect that targets other effects is not executed. For example, at the timing when the keyhole (entity) image 030IWG11 corresponding to the active display AH is displayed, the chance-up effect that targets the dialogue display is not executed. With this configuration, it is possible to easily understand the suggestive effect that is the target of the chance-up effect, and to draw attention to the timing at which the keyhole (entity) image 030IWG11 is displayed.
[0291] In this example, as shown in Fig. 8-14 (1) to (8), the stored key image and character image (i.e., the mini key image 030IWG10 and the mini character A image 030IWC10) are displayed moving, and when the chance-up effect is executed, an effect is displayed in which the character throws the key into the keyhole. This configuration makes it possible to draw attention to the key image and to enhance the effect of the chance-up effect.
[0292] In this example, as shown in Fig. 8-14 (1) to (6), the mini key image 030IWG10 moves in a manner that revolves around the mini character A image 030IWC10, and stops moving when the chance-up effect is executed. With this configuration, it is possible to draw attention to the key image and to enhance the effect of the chance-up effect.
[0293] In this example, the key is configured to look different when it is stocked and when it is used. For example, as shown in FIG. 8-9(8), when the key image is displayed in the lower right of the display area in the stock performance, the key image is displayed smaller in the latter case than when the key image is displayed to move around the character in the outpost performance as shown in FIG. 8-12(1). With this configuration, the key image can be easily recognized in the stock performance in which the key is the main focus, and the key can be made not to stand out too much when the outpost performance is the main focus. For example, the key image may be displayed larger when the key is stocked in the stock performance than when the character throws the key into the keyhole in the chance up performance (initial most enlarged state). With this configuration, it is possible to give more impact when the stock is opened than when the key is stocked. Also, by giving more impact, it is possible to impress the player that the performance is preferable, even if the performance that is the target of the chance up performance has a low expectation.
[0294] Next, a specific example of the chance-up effect for the decorative symbols will be described. Figures 8-16 to 8-18 are explanatory diagrams showing a specific example of the chance-up effect for the decorative symbols. In Figures 8-16 to 8-18, the effect screen transitions in the order of (1), (2), and (3).
[0295] In the first half of the super reach, as shown in Fig. 8-16(1), an outpost performance is executed in which the character A image 030IWC01 and the enemy character A image 030IWC02 face off against each other. Also, as shown in Fig. 8-16(1), a performance display is executed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of the image display device 5. At this time, the mini key image 030IWG10 moves around the mini character A image 030IWC10.
[0296] 8-16(1), the movable body 32 is located at an initial position where it covers a part of the upper part of the display area of the image display device 5. As shown in FIG.
[0297] Note that the performance images related to the outpost performance (e.g., character A image 030IWC01 and enemy character A image 030IWC02, etc.) are also displayed in Fig. 8-16(1) and onwards, but are omitted from the illustration for simplicity. In this example, the performance images related to the outpost performance have a lower display priority than performance images related to the chance-up performance (e.g., key image, keyhole image, mini character image, etc.) and performance images related to the performance that is the target of the chance-up performance (e.g., title display, active display, dialogue display, decorative pattern), and are displayed in a layer lower than those images.
[0298] Next, when the chance-up teasing performance (true) is executed, as shown in FIG. 8-16(2), a keyhole (suggestion) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving around the edge of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. In addition, an "!" is displayed next to the mini-key image 030IWG10 and the mini-character A image 030IWC10, indicating the presence of the keyhole (suggestion) image 030IWG13. In addition, the keyhole (suggestion) image 030IWG13 displayed during the chance up teasing performance is represented by a dotted line as shown in Figure 8-16 in this example, but in reality it has a transparency that allows the performance images in lower layers (for example, performance images related to the outpost performance) to be visible, and is designed to not interfere with the content of the super reach (i.e. the outpost performance) as much as possible even while the chance up teasing performance is being executed.
[0299] Next, as shown in FIG. 8-16(3), a performance display is started in which the keyhole (suggestion) image 030IWG13 gradually shrinks. Then, as shown in FIG. 8-16(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the decorative pattern display area that is the target of the chance-up performance, and eventually, as shown in FIG. 8-16(5), a performance display is performed in which the keyhole (suggestion) image 030IWG13 reaches the vicinity of the center position (the position corresponding to the middle decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R. At this time, a triangular mark indicating that the keyhole (suggestion) image 030IWG13 is being reduced is displayed around the keyhole (suggestion) image 030IWG13. Also, a performance display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move to follow the keyhole (suggestion) image 030IWG13 approaching the active display AH.
[0300] Next, as shown in FIG. 8-16(6), the keyhole (suggestion) image 030IWG13 becomes a silhouette, and a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 become a silhouette, and a glowing effect image is displayed around it. In this example, as shown in FIG. 8-16(5) to FIG. 8-16(6), when changing the pose of the mini character A, a silhouette image is displayed once, and then the mini character A image in the changed pose is displayed from the silhouette image. In this way, by switching images between silhouette images instead of using material data that causes the mini character to move and change its pose, the material data can be simplified and the man-hours and costs required for production can be reduced.
[0301] Next, as shown in FIG. 8-16(7), a keyhole (actual) image 030IWG11 is displayed near the center position (the position corresponding to the center decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R. This type of effect display makes it clear that the chance up promotion effect being executed is a chance up promotion effect (true), and that the target of the chance up performance is a decorative pattern.
[0302] In this example, when executing a chance-up effect for a dialogue effect, the keyhole (actual) image 030IWG11 is displayed at approximately the center of the dialogue image 030IWG20 as shown in Fig. 8-12(5), while when executing a chance-up effect for a decorative pattern, the keyhole (actual) image 030IWG11 is displayed at a position shifted toward the center of the display area from the center position (corresponding to the center decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R as shown in Fig. 8-16(7). With this configuration, it is possible to prevent the keyhole (actual) image 030IWG11 from being covered by the movable body 32 and becoming difficult to see, and the keyhole (actual) image 030IWG11 can be displayed appropriately according to the characteristics of the target effect.
[0303] Next, as shown in Fig. 8-16(8), an effect is displayed in which character A, located at the front of the screen, throws a key into keyhole (entity) image 030IWG11, located at the back of the screen. Then, as shown in Fig. 8-17(9), an effect is displayed in which key image 030IWG12 appears to move from the front of the screen toward keyhole (entity) image 030IWG11 at the back. For this reason, key image 030IWG12 is initially displayed at a size larger than keyhole (entity) image 030IWG11, as shown in Fig. 8-17(9), and then is displayed as if it is moving toward keyhole (entity) image 030IWG11 while shrinking (gradually becoming smaller to represent moving away), as shown in Fig. 8-17(10).
[0304] Then, to display the effect of the key being inserted into the keyhole, key image 30IWG12 and keyhole (actual) image 030IWG11 are displayed as shown in Figure 8-17 (11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), key image 030IWG12 rotated in keyhole (actual) image 030IWG11 is displayed as shown in Figure 8-17 (12).
[0305] When the effect display of the key turning in the keyhole (i.e., the key being opened) is performed, as shown in FIG. 8-17(13), character A and the text display of "Pattern Rank Up" are displayed. Then, as shown in FIG. 8-17(14), while character A and the text display of "Pattern Rank Up" are displayed, the left decorative pattern starts to rotate in the left decorative pattern display area 5L, and the right decorative pattern starts to rotate in the right decorative pattern display area 5R. In this example, as shown in FIG. 8-17(13)-(14), by displaying character A in close-up, the effect image related to the outpost effect is covered, and the awkwardness of the chance up effect being executed in the middle of the outpost effect is reduced.
[0306] Next, as shown in Fig. 8-17(15), an image of Character A and Character B standing side by side is displayed near the center of the display area of the image display device 5, and a performance display is performed in which the rotating left and right decorative patterns move to a position superimposed on the image. Then, as shown in Fig. 8-17(16), a glowing effect image is displayed around the rotating left and right decorative patterns.
[0307] Next, as shown in FIG. 8-17 (17), the glowing effect image around the left and right decorative patterns is erased, and the left and right decorative patterns change from their normal color (white) to gold and are displayed with the word "GOLD" written on them, and a performance display is performed in which the left and right decorative patterns stop rotating.
[0308] After that, as shown in FIG. 8-17(18), the gold right and left ornamental patterns are displayed in the left ornamental pattern display area 5L and the right ornamental pattern display area 5R, respectively, and the remaining prelude effects are executed. Since all the stocked keys have been used due to the execution of the chance-up effect targeting the ornamental patterns, the mini character A image 030IWC10 and the mini key image 030IWG10 are no longer displayed, but no special effect is executed to indicate that they will not be displayed. With this configuration, it is possible to prevent the mini key image 030IWG10, which is no longer used, from standing out.
[0309] In this example, regardless of where the keyhole (actual) image 030IWG11 is displayed (i.e., regardless of which effect is the target of the chance-up effect), at least a part of the chance-up teasing effect is executed in a common manner. Specifically, as shown in Figs. 8-14(2)-(5) and 8-16(2)-(5), even if the effect that is the target of the chance-up effect is different, the keyhole (suggestion) image 030IWG13 is initially displayed in a close-up across the entire screen, and is then displayed in a common manner of being reduced. With this configuration, it is possible to draw attention to whether the keyhole (actual) image 030IWG11 is displayed, i.e., whether the chance-up effect is executed, and to draw attention to which effect is the target of the chance-up effect.
[0310] In this example, regardless of the position where the keyhole (entity) image 030IWG11 is displayed in the chance-up effect (i.e., regardless of the type of the target effect), an image is displayed in a common display position to notify that the performance mode of the target effect will change. Specifically, as shown in Fig. 8-15 (13) and Fig. 8-17 (13), a character and the text display "Pending rank up" or "Pattern rank up" are displayed to notify that the performance mode will change. With this configuration, it is easy to recognize that the performance mode of the target effect will change due to the chance-up effect.
[0311] In this example, the keyhole (substance) image 030IWG11 is not displayed at the timing when the performance mode of the target performance changes in the chance-up performance. Specifically, as shown in Fig. 8-15(13)-(15) and Fig. 8-17(13)-Fig. 8-18(17), the keyhole (substance) image 030IWG11 is not displayed at the timing when the active display or the decorative pattern mode changes. With this configuration, it is possible to draw attention to the change in the performance mode of the target performance due to the chance-up performance.
[0312] In this example, the display priority of the effect images relating to at least some of the effects among the multiple types of effects that are the target of the chance-up effect is higher than that of the key image even when the key image acts on the keyhole image. Specifically, the display priority of the decorative pattern is higher than that of the key image even when the key image acts on the keyhole image. With this configuration, it is possible to ensure visibility of some effects in any situation. Furthermore, for the effect images relating to the other effects (for example, images that are not information related to the progress of the game, such as dialogue display or title display), the display priority is set lower than that of the key image when the key image acts on the keyhole image, thereby realizing realistic effects and enhancing the effect of the effects.
[0313] In this example, as shown in Fig. 8-15(13) and Fig. 8-17(13), when executing the chance-up effect, it is possible to display notification images such as effect images and characters covering the effect image related to the prelude effect, and text display of "reserved rank up" and "pattern rank up". Then, it is possible to execute the chance-up effect by a presentation pattern that changes the presentation mode of the effect that is the target of the chance-up effect when the notification images are displayed (for example, as shown in Fig. 8-17(13) to Fig. 8-18(17), a pattern in which the presentation mode of the decorative pattern changes while the character or text display of "pattern rank up" remains), and a presentation pattern that changes the presentation mode of the target effect at a time different from when the notification image is displayed (for example, as shown in Fig. 8-15(13) to (15), a pattern in which the presentation mode of the active display changes after the effect image, character, or text display of "reserved rank up" is erased). With this configuration, it is possible to make the player recognize that the presentation mode of the target effect changes by displaying the notification image, and it is possible to execute the chance-up effect suitably by a presentation pattern according to the target effect. In particular, with regard to the former, the performance can be made more spectacular by seamlessly increasing the chance (i.e., changing the presentation mode of the target performance) while the notification image is displayed, and with regard to the latter, an increase in the amount of data related to performance control can be prevented by increasing the chance (i.e., changing the presentation mode of the target performance) after the notification image is erased.
[0314] In this example, the effect pattern in which the effect mode of the effect targeted by the chance-up effect is changed when the notification image is displayed has a higher expectation of a big win than the effect pattern in which the effect mode of the effect targeted at a time other than when the notification image is displayed. Specifically, the chance-up effect in which the decorative pattern mode is changed has a higher expectation of a big win than the chance-up effect in which the active display mode is changed (see FIG. 8-7). With this configuration, the expectation can be varied according to the flashiness of the effect pattern, thereby improving the interest.
[0315] In this example, the notification image can specify which effect has changed, and an image different from the effect image related to the effect is used. For example, as shown in Fig. 8-15(13) and Fig. 8-17(13), the text display "Pending rank up" or "Pattern rank up" is displayed. With such a configuration, it is easy to recognize which effect has changed.
[0316] In this example, the notification image displayed during the execution of the chance-up effect is displayed in a manner that covers the effect image related to the super reach (outpost effect), but the effects that are the subject of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, and the latter has a higher jackpot expectation than the former. Specifically, as shown in Fig. 8-15 (13) and Fig. 8-17 (13), as the notification image, a character and a text display of "reserved rank up" or "pattern rank up" are displayed together with an effect image that covers the effect image related to the outpost effect, and this notification image covers the active display AH but does not cover the decorative pattern. And the chance-up effect in which the state of the decorative pattern changes has a higher jackpot expectation than the chance-up effect in which the state of the active display changes (see Fig. 8-7). With this configuration, the expectation can be made different depending on the flashiness of the chance-up effect, and interest can be improved.
[0317] In this example, the effects that are the subject of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, and the latter are more likely to be executed at a later timing within one variable display period than the former. Specifically, the chance-up effect in which the state of the decorative pattern changes is executed later than the chance-up effect in which the state of the active display changes (see FIG. 8-3). With this configuration, it is possible to execute the chance-up effect according to the time when the player's expectations are high.
[0318] In this example, the effects targeted by the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered. In the latter case, one notification image is switched to another notification image and displayed. Specifically, when the chance-up effect targeted at the decorative pattern is executed, an image of character A is displayed as shown in Fig. 8-17(13)-(14), and then an image of character A and character B standing side by side is displayed as shown in Fig. 8-17(15)-Fig. 8-18(17). This configuration can enhance the effect of the chance-up effect with high expectation.
[0319] Next, a specific example of the chance-up provocation effect (fake) will be described. FIG. 8-19 is an explanatory diagram showing a specific example of the chance-up provocation effect (fake). In FIG. 8-19, the effect screen transitions in the order of (1), (2), and (3).
[0320] Fig. 8-19(1) shows the state immediately after the prelude performance in the first half of the super reach has started and the chance up performance for the active display has been executed. In this example, as shown in Fig. 8-19(1), the mini key image 030IWG10 and the mini character A image 030IWC10 are redisplayed in their initial positions at the bottom right of the display area of the image display device 5 after the chance up performance has been executed.
[0321] As shown in FIG. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of the image display device 5 so as to pass through the display position of the effect (for example, title display, active display, dialogue display, decorative pattern) that is the target of the chance-up effect. For example, in the example shown in FIG. 8-19(1) and (2), before the dialogue effect starts, the effect display is performed such that the mini key image 030IWG10 and the mini character A image 030IWC10 move so as to pass through the display position (or the position where the display is scheduled) of the dialogue image 030IWG20. With this configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed in a moving manner, the player's expectation that the chance-up effect targeting the effect at the displayed position will be executed can be increased, and the interest can be improved.
[0322] In this example, the effects that are the target of the chance-up effect are displayed in various positions such as the top, bottom, and bottom right of the display area of the image display device 5, and the mini key image 030IWG10 and mini character A image 030IWC10 move to pass through these positions. This configuration draws attention to the positions to which the mini key image 030IWG10 and mini character A image 030IWC10 move and whether the effect displayed at those positions is the target of the chance-up effect.
[0323] In this example, when executing one chance-up effect for one effect and then executing another chance-up effect for another effect, the first chance-up effect is executed and a predetermined period of time has elapsed before the other chance-up effect is executed (see FIG. 8-4). With this configuration, it is possible to set an interval between the first chance-up effect and the other chance-up effect to highlight each of them, and also to secure a period of time for displaying the mini key image 030IWG10 and the mini character A image 030IWC10 in a moving manner, as shown in FIG. 8-19(1)-(2).
[0324] Also, as shown in FIG. 8-19(2), when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving at the end of the display area of the image display device 5, the mini key image 030IWG10 and the mini character A image 030IWC10 have a lower display priority than the effect images (e.g., active display, dialogue display, decorative pattern, etc.) related to the effect that may be the target of the chance-up effect, and are displayed in a lower layer than them. With such a configuration, it is possible to draw attention to the effect that may be the target of the chance-up effect. Note that, without being limited to such a configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving at the end of the display area of the image display device 5, they may be displayed in a lower layer than the effect images (e.g., decorative pattern) related to some of the effects that may be the target of the chance-up effect, and displayed in a higher layer than the effect images (e.g., active display and dialogue display) related to the effects of other effects.
[0325] Also, as shown in FIG. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed during the execution of the super reach, and are displayed with a higher display priority than the performance image related to the super reach (for example, the character image related to the outpost performance), but when the chance-up performance is not being executed, they are displayed so as not to obstruct the visibility of at least the central part of the performance image related to the super reach. Specifically, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed so as to move along the edge of the display area of the image display device 5, rather than moving along the center of the display area, and are not displayed superimposed on the face part, etc., of the character image related to the outpost performance. With this configuration, it is possible to prevent the mini key image 030IWG10 and the mini character A image 030IWC10 from obstructing the super reach (outpost performance) while still displaying them.
[0326] Next, when the chance-up teasing performance (fake) is executed, as shown in FIG. 8-19(3), a keyhole (suggestion) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving around the edge of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. In addition, an "!" is displayed next to the mini-key image 030IWG10 and the mini-character A image 030IWC10, indicating the presence of the keyhole (suggestion) image 030IWG13.
[0327] Furthermore, as shown in FIG. 8-19(3), when the keyhole (suggestive) image 030IWG13 is displayed, the mini-key image 030IWG10 and the mini-character A image 030IWC10 move closer to the keyhole (suggestive) image 030IWG13.
[0328] In this example, as shown in Fig. 8-19 (2) and (3), the mini character A image 030IWC10 and the mini key image 030IWG10 move at a slow speed when the effect to be used is not specified (or the chance up teasing effect is not being executed), and move at a high speed when the effect is specified (or the chance up teasing effect is being executed). With this configuration, it is possible to draw attention to the chance up teasing effect or the effect that is the target of the chance up effect.
[0329] Next, the keyhole (suggested) image 030IWG13 starts to gradually shrink, but as shown in FIG. 8-19(4), the keyhole (suggested) image 030IWG13 disappears without displaying the keyhole (actual) image 030IWG11. At this time, a "?" is displayed next to the mini-key image 030IWG10 and the mini-character A image 030IWC10, indicating that the keyhole (suggested) image 030IWG13 has disappeared. With this configuration, it becomes clear that the chance-up teasing effect that has been executed is a chance-up teasing effect (fake).
[0330] When the chance-up teasing performance (fake) ends, as shown in FIG. 8-19(5), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again at the initial position at the bottom right of the display area of the image display device 5. In this example, they are displayed at a common initial position after the chance-up performance is executed as shown in FIG. 8-19(1) and after the chance-up teasing performance (fake) is executed as shown in FIG. 8-19(5). With this configuration, it is easy to understand that the chance-up teasing performance (fake) has ended, and the meaning of starting afresh can be expressed. In addition, by displaying them again at the initial position, it is possible to prevent the amount of data related to performance control from increasing.
[0331] In this example, the keyhole (suggestive) image 030IWG13 and the keyhole (substantial) image 030IWG11 can be displayed only once in response to the same effect. For example, if a chance-up teasing effect (or a chance-up teasing effect (false)) that teases whether or not a chance-up effect targeting a line display will be executed is executed once, the chance-up teasing effect targeting a line display will not be executed again even if the line display is displayed after that. With this configuration, it is possible to easily understand the suggestive effect that is the target of the chance-up effect.
[0332] The mini key image 030IWG10 and the mini character A image 030IWC10 may be configured so that a part of them extends outside the display area (i.e. a part of them is not displayed) when they are moved along the edge of the display area of the image display device 5. With this configuration, the mini key image 030IWG10 and the mini character A image 030IWC10 can be flexibly moved and displayed in accordance with the performance images related to other performances.
[0333] Also, for example, effects that are not subject to chance-up effects may not be executed when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of the image display device 5. With this configuration, it is possible to draw attention to the effects executed when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of the image display device 5.
[0334] In this example, since the chance-up effect can be executed multiple times, the number of times it has been executed may be made recognizable. For example, when the first chance-up effect is executed, an effect image resembling a blue flame may be displayed at the end of the display area of the image display device 5, when the second chance-up effect is executed, the effect image may change to green, and when the third chance-up effect is executed, the effect image may change to red. With this configuration, it is possible to recognize that the chance-up effect has been performed even after the chance-up effect has ended and the effect image has been erased.
[0335] Next, the keyhole (suggested) image and the keyhole (substantial) image for each effect that is the target of the chance-up effect will be described. Figure 8-20 is an explanatory diagram showing a specific example of the keyhole (substantial) image for each effect that is the target of the chance-up effect.
[0336] As shown in FIG. 8-20, in this example, there are multiple types of effects that are the target of the chance-up effect, and the display size of the effect image for each effect is different. Specifically, as shown in FIG. 8-20(1) and (3), the display size of the dialogue display is smaller than that of the title display. In this example, the chance-up effect is executed in a manner in which a keyhole (actual) image is displayed at the position where the effect that is the target of the chance-up effect is displayed. Therefore, as shown in FIG. 8-20, the display size of the keyhole (actual) image is configured to be different depending on the effect that is the target.
[0337] For example, the keyhole (substance) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in Fig. 8-20(3) is smaller in display size than the keyhole (substance) image 030IWG11 displayed at the position of the title image 030IWG21 shown in Fig. 8-20(1). With this configuration, interest can be enhanced by enabling the player to predict the effect that will be the target of the chance-up effect from the position where the keyhole (substance) image 030IWG11 is displayed, and a natural effect can be achieved by displaying the keyhole (substance) image 030IWG11 at a display size suitable for the target effect.
[0338] On the other hand, as shown in FIG. 8-20, when the keyhole image is materialized, the silhouette of the keyhole (suggestion) image 030IWG13 is displayed in a common size regardless of the type of effect that is the target of the chance-up effect. Then, the keyhole (actual) image 030IWG11 is displayed in a display size according to the type of effect that is the target of the chance-up effect. By configuring in this way, the animation until the keyhole is materialized can be standardized, and the increase in the amount of data related to the effect control can be suppressed.
[0339] As described above, the present characteristic part 030IW discloses the configurations of the gaming machine shown in the following means 1 to means 29.
[0340] (Means 1) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, comprising: a suggestion performance execution means that suggests that the game machine is controlled to the advantageous state and is capable of executing a plurality of types of suggestion performances (for example, a performance that displays a title display in a predetermined manner, a performance that displays an active display in a predetermined manner, a dialogue performance that displays a dialogue display in a predetermined manner, a decorative pattern performance that displays a decorative pattern in a predetermined manner, etc.) with different degrees of expectation depending on the performance mode; a special image display performance execution means that can display a special image (for example, a mini key image 030IWG10 or a key image 030IWG12); and by using the displayed special image, a suggestion performance that is being executed in one performance mode can be changed to a different one in the one performance mode. and a special effect execution means capable of executing a special effect (for example, a chance-up effect in which the display color of the active display is changed from a normal color (white) to blue) that changes the display mode to a performance mode with a higher expectation than the normal color (white), and the special effect execution means displays a special corresponding image (for example, a keyhole (substance) image 030IWG11) when the suggestion effect is being executed, and executes a special effect in a mode in which the special image acts on the special corresponding image (for example, a keyhole (substance) image 030IWG11 corresponding to the active display AH or a decorative pattern is displayed, and a chance-up effect is executed in a mode in which the key image 030IWG12 is stuck in the keyhole (substance) image 030IWG11 and rotates. See Figs. 8-15(9) to (15), Figs. 8-17(9) to 8-18(17), etc.). With such a configuration, when a special effect using a special image is executed, a story related to the special image can be provided, thereby enhancing the performance effect and increasing interest.
[0341] (Means 2) The special response image is displayed at approximately the center of the performance image related to the executed suggestive performance (for example, see Fig. 8-12 (5) and Fig. 8-14 (7)), and when the special response image is displayed, a special performance targeting a suggestive performance other than the suggestive performance corresponding to the special response image is not executed (for example, when the keyhole (entity) image 030IWG11 corresponding to the active display AH is displayed, a chance-up performance targeting the dialogue display is not executed). With such a configuration, it is possible to easily understand the suggestive performance that is the target of the special performance, and to draw attention to the timing at which the special response image is displayed.
[0342] (Means 3) The special corresponding image can be displayed only once in response to the same suggestive effect (for example, if a chance-up teasing effect (or chance-up teasing effect (false)), which teases whether or not a chance-up effect targeting the dialogue display will be executed, has been executed once, the chance-up teasing effect targeting the dialogue display will not be executed again even if the dialogue display is displayed thereafter). Such a configuration makes it easy to understand the suggestive effect that is the target of the special effect.
[0343] (Means 4) When the presentation mode of the suggestive presentation changes due to a special presentation, the presentation mode after the change differs depending on the timing of the change (for example, the later the timing of the chance-up presentation is executed, the more likely it is to change to a presentation mode with a higher advantage. See Fig. 8-3 and Fig. 8-8). With such a configuration, it is possible to draw attention to the timing at which the special presentation will be executed, and to prevent players who have high expectations regarding the timing of the change from being disappointed.
[0344] (Means 5) A display teasing effect execution means is provided that can execute a display teasing effect (for example, a chance-up teasing effect) that teases whether or not a special corresponding image is displayed, and the display teasing effect execution means can execute the display teasing effect in a common manner regardless of where the special corresponding image is displayed (for example, as shown in Figs. 8-14(2) to (5) and Figs. 8-16(2) to (5), even if the target effects are different, the keyhole (suggestion) image 030IWG13 is initially displayed in a close-up across the entire screen, and then displayed in a common manner of being reduced). With such a configuration, it is possible to draw attention to whether or not a special corresponding image is displayed, i.e., whether or not a special effect is executed, and to draw attention to which suggestion effect is the target of the chance-up effect.
[0345] (Means 6) When a special image is used in a special effect, it is displayed at a larger display size than the special corresponding image, and then displayed so as to act on the special corresponding image while shrinking (for example, as shown in Figs. 8-15(9)-(12) and Fig. 8-17(9)-(12), the key image 030IWG12 is displayed moving from the front side of the screen toward the keyhole (entity) image 030IWG11 at the back, so it is initially displayed at a larger display size than the keyhole (entity) image 030IWG11, and then displayed so as to rotate while shrinking (gradually becoming smaller to represent moving away).) With such a configuration, it is possible to draw attention to the special image acting on the special corresponding image, and the effect of the special effect can be enhanced.
[0346] (Means 7) The special effect execution means can execute the special effect multiple times, and can vary the execution time depending on the special effect being executed (for example, as shown in Figure 8-4 (A), a chance-up effect targeting a decorative pattern has a longer execution time than a dialogue display or a chance-up effect targeting a dialogue display. With such a configuration, various special effects can be executed at an appropriate execution time, thereby enhancing the presentation effect.
[0347] (Means 8) When the presentation mode is changed by a special presentation, the suggestive presentation takes a longer time to execute than when the presentation mode is not changed by the special presentation (for example, as shown in Figs. 8-4(A) and (B), the presentation execution time T11 of a dialogue presentation whose presentation mode is changed by a chance-up presentation is longer than the presentation execution time T12 of a dialogue presentation whose presentation mode is not changed by a chance-up presentation). With such a configuration, when a special presentation is executed, a period for executing the special presentation and the suggestive presentation that is the target of the special presentation can be secured.
[0348] (Means 9) The suggestive performance execution means is capable of executing a first suggestive performance (e.g., a performance that displays a title display) and a second suggestive performance (e.g., a performance that displays a dialogue display) having a smaller display size than the first suggestive performance, and the special performance execution means is capable of executing a special performance in a manner in which a special corresponding image is displayed at a position where a performance image related to the suggestive performance is displayed when the suggestive performance is being executed (e.g., a keyhole (entity) image 030IWG11 is displayed at a position where a title image 030IWG21 is displayed or a dialogue image 030IWG20 is displayed), and When the target suggestive performance is the first suggestive performance, the special corresponding image is displayed in a first display size corresponding to the display size of the first suggestive performance, and when the target suggestive performance is the second suggestive performance, the special corresponding image is displayed in a second display size corresponding to the display size of the second suggestive performance, the second display size being smaller than the first display size (for example, the keyhole (entity) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in FIG. 8-20(3) has a smaller display size than the keyhole (entity) image 030IWG11 displayed at the position of the title image 030IWG21 shown in FIG. 8-20(1)). With such a configuration, interest can be enhanced by allowing the player to predict the target suggestive performance from the position where the special corresponding image is displayed, and a natural performance can be achieved by displaying the special corresponding image in a display size suitable for the target performance.
[0349] (Means 10) The suggestion performance execution means is capable of executing a specific suggestion performance (e.g., a performance that displays a dialogue display) that displays a performance image at a first position, and a special suggestion performance (e.g., a performance that displays a decorative pattern) that displays a performance image at a second position (e.g., a position closer to the upper end of the display area of the image display device 5) that is closer to the edge of the display area of the display means than the first position, and the special performance execution means displays a special corresponding image at approximately the center position of the performance image displayed at the first position when the specific suggestion performance is executed (e.g., When a special suggestion performance is executed, a special response image is displayed at a position shifted toward the center of the display area of the display means from the center position of the performance image displayed in the second position (for example, as shown in FIG. 8-16(7), a keyhole (actual) image 030IWG11 is displayed at a position shifted toward the center of the display area from the center position (position corresponding to the middle decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R). With such a configuration, a special response image can be displayed appropriately according to the characteristics of the target suggestion performance.
[0350] (Means 11) The special effect includes a notification effect that displays a special image in a common display position regardless of the position where the special corresponding image is displayed to notify that the presentation mode of the target suggestive effect will change (for example, as shown in FIG. 8-15(13) and FIG. 8-17(13), a character and the text display of "Pending rank up" or "Pattern rank up" are displayed). Such a configuration makes it easier to recognize that the presentation mode of the target suggestive effect will change due to the special effect.
[0351] (Means 12) The special response image is not displayed when the performance mode of the target suggestive performance in the special performance changes (for example, as shown in Fig. 8-15(13) to (15), Fig. 8-17(13) to Fig. 8-18(17), the keyhole (entity) image 030IWG11 is not displayed when the active display or the decorative pattern changes). With such a configuration, it is possible to draw attention to the change in the performance mode of the suggestive performance.
[0352] (Means 13) The special image display means displays the special image in a manner that moves so as to pass through the display position of the suggestive effect that is the target of the special effect during the period before the special effect is executed (for example, as shown in Fig. 8-12(1)-(4) and Fig. 8-19(1)-(2), during the period before the chance-up effect that targets the dialogue effect is executed, the mini-character A image 030IWC10 and the mini-key image 030IWG10 move so as to pass through the position where the dialogue image related to the dialogue effect is displayed (or the position where it is scheduled to be displayed). With such a configuration, when the special image is displayed in a moving manner, the player's expectations for the execution of a special effect that targets the suggestive effect at the position where the special image is displayed can be increased, and interest can be improved.
[0353] (Means 14) The special image display means, when a special image is used, moves and displays the special image to the display position of the target suggestive performance (for example, as shown in FIG. 8-14(5) and FIG. 8-16(5), the mini character A image 030IWC10 and the mini key image 030IWG10 move to the display position of the active display AH that is the target of the chance up performance or to the decorative pattern display area). With such a configuration, it is possible to draw attention to the special performance and the target suggestive performance.
[0354] (Means 15) The special image has a lower display priority than the effect image related to the suggestive effect that is the target of the special effect (for example, as shown in FIG. 8-15(14) and FIG. 8-19(2), the mini character A image 030IWC10 and the mini key image 030IWG10 have a lower display priority than the title display, active display, dialogue display, and decorative pattern, and are displayed in a lower layer than those). Such a configuration makes it possible to draw attention to the suggestive effect.
[0355] (Means 16) The special effect execution means can execute one special effect targeted at one suggestion effect, and then execute another special effect targeted at another suggestion effect, and the other special effect is executed after the one special effect is executed and a predetermined period of time has elapsed (for example, as shown in FIG. 8-4, a chance-up effect targeted at a different object is executed after a predetermined period of time has elapsed). With such a configuration, it is possible to set an interval between the one special effect and the other special effect, so that each can be highlighted, and it is also possible to secure a period of time for displaying the special image in a moving manner.
[0356] (Means 17) The speed at which the special image is displayed is faster when the suggestive effect to be used is specified than when it is not specified (for example, as shown in Figures 8-19 (2) and (3), the mini character A image 030IWC10 and the mini key image 030IWG10 move slowly when the effect to be used is not specified, and move quickly when it is specified). Such a configuration makes it possible to draw attention to the suggestive effect to be used.
[0357] (Means 18) When the special image is displayed and moved, an additional image is added, and the additional image is also displayed and moved, and when a special effect is executed, the additional image moves (for example, as shown in Fig. 8-14(1)-(8), Fig. 8-16(1)-(8), Fig. 8-19(2), a mini character A image 030IWC10 is displayed and moved together with a mini key image 030IWG10, and when a chance-up effect is executed, the character A image 030IWC10 throws the key image 030IWG12 into the keyhole (entity) image 030IWG11). Such a configuration makes it possible to draw attention to the special image and to enhance the effect of the special effect.
[0358] (Means 19) The special image is displayed in such a manner that it moves around the additional image, and the movement is stopped when the special effect is executed (for example, as shown in Fig. 8-14(1)-(6), Fig. 8-16(1)-(6), Fig. 8-19(2), the mini key image 030IWG10 moves in such a manner that it moves around the mini character A image 030IWC10, and stops its movement when the chance-up effect is executed). With such a configuration, it is possible to draw attention to the special image and to enhance the effect of the special effect.
[0359] (Means 20) The special image and the additional image are displayed during the execution of a specific performance (for example, a super reach) that suggests that the player will be controlled to an advantageous state, and are displayed with a higher display priority than the performance image related to the specific performance (for example, as shown in Fig. 8-12(1) to (4), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed with a higher display priority than the character image related to the outpost performance of the first half part of the super reach), and are displayed so as not to obstruct the visibility of at least the central part of the performance image related to the specific performance when the specific performance is being executed but the special performance is not being executed (for example, as shown in Fig. 8-12(1) to (4) and Fig. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed so as to move at the end of the display area of the image display device 5 without moving in the center, and are not displayed superimposed on the face part, etc., of the character image related to the outpost performance). With such a configuration, it is possible to prevent the special image and the additional image from obstructing the specific performance while displaying them.
[0360] (Means 21) A special suggestion effect execution means is provided that can execute a first special suggestion effect (for example, a chance up teasing effect (true)) that suggests that a special effect will be executed and that a special effect will be executed after the effect, and a second special suggestion effect (for example, a chance up teasing effect (false)) that suggests that a special effect will be executed and that a special effect will not be executed after the effect, and the special image is displayed again at the initial position after the second special suggestion effect is executed (for example, the special image is displayed at a common initial position after the chance up effect is executed as shown in FIG. 8-19(1) and after the chance up teasing effect (false) is executed as shown in FIG. 8-19(5)). With such a configuration, it is possible to easily understand that the second special suggestion effect has ended, and it is possible to express the meaning of starting afresh. In addition, by displaying it again at the initial position, it is possible to prevent the amount of data related to the effect control from increasing.
[0361] (Means 22) The special effect execution means can execute the special effect multiple times, and when executing one special effect targeted at one suggestion effect, does not execute other special effects targeted at other suggestion effects (for example, as shown in FIG. 8-4, a chance-up effect targeted at a different object is executed after a predetermined period has elapsed). With such a configuration, it is possible to draw attention to the special effect being executed.
[0362] (Means 23) The effect images (e.g., decorative patterns) related to at least some of the suggestive effects among the multiple types of suggestive effects have a higher display priority than the special images even when the special images act on the special corresponding images (see, for example, FIG. 8-15(9)). With such a configuration, it is possible to ensure the visibility of some suggestive effects in any situation. In addition, for effect images related to other suggestive effects (e.g., images that are not information related to the progress of the game, such as dialogue displays or title displays), a realistic effect can be realized by setting the display priority lower than that of the special images when the special images act on the special corresponding images, thereby enhancing the effect of the effect.
[0363] (Means 24) The special effect execution means can display a specific image when executing a special effect (for example, as shown in FIG. 8-15(13) and FIG. 8-17(13), a character and the text display of "Pending Rank Up" or "Pattern Rank Up" are displayed together with an effect image covering the performance image related to the outpost performance), and can execute a special effect by a first performance pattern that changes the performance mode of the target suggestive effect when the specific image is displayed (for example, as shown in FIG. 8-17(13) to FIG. 8-18(17), a pattern in which the display mode of the decorative pattern changes while the display of the character and "Pattern Rank Up" remains), and a second performance pattern that changes the performance mode of the target suggestive effect at a time other than when the specific image is displayed (for example, as shown in FIG. 8-15(13) to (15), a pattern in which the display mode of the active display changes after the display of the character and "Pending Rank Up" is erased). With such a configuration, it is possible to make the player recognize that the performance mode of the suggestive effect changes by displaying a specific image, and it is possible to execute a special effect suitably by a performance pattern according to the target suggestive effect.
[0364] (Means 25) When the special effect is executed by the first effect pattern, the expectation of being controlled to an advantageous state is higher than when the special effect is executed by the second effect pattern (for example, a chance-up effect in which the state of the decorative pattern changes has a higher expectation of a big win than a chance-up effect in which the state of the active display changes. See FIG. 8-7). With such a configuration, the expectation can be varied according to the flashiness of the effect pattern, thereby increasing interest.
[0365] (Means 26) As a specific image, it is possible to specify which of the suggestive effects has changed in its presentation mode, and an image different from the presentation image related to the suggestive effect is displayed (for example, as shown in FIG. 8-15(13) and FIG. 8-17(13), the text display "Pending Rank Up" or "Pattern Rank Up" is displayed). With such a configuration, it is easy to recognize which of the suggestive effects has changed in its presentation mode.
[0366] (Means 27) The special effect is executed during the execution of a specific effect (e.g., a super reach) that suggests whether or not the game will be controlled to an advantageous state, and the specific image displayed during the execution of the special effect is displayed in a manner that covers the effect image related to the specific effect (for example, as shown in FIG. 8-15(13) and FIG. 8-17(13), a character and the text display of "Pending Rank Up" or "Pattern Rank Up" are displayed together with an effect image that covers the effect image related to the prelude effect). The suggestive effect includes a suggestive effect that is covered by a specific image and a suggestive effect that is not covered by a specific image (for example, as shown in FIG. 8-15(13), the active display AH is covered, while as shown in FIG. 8-17(13), the decorative pattern is not covered). The suggestive effect that is not covered by a specific image has a higher expectation of being controlled to an advantageous state than the suggestive effect that is covered by a specific image (for example, a chance-up effect in which the state of the decorative pattern changes has a higher expectation of a jackpot than a chance-up effect in which the state of the active display changes. See FIG. 8-7). With such a configuration, the degree of expectation can be varied depending on the flashiness of the special performance, thereby increasing interest.
[0367] (Means 28) The special effects of the first presentation pattern are more likely to be executed later in one variable display period than the special effects of the second presentation pattern (for example, the chance-up effect in which the state of the decorative pattern changes is executed later than the chance-up effect in which the state of the active display changes. See FIG. 8-3). With such a configuration, it is possible to execute special effects according to the period when the player's expectations are high.
[0368] (Means 29) When a special effect is being executed by the first effect pattern, one specific image is switched to another specific image for display (for example, after a character A image is displayed as shown in Fig. 8-17(13)-(14), an image of character A and character B standing side by side is displayed as shown in Fig. 8-17(15)-Fig. 8-18(17)). With such a configuration, it is possible to enhance the effect of the highly anticipated special effect.
[0369] In addition, when various advance notice effects such as suggestive effects and special effects are executed, it is preferable to control them so that they are executed appropriately according to the game situation. For example, in the first special game state that is controlled after the end of a jackpot, it is preferable to increase the frequency of advance notice effects to create a sense of expectation for a jackpot. This will make the player interested in the jackpot and increase his interest. In contrast, in the second special game state, the frequency of advance notice effects may be decreased to allow the player to win a jackpot sooner. This can increase interest according to the game situation. The actual machine control will be explained in detail below.
[0370] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the drawings.
[0371] (Feature 069SG form) (SG2020-069) The gaming machine of type 1-1 is A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and a special state in which the start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means capable of determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, In the case where the variable display is not determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "miss", the number of miss variable patterns (e.g., 2) that the CPU 103 can determine in the "time-shortened state B" is smaller than the number of variable display patterns (e.g., 3) that can be determined in the "time-shortened state A" and is also smaller than the number of miss variable patterns (e.g., 4) that can be determined in the "probable variable state"); In the case where the variable display is not determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is "miss", the average time (e.g., about 2.2 seconds) of the variable display period of the miss variable pattern determined by the CPU 103 in the "time-shortened state B" is shorter than the average time (e.g., about 5.58 seconds) of the variable display period of the miss variable pattern determined in the "time-shortened state A", and is shorter than the average time (e.g., about 4.83 seconds) of the variable display period of the miss variable pattern determined in the "probable variable state". See FIG. 19-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into consideration the fact that a long period of time has continued during which the variable display is not controlled to an advantageous state, the variable display for which it is not determined to be controlled to an advantageous state has a smaller variety of variable display patterns and a shorter average duration of the variable display period, thereby making it possible to provide a suitable second special state, since the variable display is consumed at a faster rate than in other states.
[0372] The gaming machine of Form 1-2 is the gaming machine described in Form 1-1, and it is capable of variably displaying decoration identification information in a plurality of columns (for example, the decorative symbols displayed in the decorative symbol display areas 5L, 5R, and 5C), the start order of the variable display of the decoration identification information in each column is common in the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the first special state, and the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the second special state. However, the time until the variable display speed of the decoration identification information in each column that has started the variable display reaches the maximum speed is different in the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the first special state, and the case where the mode of the variable display of the decoration identification information does not become a specific mode and a non-specific display result is displayed in the variable display in which it is not determined by the determination means to control to the advantageous state in the second special state (for example, the start order of the variable display of the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C is common in the case of a non-reach deviation variation pattern in the probability-variable state and the short-time state A, and the case of a non-reach deviation variation pattern in the short-time state B. However, the time until the decorative symbols in the decorative symbol display areas 5L, 5R, and 5C reach the maximum speed is shorter in the short-time state B than in the probability-variable state and the short-time state A (tb1~tb2 < ta1~ta3). Refer to FIG. 19-51), and is characterized by this. According to this feature, in the first special state and the second special state, while the start order of the variable display of the decoration identification information in each column is common, the time until the maximum speed is reached is different, so that different impressions can be given for each state and the interest can be enhanced.
[0373] The gaming machine of Form 1-3 is the gaming machine described in Form 1-1 or Form 1-2, and It is possible to perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); The stop order of the variable display of the decorative identification information of each column is different between the case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which it is not determined by the determination means to control the advantageous state in the first special state, and a non-specific display result is displayed, and the case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which it is not determined by the determination means to control the advantageous state in the second special state, and a non-specific display result is displayed (for example, the stop order of the variable display of the decorative pattern in the decorative pattern display areas 5L, 5R, and 5C is the left → right → middle order in the case of a non-reach miss variable pattern in the probability change state and the time-saving state A, and the left, middle, and right are stopped and displayed simultaneously in the case of a non-reach miss variable pattern in the time-saving state B. See FIG. 19-51). It is characterized by the following. According to this feature, the variable display stopping order of the decoration identification information in each column differs between the first special state and the second special state, so that different impressions are given for each state, thereby enhancing interest.
[0374] The gaming machine of form 1-4 is a gaming machine according to any one of forms 1-1 to 1-3, It is possible to perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); The order in which the variable display of the decoration identification information of each column is stopped is the same for a case in which, in the first special state, in the variable display in which it is not determined by the determination means to control to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, and a case in which, in the second special state, in the variable display in which it is not determined by the determination means to control to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, The time from when one of the decoration identification information in the multiple columns is statically displayed to when the next decoration identification information is statically displayed differs between a case where in the first special state, in the variable display where it is not determined by the determining means to control the decoration identification information to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed, and a case where in the second special state, in the variable display where it is not determined by the determining means to control the decoration identification information to the advantageous state, the state of the variable display of the decoration identification information is not a specific state and a non-specific display result is displayed (for example, a decorative pattern display The stopping order of the variable display of the decorative symbols in the areas 5L, 5R, and 5C is common to the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and the case of a non-reach miss variable pattern in the time-saving state B. However, the time from when a decorative symbol is stopped and displayed in one of the decorative symbol display areas 5L, 5R, and 5C until the next decorative symbol is stopped and displayed may be different between the case of a non-reach miss variable pattern in the probability variable state and time-saving state A, and the case of a non-reach miss variable pattern in the time-saving state B. It is characterized by the following. According to this feature, the time from when one decorative identification information is statically displayed to when the next decorative identification information is statically displayed differs between the first special state and the second special state, thereby giving a different impression for each state and increasing interest.
[0375] The gaming machine of form 1-5 is a gaming machine according to any one of forms 1-1 to 1-4, It is possible to perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); an output means for outputting a stop sound when the decoration identification information of each row is stopped and displayed; The number of times the stop sound is output in the variable display of 1 is different between the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed in the variable display in which the control to the advantageous state is not determined by the determination means in the first special state, and the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed in the variable display in which the control to the advantageous state is not determined by the determination means in the second special state (for example, the number of times the pattern stop sound is output in the variable display of 1 is three times in the case of a non-reach miss variable pattern in the probability change state and time-saving state A because the left, middle, and right are stopped and displayed at different timings, and one time in the case of a non-reach miss variable pattern in the time-saving state B because the left, middle, and right are stopped and displayed at the same timing. See Figure 19-51), It is characterized by the following. According to this feature, the stop sound can draw attention to the stopping of the decorative identification information, and by outputting the stop sound differently between the first special state and the second special state, different impressions can be given for each state, thereby enhancing interest.
[0376] The gaming machine of form 1-6 is a gaming machine according to any one of forms 1-1 to 1-5, It is possible to perform variable display of multiple columns of decorative identification information (e.g., decorative patterns); an output means for outputting a stop sound when the decoration identification information of each row is stopped and displayed; The number of times the stop sound is output in the variable display of 1 is common between a case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which it is not determined by the determination means to control the advantageous state in the first special state, and a case where the state of the variable display of the decorative identification information is not a specific state in the variable display in which it is not determined by the determination means to control the advantageous state in the second special state, and a case where a non-specific display result is displayed (for example, the number of times the pattern stop sound is output in the variable display of 1 may be common between a case where a non-reach miss variable pattern is displayed in the probability variable state and the time-saving state A, and a case where a non-reach miss variable pattern is displayed in the time-saving state B). It is characterized by the following. According to this feature, the stop sound can draw attention to the stopping of the decoration identification information, and by making the number of times the stop sound is output common between the first special state and the second special state, development costs can be reduced.
[0377] The gaming machine of form 1-7 is a gaming machine according to any one of forms 1-1 to 1-6, It is possible to perform variable display of decorative identification information (e.g., decorative patterns), a display means capable of executing a specific operation display for causing the decoration identification information to perform a specific operation when the decoration identification information is statically displayed in a state in which the state of the variable display of the decoration identification information is a variable display that displays a non-specific display result rather than a specific state when the determination means does not determine that the decoration identification information is to be controlled to the advantageous state; When the decoration identification information is stopped and displayed in the first special state, the specific operation display is executed, and when the decoration identification information is stopped and displayed in the second special state, the specific operation display is not executed (for example, when the pattern is a non-reach miss fluctuation pattern in the probability change state or the time-saving state A, the specific operation display (pattern stop action) is executed, whereas when the pattern is a non-reach miss fluctuation pattern in the time-saving state B, the specific operation display (pattern stop action) is not executed. See Figures 19-51 to 19-54). It is characterized by the following. According to this feature, while the special action display is used to enhance the dramatic effect in the first special state, a smooth variable display can be achieved by not executing the special action display in the second special state.
[0378] The gaming machine of form 1-8 is a gaming machine according to any one of forms 1-1 to 1-7, It is possible to perform variable display of decorative identification information (e.g., decorative patterns), a display means capable of executing a specific operation display for causing the decoration identification information to perform a specific operation when the decoration identification information is statically displayed in a state in which the state of the variable display of the decoration identification information is a variable display that displays a non-specific display result rather than a specific state when the determination means does not determine that the decoration identification information is to be controlled to the advantageous state; The display mode of the specific action display is common between the case where the decorative identification information is stopped and displayed in the first special state and the case where the decorative identification information is stopped and displayed in the second special state (for example, the specific action display (pattern stop action) is common between the case where the non-reach miss variable pattern is in the probability variable state and the time-saving state A and the case where the non-reach miss variable pattern is in the time-saving state B, thereby enhancing the presentation effect with the specific action display, while commonizing the mode of the specific action display between the probability variable state, the time-saving state A and the time-saving state B. See Figures 19-51 to 19-54). It is characterized by the following. According to this feature, while the presentation effect is enhanced by the specific action display, the development costs can be reduced by standardizing the manner of the specific action display between the first special state and the second special state.
[0379] The gaming machine of form 1-9 is a gaming machine according to any one of forms 1-1 to 1-8, It is possible to perform variable display by synchronizing decoration identification information (e.g., a decorative pattern) with predetermined identification information (e.g., a small pattern) different from the decoration identification information, The period from when the identification information is stopped and displayed to when the predetermined identification information is stopped and displayed is shorter in the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed when it is not determined by the determination means to control to the advantageous state in the second special state, than in the case where the state of the variable display of the decorative identification information is not a specific state and a non-specific display result is displayed when it is not determined by the determination means to control to the advantageous state in the first special state (for example, the period from when the decorative pattern is stopped and displayed to when the small pattern is stopped and displayed is shorter in the case of a non-reach miss variable pattern in the time-saving state B than in the case of a non-reach miss variable pattern in the probability variable state and the time-saving state A {t1 (ta6 to ta7)>t2 (tb3 to tb4)} part. See FIG. 19-51). It is characterized by the following. According to this feature, a smooth variable display can be realized in the second special state.
[0380] The gaming machine of form 1-10 is a gaming machine according to any one of forms 1-1 to 1-9, It is possible to perform variable display of decorative identification information (e.g., decorative patterns), The minimum period from when the decoration identification information is stopped and displayed in the variable display of 1 in the first special state until the variable display of the decoration identification information is started in the next variable display, and the minimum period from when the decoration identification information is stopped and displayed in the variable display of 1 in the second special state until the variable display of the decoration identification information is started in the next variable display are common (for example, the pattern determination period (ta7 to ta8), which is the minimum period from when the decoration pattern is stopped and displayed in the variable display of 1 in the probability change state and the time-saving state A until the variable display of the decoration pattern is started in the next variable display, and the pattern determination period (tb4 to tb5), which is the minimum period from when the decoration pattern is stopped and displayed in the variable display of 1 in the time-saving state B until the variable display of the decoration pattern is started in the next variable display, are common parts. See FIG. 19-51). It is characterized by the following. According to this feature, development costs can be reduced by standardizing control that takes into account the rendering process until the decoration identification information is completely frozen and displayed.
[0381] The gaming machine of form 1-11 is a gaming machine according to any one of forms 1-1 to 1-10, The variable display pattern that the variable display pattern determination means can determine in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means, and the variable display pattern that the variable display pattern determination means can determine in the first special state when the variable display is not determined to be controlled to the advantageous state by the determination means are common (for example, when the variable display result is "miss", the miss variable pattern (e.g., "non-reach A") that the CPU 103 can determine in the "time-shortened state B" and the miss variable pattern (e.g., "non-reach A") that can be determined in the "time-shortened state A" and the "probable variable state" are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0382] (SG2020-070) The gaming machine of type 2-1 is A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and a special state in which the start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means capable of determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, In the case of a variable display in which the determination means does not determine that the variable display is to be controlled to the advantageous state, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and is also less than the number of variable display patterns that can be determined in the third special state (for example, in the case of a variable display result being a "miss," the number of miss variable patterns (e.g., 2) that the CPU 103 can determine in the "time-shortened state B" in the case of a "miss" is less than the number of variable display patterns (e.g., 3) that can be determined in the "time-shortened state A" and is also less than the number of miss variable patterns (e.g., 4) that can be determined in the "probable variable state"); In the case of a variable display in which the control to the advantageous state is not determined by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state and is shorter than the average period of the variable display period of the variable display pattern determined in the third special state (for example, when the variable display result is "miss", the average time (e.g., about 2.2 seconds) of the variable display period of the miss variable pattern determined by the CPU 103 in the "time-shortening state B" is shorter than the average time (e.g., about 5.58 seconds) of the variable display period of the miss variable pattern determined in the "time-shortening state A" and is shorter than the average time (e.g., about 4.83 seconds) of the variable display period of the miss variable pattern determined in the "probable state". See FIG. 19-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, taking into consideration the fact that a long period of time has continued during which the variable display is not controlled to an advantageous state, the variable display for which it is not determined to be controlled to an advantageous state has a smaller variety of variable display patterns and a shorter average duration of the variable display period, thereby making it possible to provide a suitable second special state, since the variable display is consumed at a faster rate than in other states.
[0383] The gaming machine of aspect 2-2 is the gaming machine according to aspect 2-1, The variable display pattern that the variable display pattern determination means can determine in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means, and the variable display pattern that the variable display pattern determination means can determine in at least one of the first special state and the third special state when the variable display is not determined to be controlled to the advantageous state by the determination means are common (for example, a loss variable pattern (e.g., non-reach, SP reach D) that the CPU 103 can determine in the time-saving state B and a loss variable display pattern (e.g., non-reach, SP reach D) that can be determined in at least one of the time-saving state A and the probability variable state are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0384] The gaming machine of aspect 2-3 is the gaming machine according to aspect 2-1 or aspect 2-2, The variable display pattern that the variable display pattern determination means can determine in the second special state when the variable display is not determined to be controlled to the advantageous state by the determination means, and the variable display pattern that the variable display pattern determination means can determine in both the first special state and the third special state when the variable display is not determined to be controlled to the advantageous state by the determination means are common (for example, a loss variable pattern (e.g., non-reach, SP reach D) that the CPU 103 can determine in the time-saving state B and a loss variable display pattern (e.g., non-reach, SP reach D) that can be determined in both the time-saving state A and the probability variable state are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0385] The gaming machine of form 2-4 is a gaming machine according to any one of forms 2-1 to 2-3, The average duration of the control period controlled to the second special state is shorter than the average duration of the control period controlled to the third special state, and the average duration of the control period controlled to the third special state is shorter than the average duration of the control period controlled to the first special state (for example, it is preferable that the average duration of the control period controlled to the time-saving state B is shorter than the average duration of the control period controlled to the probability variable state, and the average duration of the control period controlled to the probability variable state is shorter than the average duration of the control period controlled to the time-saving state A). It is characterized by the following. According to this feature, in the second special state, the average control period is shorter than in the third special state, thereby increasing the speed at which the variable display is consumed, thereby providing a preferable second special state, while in the first special state, the average control period is longer, thereby increasing the interest in the game.
[0386] The gaming machine of form 2-5 is a gaming machine according to any one of forms 2-1 to 2-4, In the case of a variable display that is not determined to be controlled to the advantageous state by the determination means, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state, and the number of variable display patterns that can be determined in the first special state is smaller than the number of variable display patterns that can be determined in the third special state (for example, the number of deviation variation patterns that the CPU 103 can determine in the time-shortening state B (e.g., 2) is smaller than the number of deviation variation patterns that can be determined in the time-shortening state A (e.g., 3), and the number of deviation variation patterns that can be determined in the time-shortening state A (e.g., 3) is smaller than the number of deviation variation patterns that can be determined in the probability variation state (e.g., 4)). It is characterized by the following. According to this feature, in the second special state, the number of determinable variable display patterns is reduced to prioritize consumption of the variable display, while in the third special state, the number of determinable variable display patterns is increased, thereby making the game more interesting.
[0387] (SG2020-071) A gaming machine according to aspect 1-12 is a gaming machine according to any one of aspects 1-1 to 1-11, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and a special state in which the start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means capable of determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special state includes a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, and a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, When the variable display determined by the determining means to control to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determining means can determine in the second special state is smaller than the number of variable display patterns that can be determined in the first special state (for example, when the variable display result is a "jackpot", the number of jackpot fluctuation patterns that the CPU 103 can determine in the "time-shortened state B" (for example, 1) is smaller than the number of variable display patterns that can be determined in the "time-shortened state A" (for example, 2), and is also smaller than the number of loss fluctuation patterns that can be determined in the "probable variable state" (for example, 3)). When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in the first special state (for example, when the variable display result is a "jackpot", the average time (e.g., about 40 seconds) of the variable display period of the jackpot fluctuation pattern determined by the CPU 103 in the "time-shortened state B" is shorter than the average time (e.g., about 62.8 seconds) of the variable display period of the jackpot fluctuation pattern determined in the "time-shortened state A", and is shorter than the average time (e.g., about 51.1 seconds) of the variable display period of the jackpot fluctuation pattern determined in the "probable variable state". See FIG. 19-50). It is characterized by the following. According to this feature, in the second special state controlled through a predetermined number of variable displays, in consideration of the long period during which the variable display has not been controlled to an advantageous state, it is decided to control the variable display to an advantageous state, and since there are a small number of types of variable display patterns, development costs can be reduced, and since the variable display is controlled to an advantageous state without being unnecessarily provoked, an ideal second special state can be provided.
[0388] The gaming machine of form 1-13 is a gaming machine according to any one of forms 1-1 to 1-12, The variable display determined by the determining means to be controlled to the advantageous state includes a variable display part for performing a variable display of identification information, and a post-performance part for notifying game value information capable of identifying the amount of game value to be awarded in the advantageous state after the end of the variable display part, The execution period of the variable display part in the first special state is different from the execution period of the variable display part in the second special state, The execution period of the post-performance part in the first special state and the execution period of the post-performance part in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part in the time-saving state A and the probability change state is different from the variable display time (25 seconds) of the variable display part in the time-saving state B, while the pattern determination time (15 seconds) of the post-performance part in the time-saving state A and the probability change state is common to the pattern determination time (15 seconds) of the post-performance part in the time-saving state B. See FIG. 19-61). It is characterized by the following. According to this feature, development costs can be reduced by standardizing the execution period of the post-effect in the variable display in which it has been decided to control the display to an advantageous state between the first special state and the second special state.
[0389] The gaming machine of form 1-14 is a gaming machine according to any one of forms 1-1 to 1-13, It is possible to perform variable display of identification information, The variable display determined by the determining means to be controlled to the advantageous state includes a variable display part for performing a variable display of identification information, and a post-performance part for notifying game value information capable of identifying the amount of game value to be awarded in the advantageous state after the end of the variable display part, a display means for executing a specific action display for causing the indicator to perform a specific action when the indicator is displayed in a stopped state during an execution period of the variable display part in the variable display determined by the determination means to be controlled to the advantageous state; The execution period of the variable display part in the first special state is different from the execution period of the variable display part in the second special state, The execution period of the specific action display in the first special state and the execution period of the specific action display in the second special state are common (for example, the variable display time (50 seconds, 40 seconds) of the variable display part of the time-saving state A and the probability change state is different from the variable display time (25 seconds) of the variable display part of the time-saving state B, while the display time (ta3 to ta4) of the jackpot specific action display in the time-saving state A and the probability change state is common to the display time (ta3 to ta4) of the jackpot specific action display in the time-saving state B. See FIG. 19-61). It is characterized by the following. According to this feature, development costs can be reduced by standardizing the execution period of the specific action display in the variable display that has been determined to be controlled to an advantageous state between the first special state and the second special state.
[0390] The gaming machine of form 1-15 is a gaming machine according to any one of forms 1-1 to 1-14, The variable display pattern that the variable display pattern determination means can determine in the second special state when the variable display is determined to be controlled to the advantageous state by the determination means, and the variable display pattern that the variable display pattern determination means can determine in the first special state when the variable display is determined to be controlled to the advantageous state by the determination means are common (for example, when the variable display result is a "jackpot", a miss variable pattern (e.g., "SP reach D") that the CPU 103 can determine in the "time-shortened state B" and a miss variable pattern (e.g., "SP reach D") that can be determined in the "probable variable state" are common parts). It is characterized by the following. According to this feature, by not setting a variable display pattern that can be determined only in the second special state, it is possible to reduce development costs and program capacity.
[0391] (SG2020-072) The gaming machine of form 2-6 is a gaming machine according to any one of forms 2-1 to 2-5, A gaming machine (e.g., a pachinko gaming machine 1) that performs variable display based on the establishment of a start condition (e.g., the entry of a gaming ball into a start winning hole) and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A state control means capable of controlling the non-special state and a special state in which the start condition is more likely to be established than the non-special state (for example, a part in which the CPU 103 can control the normal state, the time-saving state A in which the time-saving control that improves the fluctuation efficiency of the special symbol (particularly the second special symbol), the probability variable state, and the time-saving state B); A determination means capable of determining to control to the advantageous state (for example, a part where the CPU 103 executes a jackpot determination process in step 069SGS62 in the normal special symbol process); A variable display pattern determination means capable of determining one variable display pattern from among a plurality of types of variable display patterns having different variable display periods based on the determination result of the determination means (for example, a part in which the CPU 103 determines one of the plurality of types of variable display patterns based on the variable display result in the variable display pattern setting process of step 069SGS111); Equipped with The special states include a first special state (e.g., time-saving state A) that is controlled when the advantageous state controlled from the non-special state (e.g., normal state) ends, a second special state (e.g., time-saving state B) that is controlled on the condition that a predetermined number of variable displays (e.g., 900 times) have been executed, and a third special state (e.g., a probability-changing state) that is controlled when the advantageous state controlled from the first special state or the second special state ends, When the variable display determined by the determination means to be controlled to the advantageous state is a variable display, the number of variable display patterns that the variable display pattern determination means can determine in the second special state is less than the number of variable display patterns that can be determined in the first special state and is also less than the number of variable display patterns that can be determined in the third special state (for example, when the variable display result is a "jackpot", the number of jackpot variable patterns that the CPU 103 can determine in the "time-shortened state B" (for example, 1) is less than the number of variable display patterns that can be determined in the "time-shortened state A" (for example, 2) and is also less than the number of loss variable patterns that can be determined in the "probable variable state" (for example, 3)). When the variable display is determined to be controlled to the advantageous state by the determination means, the average period of the variable display period of the variable display pattern determined by the variable display pattern determination means in the second special state is shorter than the average period of the variable display period of the variable display pattern determined in ...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A suggestion performance execution means for suggesting that the game is controlled to the advantageous state and capable of executing a plurality of types of suggestion performances having different expectations depending on the performance mode; A special performance execution means capable of executing a special performance that changes the suggestion performance being executed in one performance mode to a performance mode having a higher expectation than the one performance mode; A special image display means capable of moving and displaying a special image, The suggestion performance execution means is capable of executing, as the suggestion performance, a first suggestion performance, a second suggestion performance having a smaller display size than the first suggestion performance, and a third suggestion performance; The special effect execution means is capable of executing the special effect in a manner in which, when the suggestive effect is being executed, a special corresponding image is displayed at a position where a performance image related to the suggestive effect is displayed; When the suggestion effect that is the target of the special effect is the first suggestion effect, the special corresponding image is displayed in a first display size corresponding to the display size of the first suggestion effect, and when the suggestion effect is the second suggestion effect, the special corresponding image is displayed in a second display size corresponding to the display size of the second suggestion effect, the second display size being smaller than the first display size; The special effect execution means includes: When the second suggestion performance is being executed, the special image display means displays the special image in a manner of moving toward a position corresponding to the second suggestion performance, and then the special performance targeting the second suggestion performance can be executed in a predetermined pattern in which the special corresponding image is displayed at a position corresponding to the second suggestion performance, When the second suggestion performance is being executed, the special image is displayed by the special image display means in a manner in which the special image moves in a direction toward a position corresponding to the second suggestion performance, and then the special image is displayed in a manner in which the special image passes through the position corresponding to the second suggestion performance; and when the third suggestion performance is being executed, the special performance targeted at the third suggestion performance can be executed in a specific pattern in which the special corresponding image is displayed at a position corresponding to the third suggestion performance without displaying the special corresponding image at the position corresponding to the second suggestion performance; The ratio of the special effect being controlled to the advantageous state when the special effect is executed according to the predetermined pattern is different from the ratio of the special effect being executed according to the specific pattern, The special effect can be executed by the specific pattern after a predetermined period of time has elapsed since the special effect was executed by the predetermined pattern. A gaming machine characterized by:
Citation Information
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