Game machine
The gaming machine addresses the issue of decreasing player interest by implementing a variable game system with an effect control mechanism that changes special effect content after a set number of executions, ensuring a dynamic and engaging experience.
Patent Information
- Application Number
- JP2025061150
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-02
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2041-07-16
AI Technical Summary
In gaming machines, the continuous execution of the same effect content can lead to a decrease in player interest.
A gaming machine that executes a variable game based on a winning lottery result, featuring an effect execution mechanism and an effect control mechanism. The machine includes a special effect that changes its content after a predetermined number of executions, ensuring varied gameplay experiences.
The solution enhances player interest by providing a dynamic and varied gaming experience, preventing the monotony associated with continuous execution of the same effects.
Smart Images

Figure 2025092703000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a gaming machine, when a jackpot display result is displayed in a variable game, a jackpot game advantageous to the player is provided. Also, among such pachinko gaming machines, there are those that execute an effect composed of a plurality of types of unit effects (for example, Patent Document 1). In the pachinko gaming machine described in Patent Document 1, it is possible to execute a first SU effect composed of a plurality of steps.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in such a gaming machine, when executing an effect composed of a plurality of types of unit effects, there is a risk of causing a decrease in the interest in the game due to the same effect content being continuously executed.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is a gaming machine capable of executing a variable game based on the result of a winning lottery and capable of executing various effects. The gaming machine includes an effect execution means capable of executing an effect and an effect control means for controlling the effect execution means. The effect includes a special effect. By the end of the special number of times of the special effect after the initialization condition is satisfied, the next special effect after the special number of times can be executed with an effect content different from the effect content of the special effect of the special number of times. Before the special number of times of the special effect is executed after the initialization condition is satisfied, a win occurs, and then, when controlled to the same gaming state, the initialization condition is not newly satisfied. After that, by the end of the special number of times of the special effect after the initialization condition is satisfied, the next special effect after the special number of times can be executed with an effect content different from the effect content of the special effect of the special number of times. The special effect of the special number of times can be executed with any one of a plurality of types of effect contents. The initialization condition includes an initialization condition that can be satisfied when the power supply is cut off and then the power supply is started, and an initialization condition that can be satisfied when the gaming state changes without winning over a predetermined period.
[0006] The gaming machine that solves the above problems is a gaming machine capable of executing a variable game based on the result of a winning lottery and capable of executing various effects. The gaming machine includes an effect execution means capable of executing an effect and an effect control means for controlling the effect execution means. The effect includes a special effect. By the end of a special number of the special effects after the initialization condition is satisfied, it is possible to execute the next special effect with an effect content different from that of the special effect of the special number. If a win occurs before the special number of the special effects is executed after the initialization condition is satisfied, and then when controlled to the same gaming state, the initialization condition is not newly satisfied. After that, by the end of the special number of the special effects after the initialization condition is satisfied, it is possible to execute the next special effect with an effect content different from that of the special effect of the special number. The next special effect of the special number can be executed with an effect content different from that of the special effect of the special number among a plurality of types of effect contents. The initialization condition includes an initialization condition that can be satisfied when the power supply is cut off and then the power supply is started, and an initialization condition that can be satisfied when the gaming state changes without winning over a predetermined period.
Advantages of the Invention
[0007] According to the present invention, it is possible to improve the interest in the game.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
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Mode for Carrying Out the Invention
[0009] Hereinafter, an embodiment embodied in a pachinko gaming machine will be described. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions when viewed from the player.
[0010] As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a firing handle HD that is operated by a player when firing a game ball. Further, the pachinko gaming machine 10 includes a speaker Sp as a voice output means for outputting voice. Further, the pachinko gaming machine 10 includes a decorative lamp La that executes a light emission performance using a light emitter (not shown). The decorative lamp La can execute a light emission performance by turning on, blinking, and turning off a light emitter (not shown).
[0011] The pachinko gaming machine 10 includes a game board YB. On the front side of the game board YB, a substantially circular game area YBa is defined in a front view. In the present embodiment, the game ball fired by operating the firing handle HD reaches the game area YBa.
[0012] The pachinko gaming machine 10 includes an information display device 11. For example, the information display device 11 is disposed at a position visible to the player on the game board YB. In the information display device 11, various information indicating the control state of the pachinko gaming machine 10 is notified.
[0013] The information display device 11 includes a first special symbol display unit 11a. The first special symbol display unit 11a can execute a first special symbol variation game in which a predetermined symbol is variably displayed and finally the first special symbol is fixedly stopped and displayed. In the following description, the first special symbol variation game is abbreviated as the "first special game". The information display device 11 includes a second special symbol display unit 11b. The second special symbol display unit 11b can execute a second special symbol variation game in which a predetermined symbol is variably displayed and finally the second special symbol is fixedly stopped and displayed. In the following description, the second special symbol variation game is abbreviated as the "second special game". Also, the first special game and the second special game are collectively referred to as the "special game". The special symbol is a symbol for notifying the result of a jackpot determination (jackpot lottery) described later.
[0014] In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed and the type of the displayed symbol does not change. In this specification, "fixed stop display" and "derivation" have the same meaning. The special symbols in this embodiment include at least a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. And in this embodiment, when it is determined as a jackpot in the jackpot determination, a jackpot symbol is displayed in the special game, while when it is determined as a loss in the jackpot determination, a losing symbol is displayed in the special game. Thus, in this embodiment, the special game can be executed based on the result of the jackpot determination. Therefore, when a jackpot symbol is fixedly stopped and displayed in the special game, the player can recognize a jackpot, and when a losing symbol is fixedly stopped and displayed in the special game, the player can recognize a loss.
[0015] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed with priority over the first special game. In this embodiment, when a big win is determined in the big win determination, the big win symbol is fixedly stopped and displayed in the special game, and after the end of the special game, a big win game is awarded. In this embodiment, the big win game is an extremely advantageous state for the player because the player can obtain a large number of prize balls and other privileges.
[0016] The information display device 11 includes a first special hold display unit 11c. The first special hold display unit 11c displays information that can recognize the number of times of the first special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. In the following description, the number of times of the first special game on hold is referred to as the "first special hold number". The information display device 11 includes a second special hold display unit 11d. The second special hold display unit 11d displays information that can recognize the number of times of the second special game whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. In the following description, the number of times of the second special game on hold is referred to as the "second special hold number". For example, the maximum values of the first special hold number and the second special hold number are each "4". Note that the hold condition of the special game can also be grasped as a condition (so-called start condition) for starting the special game.
[0017] The information display device 11 includes a normal symbol display unit 11e. The normal symbol display unit 11e can execute a normal symbol variation game that variably displays a predetermined symbol and finally fixedly stops and displays the normal symbol. The normal symbol is a symbol for notifying the result of a normal win determination (normal win lottery). In the following description, the normal symbol variation game is abbreviated as the "normal game". The normal symbols in this embodiment include at least a normal win symbol and a normal loss symbol. When the normal win symbol is fixedly stopped and displayed in the normal game, the player can recognize a normal win. When the normal loss symbol is fixedly stopped and displayed in the normal game, the player can recognize a normal loss.
[0018] In this embodiment, when a normal win is determined in the normal win determination, the normal winning symbol is fixedly stopped and displayed in the normal game, and after the end of the normal game, a normal win game is awarded. In this embodiment, the normal win game is advantageous for the player because it makes it easier for the player to satisfy the hold conditions for the special game.
[0019] The information display device 11 includes a normal hold display section 11f. The normal hold display section 11f displays information that can recognize the number of normal games whose execution is held because the hold conditions are satisfied but the execution conditions are not yet satisfied. In the following description, the number of normal games on hold is referred to as the "normal hold number". For example, the maximum value of the normal hold number is 4.
[0020] The pachinko gaming machine 10 includes an effect display device 12 that executes effects. The effect display device 12 is, for example, a liquid crystal display type display device. Note that the effect display device 12 may be an organic EL display type display device, or may be a display device configured to include a projector and a screen. The effect display device 12 includes an image display section GH on which an image is displayed. That is, in this embodiment, the effect display device 12 functions as an effect execution means for executing effects. As one of the effects, the effect display device 12 can execute an effect (hereinafter referred to as a display effect) of displaying an image (pattern) imitating a predetermined character or character.
[0021] The pachinko gaming machine 10 includes a first starting port 13 as a winning port that opens into the game area YBa below the effect display device 12 on the game board YB. The first starting port 13 is always open so that game balls can enter. In the following description, the entry of a game ball into the winning port may be referred to as "winning". The pachinko gaming machine 10 includes a first starting sensor SE1 that detects a game ball that has entered the first starting port 13 (shown in FIG. 2). For example, the first starting sensor SE1 is provided in a passage (not shown) through which a game ball that has entered the first starting port 13 passes. In this embodiment, when a game ball is detected by the first starting sensor SE1, the holding condition for the first special game can be satisfied, and the condition for paying out bonus balls is satisfied.
[0022] The pachinko gaming machine 10 includes a second starting port 14 as a winning port that opens into the game area YBa in the lower right of the effect display device 12 on the game board YB. Also, the pachinko gaming machine 10 includes a first variable member 15 that can operate between a permitted state (open state) and a restricted state (closed state) on the game board YB. The permitted state is a state in which a game ball can enter or is likely to enter the second starting port 14. The restricted state is a state in which a game ball cannot enter or is unlikely to enter the second starting port 14. The pachinko gaming machine 10 includes a first actuator AC1 that operates the first variable member 15 (shown in FIG. 2). The first variable member 15 is operated to the permitted state in normal winning games.
[0023] Also, the pachinko gaming machine 10 includes a second starting sensor SE2 that detects a game ball that has entered the second starting port 14 (shown in FIG. 2). For example, the second starting sensor SE2 is provided in a passage (not shown) through which a game ball that has entered the second starting port 14 passes. In this embodiment, when a game ball is detected by the second starting sensor SE2, the holding condition for the second special game can be satisfied, and the condition for paying out bonus balls is satisfied.
[0024] The pachinko gaming machine 10 is provided with a big winning opening 16 that opens into the game area YBa in the lower left of the second starting opening 14 on the game board YB. The pachinko gaming machine 10 is provided with a second variable member 17 that can operate between a permitted state (open state) and a restricted state (closed state) on the game board YB. The second variable member 17 is a so-called big winning opening door. The permitted state is a state where a game ball can be made to enter the big winning opening 16, or it is easy for the game ball to enter. The restricted state is a state where a game ball cannot be made to enter the big winning opening 16, or it is difficult for the game ball to enter. The pachinko gaming machine 10 is provided with a second actuator AC2 that operates the second variable member 17 (shown in FIG. 2). The second variable member 17 is operated to the permitted state in a jackpot game.
[0025] The pachinko gaming machine 10 is provided with a count sensor SE3 that detects a game ball that has entered the big winning opening 16 (shown in FIG. 2). For example, the count sensor SE3 is provided in a passage (not shown) through which a game ball that has entered the big winning opening 16 passes. In the present embodiment, when a game ball is detected by the count sensor SE3, the condition for paying out prize balls is satisfied.
[0026] The pachinko gaming machine 10 is provided with a gate 18 through which a game ball can pass (enter) on the right side of the effect display device 12 on the game board YB. The gate 18 is provided with a gate sensor SE4 that detects a game ball passing through the gate 18 (shown in FIG. 2). In the present embodiment, when a game ball is detected by the gate sensor SE4, the hold condition for a normal game may be satisfied.
[0027] Next, the game states in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the probability of winning a jackpot (hereinafter referred to as the jackpot probability) to a high probability in a jackpot lottery, a ball entry assistance function that assists the entry of game balls into the second starting opening 14, and a time shortening function that shortens the variation time of a special game. The game states in the pachinko gaming machine 10 are configured by combining the operating states (operating and non-operating) of these functions.
[0028] A probability variation function (hereinafter referred to as the "probability variation function") will be described. The pachinko gaming machine 10 has a plurality of probability states as states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state with a higher jackpot probability than the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning the jackpot. Therefore, the high probability state is an advantageous state for the player. The high probability state is the so-called "probability variation state (probability variation state)".
[0029] The ball entry assistance function will be described. The ball entry assistance function is a function that supports winning in the normal electric accessory, and is the so-called "electric support function". The pachinko gaming machine 10 has a plurality of ball entry rate states as states with different ball entry rates into the second starting port 14. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state with a higher ball entry rate than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to satisfy the starting condition of the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.
[0030] For example, the high ball entry rate state can be realized by executing any one of the three auxiliary controls described below, or by combining and executing a plurality of controls. The first auxiliary control is a control that makes the variation time of the normal game shorter than that in the low ball entry rate state. The second auxiliary control is a control that varies the probability of winning a normal win in the normal win lottery (hereinafter referred to as the normal win probability) to a higher probability than that in the low ball entry rate state. The second auxiliary control may be a control that does not perform the normal win lottery itself in the low ball entry rate state, but performs the normal win lottery at a predetermined winning probability in the high ball entry rate state. The third auxiliary control is a control that makes the total opening time of the first variable member 15 in one normal win game longer than that in the low ball entry rate state. Note that as the third auxiliary control, at least one of a control that increases the number of opening times of the first variable member 15 in one normal win game compared to the low ball entry rate state, and a control that makes the opening time of the first variable member 15 in one normal win game longer than that in the low ball entry rate state may be performed.
[0031] The time shortening function (hereinafter referred to as the time shortening function) will be described. The pachinko gaming machine 10 has a plurality of variation time states as states in which the variation time (average variation time) of the special game is different. The plurality of variation time states include a long variation time state and a short variation time state in which at least the average variation time of the second special game is shorter than that in the long variation time state. When the time shortening function is activated, the variation time state shifts from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. That is, the digestion efficiency of the reservation of the special game is improved. Note that in the present embodiment, the time shortening function operates in association with the ball entry assistance function. That is, the time shortening function operates together with the ball entry assistance function and becomes inoperative together with the ball entry assistance function.
[0032] In this embodiment, there are three types of gaming states: the normal state, the first advantageous state, and the second advantageous state. The normal state is a gaming state in which the probability variation function, the ball entry assistance function, and the time reduction function are all inoperative. The first advantageous state is a gaming state in which the probability variation function, the ball entry assistance function, and the time reduction function are all operative. The second advantageous state is a gaming state in which the probability variation function is inoperative while the ball entry assistance function and the time reduction function are operative. In this embodiment, the normal state corresponds to the first gaming state, and the first advantageous state and the second advantageous state correspond to the second gaming state that is more advantageous to the player than the first gaming state.
[0033] Next, the jackpot in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment is provided with a plurality of types of jackpot symbols as special symbol jackpot symbols. The types of jackpot symbols can be understood as the types of jackpots. For example, the plurality of types of jackpot symbols are classified into a specific symbol group and a non-specific symbol group. Each of the plurality of types of jackpot symbols has a defined type of jackpot game.
[0034] In the jackpot game, first, a predetermined effect is performed over a predetermined opening time. In this embodiment, as the predetermined effect, for example, an opening effect for notifying the start of the jackpot game is performed. In the jackpot game, after the elapse of the opening time, a round game for opening the big winning opening 16 is performed. The round game is performed with a predetermined upper limit number of times as the upper limit. One round game ends when the first end condition that a predetermined upper limit number of game balls enter or the second end condition that a predetermined upper limit time elapses is satisfied. In the round game, a round effect is performed. Then, in the jackpot game, when the final round game ends, a predetermined effect is performed over a predetermined ending time. In this embodiment, as the predetermined effect, for example, an ending effect for notifying the end of the jackpot game is performed. The jackpot game ends as the ending time elapses.
[0035] Depending on the type of jackpot, the number of round games in the jackpot game, the upper limit time of the round game, the game state controlled after the jackpot game, etc. are different. For example, after the end of the jackpot game based on a specific symbol, it is controlled to the second advantageous state, while after the end of the jackpot game based on a non-specific symbol, it is controlled to the first advantageous state.
[0036] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In the present embodiment, the effect display device 12 can execute an effect symbol variation game in which a plurality of columns of effect symbols are variably displayed and finally a combination of effect symbols is derived. In the following description, the effect symbol variation game is abbreviated as an "effect game". The effect symbol is a symbol (decorative symbol) decorated with decorations such as characters and patterns, and is for diversifying the display effect. In the present embodiment, the effect game is performed by variably displaying (scroll-displaying) the symbol columns of the first column, the second column, and the third column in a predetermined direction.
[0037] The effect game is started with the start of the special game and ended with the end of the special game. Specifically, in the effect game, after the effect symbols in each of the symbol columns of the first to third columns are temporarily stopped (hereinafter referred to as temporarily stopped display), the effect symbols temporarily stopped in each symbol column are fixedly stopped and displayed, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols corresponding to the special symbol derived in the special game is derived. When a jackpot symbol (jackpot display result) is derived in the special game, a jackpot symbol combination (jackpot display result) by the effect symbols is also derived in the effect game. For example, the jackpot symbol combination by the effect symbols is a symbol combination in which the effect symbols in all columns are the same. Also, when a losing symbol (losing display result) is derived in the special game, a losing symbol combination (losing display result) by the effect symbols is also derived in the effect game. For example, the losing symbol combination by the effect symbols is a symbol combination in which the effect symbols in at least a part of the columns are different from the effect symbols in other columns. In the following description, the special game and the effect game may be collectively referred to as a "variation game".
[0038] In addition, in the effect game of this embodiment, a reach effect can be executed. The reach effect of this embodiment is an effect performed in a state where the same effect symbol is temporarily stopped and displayed in a specific column (in this embodiment, the first column and the second column) among all the symbol columns in the effect game. In the following description, a combination of effect symbols in which the same effect symbol is temporarily stopped and displayed in a specific column among all the symbol columns may be referred to as a "reach symbol combination".
[0039] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 2, the pachinko gaming machine 10 includes a main control board 30 on the back side (rear side) of the game board YB. The main control board 30 performs various processes and outputs a control signal (control command) according to the result of the process. In addition, the pachinko gaming machine 10 includes a sub-control board 31 on the back side (rear side) of the game board YB. The sub-control board 31 executes a predetermined process based on the control signal input from the main control board 30.
[0040] First, the main control board 30 will be described in detail. The main control board 30 includes a main control CPU 30a, a main control ROM 30b, and a main control RAM 30c. The main control CPU 30a performs various processes by executing a main control program.
[0041] The main control ROM 30b stores a main control program, determination values used for a predetermined lottery, and the like. In addition, the main control ROM 30b stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from when the special game starts until the special game ends.
[0042] The variation patterns of the present embodiment include a jackpot variation pattern determined when a jackpot is determined in the jackpot determination, and a losing variation pattern determined when a jackpot is not determined in the jackpot determination. In the jackpot variation pattern, as the production content of the production game, the production content that finally derives the jackpot symbol combination is defined. In the losing variation pattern, as the production content of the production game, the production content that finally derives the losing symbol combination without going through the reach production or after going through the reach production is defined. Thus, the variation pattern of the present embodiment is information that can specify part or all of the production to be executed during the execution of the production game.
[0043] The main control RAM 30c is configured to be able to store various information that is rewritten during the operation of the pachinko game machine 10. The information stored in the main control RAM 30c is, for example, flags, counters, and timers. Further, the main control board 30 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or as software random numbers.
[0044] The main control CPU 30a is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 30a is configured to be able to input the detection signals output when each sensor detects a game ball. The main control CPU 30a is connected to the information display device 11 (the first special symbol display unit 11a, the second special symbol display unit 11b, the first special hold display unit 11c, the second special hold display unit 11d, the normal symbol display unit 11e, the normal hold display unit 11f). The main control CPU 30a is configured to be able to control the display content of the information display device 11. The main control CPU 30a is connected to the first actuator AC1 and the second actuator AC2. The main control CPU 30a is configured to be able to control the operation of each actuator.
[0045] Next, the sub-control board 31 will be described. The sub-control board 31 and the main control board 30 are connected. In the pachinko game machine 10, it is configured to be able to output control signals in one direction from the main control board 30 to the sub-control board 31.
[0046] The sub-control board 31 includes a sub-control CPU 31a, a sub-control ROM 31b, and a sub-control RAM 31c. The sub-control CPU 31a performs various processes (for example, processes related to effects) by executing a sub-control program. The sub-control ROM 31b stores a sub-control program, determination values used for lottery, and the like. The sub-control ROM 31b stores display effect data related to display effects, light emission effect data related to light emission effects, and voice effect data related to voice effects.
[0047] Also, the sub-control RAM 31c is configured to be able to store various information that can be appropriately rewritten during the operation of the pachinko game machine 10. The information stored in the sub-control RAM 31c is, for example, flags, counters, and timers. Also, the sub-control board 31 is configured to be able to generate random numbers. The random numbers may be generated as hardware random numbers or as software random numbers.
[0048] In the present embodiment, the sub-control CPU 31a and the effect display device 12 are connected. The sub-control CPU 31a is configured to be able to control the display content of the effect display device 12. Specifically, in the present embodiment, the sub-control CPU 31a can control the effect display device 12 to display various images based on the display effect data stored in the sub-control ROM 31b. That is, in the present embodiment, the sub-control CPU 31a functions as an effect control means for controlling the effects executed by the effect display device 12 and also functions as an effect determination means for determining the effects executed by the effect display device 12. The sub-control CPU 31a and the decorative lamp La are connected. The sub-control CPU 31a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 31a and the speaker Sp are connected. The sub-control CPU 31a is configured to be able to control the output mode of the voice by the speaker Sp.
[0049] After the power supply of the pachinko gaming machine 10 of this embodiment is cut off, various information stored in the sub-control RAM 31c can be stored and held (backed up).
[0050] Next, various processes (controls) executed in the pachinko gaming machine 10 will be described. The main control CPU 30a of the main control board 30 executes various processes such as special symbol input processing and special symbol start processing based on the main control program. The main control CPU 30a executes various processes such as special symbol input processing and special symbol start processing every predetermined control cycle (for example, 4 ms).
[0051] First, the special symbol input processing will be described. In the special symbol input processing, the main control CPU 30a determines whether a game ball has entered the first start port 13. At this time, the main control CPU 30a determines that a game ball has entered the first start port 13 by inputting a detection signal from the first start sensor SE1. When a game ball has entered the first start port 13, the main control CPU 30a determines whether the first special hold number stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). When the first special hold number is less than the upper limit number, the main control CPU 30a adds 1 to the first special hold number stored in the main control RAM 30c and updates it. At this time, the main control CPU 30a controls the information display device 11 to display the updated first special hold number. Thus, in this embodiment, when the first special hold number is less than the upper limit number, the entry of a game ball into the first start port 13 satisfies the hold condition for the first special game.
[0052] Next, the main control CPU 30a acquires the random numbers generated within the main control board 30, and stores the random number information based on the acquired random numbers in the main control RAM 30c. For example, the random numbers are jackpot random numbers, jackpot symbol random numbers, variation pattern random numbers, etc. At this time, the main control CPU 30a stores the random number information so that it can be identified that it is the random number information for the first special game and the storage order of the random number information. In the present embodiment, by storing the random number information for the first special game in the main control RAM 30c, the execution of the first special game can be suspended until the execution conditions of the first special game are satisfied. Note that the random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers by a predetermined method.
[0053] When no game ball has entered the first start port 13, when the first special hold count is not less than the upper limit, and when the random number information for the first special game is stored in the main control RAM 30c, the main control CPU 30a determines whether a game ball has entered the second start port 14. At this time, the main control CPU 30a determines that a game ball has entered the second start port 14 by inputting a detection signal from the second start sensor SE2. When no game ball has entered the second start port 14, the main control CPU 30a ends the special symbol input process. On the other hand, when a game ball has entered the second start port 14, the main control CPU 30a determines whether the second special hold count stored in the main control RAM 30c is less than the upper limit (4 in this embodiment). When the second special hold count is not less than the upper limit, the main control CPU 30a ends the special symbol input process. On the other hand, when the second special hold count is less than the upper limit, the main control CPU 30a adds 1 to the second special hold count stored in the main control RAM 30c and updates it. At this time, the main control CPU 30a controls the information display device 11 to display the updated second special hold count. Thus, in the present embodiment, when the second special hold count is less than the upper limit, the entry of a game ball into the second start port 14 satisfies the hold condition for the second special game.
[0054] Next, the main control CPU 30a acquires a random number generated within the main control board 30, and stores random number information based on the acquired random number in the main control RAM 30c. At this time, the main control CPU 30a stores the random number information so that it can be specified that the random number information is for the second special game and the storage order of the random number information. In the present embodiment, by storing the random number information for the second special game in the main control RAM 30c, the execution of the second special game can be postponed until the execution conditions for the second special game are satisfied. Thereafter, the main control CPU 30a ends the special symbol input process.
[0055] Next, the special symbol start process will be described. First, the main control CPU 30a determines whether the execution conditions for the special game are satisfied. In this determination, the main control CPU 30a determines that the execution conditions are satisfied when it is not during a big win game and not during a special game, while determining that the execution conditions are not satisfied when it is during a big win game or during a special game. If the execution conditions are not satisfied, the main control CPU 30a ends the special symbol start process.
[0056] On the other hand, when the execution conditions are satisfied, the main control CPU 30a acquires the second special hold number stored in the main control RAM 30c, and determines whether the acquired second special hold number is greater than 0 (zero). If the second special hold number is greater than 0, the main control CPU 30a starts the second special game. On the other hand, when the second special hold number is 0, the main control CPU 30a acquires the first special hold number, and determines whether the acquired first special hold number is greater than 0. If the first special hold number is greater than 0, the main control CPU 30a starts the first special game. On the other hand, when the first special hold number is 0, the main control CPU 30a ends the special symbol start process without starting the special game. Thereby, the pachinko gaming machine 10 of the present embodiment does not execute the first special game and the second special game simultaneously, and preferentially executes the second special game.
[0057] When starting the second special game, the main control CPU 30a decrements and updates the second special hold count by 1, and controls the information display device 11 to display the decremented second special hold count.
[0058] Next, the main control CPU 30a acquires, from the main control RAM 30c, the random number information that was stored first among the random number information for the second special game. Then, the main control CPU 30a performs a jackpot determination as to whether it is a jackpot using the value of the jackpot random number specified from the acquired random number information. Note that the jackpot determination corresponds to a jackpot lottery as to whether it is a jackpot. For example, the jackpot determination may be made based on whether the value of the random number matches the jackpot determination value. Also, for example, the jackpot determination may be made based on whether the value obtained by adding the value of the random number and the jackpot determination value exceeds a predetermined value.
[0059] When it is determined to be a jackpot in the jackpot determination, the main control CPU 30a performs jackpot variation processing. In the jackpot variation processing, the main control CPU 30a determines the jackpot symbol of the special symbol based on the value of the jackpot symbol random number specified from the acquired random number information. This determined jackpot symbol becomes the confirmed stop symbol derived in the special game. Also, when the main control CPU 30a determines the jackpot symbol of the special symbol, it performs a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information to determine a jackpot variation pattern from among a plurality of types of jackpot variation patterns. On the other hand, when it is not determined to be a jackpot in the jackpot determination, the main control CPU 30a performs a losing variation processing. In the losing variation processing, the main control CPU 30a determines the losing symbol of the special symbol. This determined losing symbol becomes the confirmed stop symbol derived in the special game. Also, when the main control CPU 30a determines the losing symbol of the special symbol, it performs a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information to determine a losing variation pattern from among a plurality of types of losing variation patterns.
[0060] When starting the first special game, the main control CPU 30a performs the same control for the first special game as the control for the second special game described above. That is, the main control CPU 30a subtracts the first special hold count, performs a jackpot determination, and performs a jackpot variation process or a loss variation process based on the result of the jackpot determination. After that, the main control CPU 30a ends the special symbol start process.
[0061] Then, when the special symbol start process ends, the main control CPU 30a executes a special game by performing a process different from the special symbol start process. Specifically, the main control CPU 30a controls the display content of the information display device 11 to start the variation of the first special symbol or the second special symbol. Also, the main control CPU 30a sets information (hereinafter referred to as a special symbol designation command) for designating the special symbol determined in the special symbol start process in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 31 in a predetermined output process. Also, the main control CPU 30a sets information (hereinafter referred to as a variation pattern designation command) for designating a variation pattern and instructing the start of the effect game in the output buffer. Also, the main control CPU 30a measures the variation time defined in the variation pattern determined in the special symbol start process. Then, when the variation time defined in the variation pattern has elapsed, the main control CPU 30a controls the information display device 11 so that the special symbol determined in the special symbol start process is derived. Also, when the variation time defined in the variation pattern determined in the special symbol start process has elapsed, the main control CPU 30a sets information (hereinafter referred to as an all symbol stop command) for deriving the combination of the effect symbols in the output buffer.
[0062] Next, the jackpot process performed by the main control CPU 30a will be described. In the jackpot process, the main control CPU 30a identifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. Then, after the end of the special game of the jackpot, the main control CPU 30a starts the control to give the identified jackpot game and outputs predetermined control information.
[0063] When the special game of a big win ends, the main control CPU 30a first starts measuring the opening time and generates a command (hereinafter referred to as the opening command) for instructing the execution of the opening effect, and sets it in the output buffer. When the opening time has elapsed, the main control CPU 30a performs processing for executing a round game. Specifically, the main control CPU 30a controls the second actuator AC2 so that the big winning opening 16 is opened in the round game. Also, after starting the round game, when the first end condition or the second end condition is satisfied, the main control CPU 30a closes the big winning opening 16 to end the round game. The main control CPU 30a repeatedly performs such processing for executing the round game until the round games up to the upper limit number defined for the big win game are completed. Also, each time the main control CPU 30a starts a round game, it generates a command (hereinafter referred to as the round command) for instructing the execution of the round effect, and sets it in the output buffer. Then, when the last round game ends, the main control CPU 30a generates a command (hereinafter referred to as the ending command) for instructing the execution of the ending effect, and sets it in the output buffer. When the ending time has elapsed, the main control CPU 30a ends the big win game.
[0064] Next, the process of shifting the game state will be described. In the present embodiment, the game state control means for controlling the game state is realized by the main control CPU 30a executing the following process.
[0065] When the main control CPU 30a ends a big win game based on a specific symbol, it controls to the high probability state by setting a high probability flag in the main control RAM 30c. On the other hand, when the main control CPU 30a ends a big win game based on a non-specific symbol, it does not set a high probability flag in the main control RAM 30c. That is, the main control CPU 30a controls to the low probability state. When the main control CPU 30a starts a big win game and the high probability flag is set, it erases the high probability flag. That is, during the big win game, the main control CPU 30a controls to the low probability state.
[0066] Also, when the big win game ends, the main control CPU 30a controls to the high ball entry rate state by setting an operation flag in the main control RAM 30c. After the end of a big win game based on a non-specific symbol, each time the main control CPU 30a starts a special game, it updates the value of the execution counter stored in the main control RAM 30c to count the number of times the special game is executed after the end of the big win game. When a special game in which the number of times the special game is executed after the end of the big win game reaches the number of operations ends, the main control CPU 30a erases the operation flag stored in the main control RAM 30c. That is, after the end of a big win game based on a non-specific symbol, when the special game of the number of operations ends, the main control CPU 30a controls to the low ball entry rate state. When the main control CPU 30a starts a big win game and the operation flag is set, it erases the operation flag. That is, during the big win game, the main control CPU 30a controls to the low ball entry rate state. Note that when the main control CPU 30a controls to the high ball entry rate state, it controls to the short variation time state, and when it controls to the low ball entry rate state, it controls to the long variation time state.
[0067] And when the main control CPU 30a shifts the game state, it generates a game state command that can identify the current game state and outputs it to the sub-control CPU 31a. In addition to the above-described processes, the main control CPU 30a performs the processes described below. For example, the main control CPU 30a also performs processes related to normal symbols and errors. In the process related to normal symbols, processes such as inputting a detection signal from the gate sensor SE4 and starting a normal symbol variation game are performed.
[0068] Next, various processes executed by the sub-control CPU 31a of the sub-control board 31 based on the sub-control program will be described. When the sub-control CPU 31a receives a control signal from the main control CPU 30a, it executes various processes according to the control signal.
[0069] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 31a receives an input of a special symbol designation command and a variation pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to a special game. Specifically, when the sub-control CPU 31a receives an input of a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the special symbol designated by the input special symbol designation command. When the jackpot symbol of the special symbol is designated, the sub-control CPU 31a determines a jackpot symbol combination by the effect symbols. Thereby, in the effect game of the present embodiment, when a jackpot is determined in the jackpot determination, a jackpot display result is derived. Further, when the losing symbol of the special symbol is designated, the sub-control CPU 31a determines a combination of effect symbols to be derived in the effect game based on the variation pattern designated by the variation pattern designation command. Specifically, when a losing variation pattern that can specify the execution of a reach effect is designated, the sub-control CPU 31a determines a losing symbol combination for reach. In the present embodiment, the losing symbol combination for reach is a combination of effect symbols in which the effect symbols in a specific column (for example, the first column and the second column) are the same and the effect symbols in other columns (for example, the third column) are different. Further, when a losing variation pattern that can specify the non-execution of the reach effect is designated, the sub-control CPU 31a determines a losing symbol combination for normal loss. In the present embodiment, the losing symbol combination for normal loss is a combination of effect symbols in which the effect symbols in all columns are different.
[0070] Further, when the sub-control CPU 31a inputs a variation pattern designation command, it determines the effects to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. The process of determining the effects to be executed will be described in detail later. After that, the sub-control CPU 31a controls the effect display device 12 to start the variation display of the effect symbols in each symbol column. That is, the sub-control CPU 31a starts the effect game. Specifically, the sub-control CPU 31a controls the effect display device 12 to variably display the effect symbols in three columns. Also, the sub-control CPU 31a controls to execute various effects that have been determined to be executed. Subsequently, after the sub-control CPU 31a starts the effect game, when a predetermined timing arrives, it temporarily stops the display of the effect symbols in each symbol column, and upon the input of the all-symbol stop command, it fixedly stops the display of the effect symbols in each symbol column. Note that the sub-control CPU 31a may fixedly stop the display of the effect symbols in each symbol column when the variation time defined in the variation pattern elapses regardless of the all-symbol stop command. In this case, the all-symbol stop command may be omitted.
[0071] Next, the process related to the jackpot game will be described. When the sub-control CPU 31a inputs an opening command, it controls the effect device group to execute the opening effect. In the present embodiment, the effect device group includes the effect display device 12, the decorative lamp La, and the speaker Sp. Also, when the sub-control CPU 31a inputs a round command, it controls the effect device group to execute the round effect. Further, when the sub-control CPU 31a inputs an ending command, it controls the effect device group to execute the ending effect.
[0072] And the pachinko gaming machine 10 of the present embodiment is configured to be able to execute various effects based on the result of the jackpot lottery as an effect related to the variation game during the execution of the variation game.
[0073] Next, the process related to the game state will be described. When the sub-control CPU 31a receives a game state command from the main control CPU 30a, it stores information that can identify the game state specified from the input game state command in a predetermined storage area in the sub-control RAM 31c. As a result, the sub-control CPU 31a can identify the current game state.
[0074] Hereinafter, the effects that can be executed in the pachinko gaming machine 10 of the present embodiment will be described. The effects that can be executed by the pachinko gaming machine 10 of the present embodiment include voice actor effects. In the present embodiment, the voice actor effect is an effect that can be executed during the execution of the variable game and before the start of the reach effect. In the present embodiment, the voice actor effect corresponds to a special effect.
[0075] In the present embodiment, the voice actor effect is an effect that shows any one of a plurality of types of characters and any one of a plurality of types of voice actor contents. As a specific example thereof, the voice actor effect in the present embodiment is an effect of displaying a character image showing a character and a voice actor image showing the voice actor content. In the following description, the character shown in the voice actor effect may be simply referred to as the "character in the voice actor effect", and the voice actor content shown in the voice actor effect may be simply referred to as the "voice actor content in the voice actor effect".
[0076] Hereinafter, an example of the effect mode of the voice actor effect will be described with reference to FIG. 3. As shown in FIG. 3, the voice actor effect is executed after a predetermined time has elapsed since the start of the variable display of the effect symbol on the image display unit GH. The predetermined time referred to here is the time before a reach is formed in the variable game. Then, on the image display unit GH, a character image 101 and a voice actor image 101a are displayed. For example, in FIG. 3, the character image 101 is an image imitating the face of a rabbit. Also, for example, in FIG. 3, the voice actor image 101a is an image in which the characters "Yaa!" are written in black in a white window.
[0077] Next, the characters and dialogue contents shown in the dialogue performance will be described. In the present embodiment, the dialogue content corresponds to the first information in the dialogue performance. Also, in the present embodiment, the character corresponds to the second information in the dialogue performance.
[0078] As shown in FIG. 4, in the present embodiment, there are multiple types of characters that can be determined as characters in the dialogue performance. Specifically, the characters that can be determined as characters in the dialogue performance of the present embodiment include four types of characters: Character A, Character B, Character C, and Character D. Also, there are multiple types of dialogue contents that can be determined as dialogue contents in the dialogue performance. Specifically, the dialogue contents that can be determined as dialogue contents in the dialogue performance of the present embodiment include ten types of dialogue contents: Dialogue Content A1, Dialogue Content A2, Dialogue Content B1, Dialogue Content B2, Dialogue Content C1, Dialogue Content C2, Dialogue Content D1, Dialogue Content D2, Dialogue Content Y, and Dialogue Content Z.
[0079] In the present embodiment, the dialogue contents that can be determined as dialogue contents in the dialogue performance differ depending on the character in the dialogue performance. For example, when the character in the dialogue performance is Character A, the dialogue contents that can be determined as dialogue contents in the dialogue performance are four types: Dialogue Content A1, Dialogue Content A2, Dialogue Content Y, and Dialogue Content Z. Also, when the character in the dialogue performance is Character B, the dialogue contents that can be determined are four types: Dialogue Content B1, Dialogue Content B2, Dialogue Content Y, and Dialogue Content Z. Furthermore, when the character in the dialogue performance is Character C, the dialogue contents that can be determined are four types: Dialogue Content C1, Dialogue Content C2, Dialogue Content Y, and Dialogue Content Z. And when the character in the dialogue performance is Character D, the dialogue contents that can be determined are four types: Dialogue Content D1, Dialogue Content D2, Dialogue Content Y, and Dialogue Content Z.
[0080] As described above, among the dialogue contents in the present embodiment, there is dialogue content that is determined only when a specific character is determined as a character in the dialogue performance. For example, dialogue contents A1 and A2 can be determined when character A is determined, but are not determined when characters B to D are determined. Also, among the dialogue contents in the present embodiment, there is dialogue content that can be determined regardless of which character is determined as a character in the dialogue performance. For example, dialogue contents Y and Z can be determined regardless of whether any of characters A to D are determined.
[0081] Hereinafter, the control for executing the dialogue performance will be described. Upon receiving the variable pattern specification command, the sub-control CPU 31a performs a dialogue performance execution lottery for determining whether to execute the dialogue performance.
[0082] If the sub-control CPU 31a does not win the dialogue performance execution lottery, it controls so as not to execute the dialogue performance during the execution of the variable game corresponding to the input variable pattern specification command. On the other hand, if the sub-control CPU 31a wins the dialogue performance execution lottery, it executes the first dialogue performance determination process for determining the character in the dialogue performance. In the present embodiment, in the first dialogue performance determination process, the character in the dialogue performance for a special number of times (for example, four times) (hereinafter referred to as a series of dialogue performances) is determined. In the present embodiment, a series of dialogue performances can also be understood as a performance constituted by the dialogue performance for the special number of times. That is, in the present embodiment, a series of dialogue performances corresponds to a specific performance. Also, in the present embodiment, each dialogue performance constituting a series of dialogue performances corresponds to a unit performance.
[0083] As shown in FIG. 5, in the first dialogue performance determination process, the sub-control CPU 31a determines whether the character in the current dialogue performance is undetermined (step S201). In the process of step S201, when the information capable of identifying the character in the current dialogue performance is not stored in the sub-control RAM 31c, the sub-control CPU 31a determines that the character in the current dialogue performance is undetermined. On the other hand, in the process of step S201, when the information capable of identifying the character in the current dialogue performance is stored in the sub-control RAM 31c, the sub-control CPU 31a determines that the character in the current dialogue performance is determined (not undetermined). In the following description, the information capable of identifying the character in the dialogue performance is simply referred to as "character information".
[0084] If the character in the current dialogue performance is not undetermined (step S201: NO), the sub-control CPU 31a ends the first dialogue performance determination process. On the other hand, if the character in the current dialogue performance is undetermined (step S201: YES), the sub-control CPU 31a determines whether the information capable of identifying the character in the immediately preceding dialogue performance (hereinafter referred to as the final character information) is stored in the sub-control RAM 31c (step S202). Although it will be described in detail later, in the first dialogue performance determination process of this embodiment, the characters in the dialogue performances for a special number of times constituting a series of dialogue performances are each determined. Therefore, in this embodiment, the final character information can be grasped as the information capable of identifying the character in the final dialogue performance among the series of dialogue performances executed immediately before.
[0085] When the sub-control CPU 31a determines that the final character information is stored in the sub-control RAM 31c (step S202: YES), based on the final character information, it determines the character for the first dialogue performance among the characters that can be determined as characters in the dialogue performance. Then, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as the first character information) in the sub-control RAM 31c (step S203).
[0086] On the other hand, when the sub-control CPU 31a determines that the final character information is not stored in the sub-control RAM 31c (step S202: NO), it determines the character for the first dialogue performance among the characters that can be determined as characters in the dialogue performance. Then, the sub-control CPU 31a stores information that can identify the determined character as the first character information in the sub-control RAM 31c (step S204).
[0087] After storing the first character information in the sub-control RAM 31c, based on the first character information, the sub-control CPU 31a determines the character for the second dialogue performance among the characters that can be determined as characters in the dialogue performance. Then, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as the second character information) in the sub-control RAM 31c (step S205).
[0088] Subsequently, based on the first and second character information, the sub-control CPU 31a determines the character for the third dialogue performance among the characters that can be determined as characters in the dialogue performance. Then, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as the third character information) in the sub-control RAM 31c (step S206).
[0089] After that, based on the character information of the 1st to 3rd times, the sub-control CPU 31a determines the character in the 4th line of dialogue performance from among the characters that can be determined as characters in the dialogue performance. After that, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as the 4th character information) in the sub-control RAM 31c (step S207).
[0090] Then, the sub-control CPU 31a deletes the final character information from the sub-control RAM 31c (step S208). After that, the sub-control CPU 31a ends the first line of dialogue performance determination process.
[0091] In this embodiment, among the various types of information stored in the sub-control RAM 31c, the character information in the dialogue performance is configured to be erased without being stored and retained when the power supply is cut off. For this reason, in this embodiment, for example, at the time of executing the first first line of dialogue performance determination process after the power supply to the pachinko machine 10 is started, there is no character information that can identify the character in the current dialogue performance. That is, in the process of step S201 in the first first line of dialogue performance determination process after the power supply to the pachinko machine 10 is started, the sub-control CPU 31a determines that the character in the current dialogue performance is undetermined. For this reason, the sub-control CPU 31a determines the characters in the dialogue performances for the special number of times that make up a series of dialogue performances in the first first line of dialogue performance determination process after the power supply to the pachinko machine 10 is started. In other words, the sub-control CPU 31a determines the characters in the dialogue performances for the special number of times until the first dialogue performance is executed after the power supply to the pachinko machine 10 is started.
[0092] Also, according to this, after determining the characters in the dialogue performance for the special number of times in the first dialogue performance determination process, if the power supply is cut off before the dialogue performance for the special number of times is executed, the character information that can identify the characters determined in the first dialogue performance determination process will be erased. For this reason, in this embodiment, when the power supply is resumed later and the first dialogue performance determination process is executed again, the sub-control CPU 31a will, in the first dialogue performance determination process, determine the characters in the dialogue performance for the special number of times again by lottery.
[0093] Also, in the first dialogue performance determination process of this embodiment, the character information that can identify the characters in the dialogue performance for the special number of times that make up a series of dialogue performances is stored in the sub-control RAM 31c. And the character information stored in the sub-control RAM 31c is erased every time the second dialogue performance determination process described later is executed. Here, the second dialogue performance determination process is a process that is executed every time the execution of the dialogue performance is determined. For this reason, in this embodiment, after the sub-control CPU 31a determines the characters in the dialogue performance for the special number of times that make up a series of dialogue performances, until the dialogue performance for the special number of times is executed, it is determined in the process of step S201 that the characters in the current dialogue performance have been determined (not undetermined). On the other hand, after the sub-control CPU 31a determines the characters in the dialogue performance for the special number of times that make up a series of dialogue performances, when the execution of the dialogue performance is determined again after the dialogue performance for the special number of times is executed, it is determined in the process of step S201 that the characters in the current dialogue performance are undetermined.
[0094] As a result, when the sub-control CPU 31a of the present embodiment determines the characters in the dialogue performances for the special number of times that make up a series of dialogue performances in the first dialogue performance determination process, after the series of dialogue performances ends, it will determine the characters in the dialogue performances for the special number of times that make up the next series of dialogue performances. In particular, in the present embodiment, when a series of dialogue performances ends, when the execution of the first dialogue performance in the next series of dialogue performances is determined, the sub-control CPU 31a determines the characters in the dialogue performances for the special number of times that make up the next series of dialogue performances.
[0095] Also, as described above, in the first dialogue performance determination process, in the processes of steps S205 to S207, the sub-control CPU 31a determines the characters in the 2nd to 4th dialogue performances based on the characters in the first dialogue performance. That is, it can be said that after determining the characters in the first dialogue performance among the special number of dialogue performances that make up a series of dialogue performances, the sub-control CPU 31a determines the characters in the dialogue performances at a predetermined number of times different from the first among the special number of dialogue performances that make up the series of dialogue performances based on the characters in the first dialogue performance. In particular, in the present embodiment, the sub-control CPU 31a determines the characters in all the dialogue performances after the first dialogue performance among the special number of dialogue performances that make up the series of dialogue performances based on the characters in the first dialogue performance.
[0096] Here, the determination mode when determining the characters in each dialogue performance in the first dialogue performance determination process will be described. As shown in FIG. 6, in the present embodiment, there are four types of characters, characters A to D, that can be determined as characters in the dialogue performance. Therefore, as the final character information, character information that can specify any one of characters A to D is stored. In other words, the final dialogue performance in the series of dialogue performances executed immediately before the series of dialogue performances in which the character is determined in the current first dialogue performance determination process is executed in a manner indicating any one of a plurality of types of characters.
[0097] Also, there are four types of characters, characters A to D, that can be determined as characters in the first dialogue performance in a series of dialogue performances. That is, in the present embodiment, the types of characters that can be determined as characters in the dialogue performance are the same for the first dialogue performance in a series of dialogue performances and the final dialogue performance in the series of immediately preceding dialogue performances. And when determining the character in the first dialogue performance in a series of dialogue performances, the sub-control CPU 31a determines a character different from the character that can be specified from the final character information among characters A to D. Specifically, the sub-control CPU 31a acquires a predetermined random number, and determines the character in the first dialogue performance in a series of dialogue performances according to which value of the acquired random number matches any of the determination values for character content extraction in the dialogue performance stored in the sub-control ROM 31b. At this time, the sub-control CPU 31a controls so as not to determine the same character as the character that can be specified from the final character information by using different determination values as the determination values for character content extraction according to the character that can be specified from the final character information.
[0098] Here, in the present embodiment, the final character information is information that can identify the character in the final (last) dialogue performance among the previous series of dialogue performances. Therefore, the character in the first dialogue performance among the series of dialogue performances is determined based on the character in the final dialogue performance among the previous series of dialogue performances. That is, in the present embodiment, it can be said that the first dialogue performance among the series of dialogue performances is determined based on the final dialogue performance among the previous series of dialogue performances. In particular, the sub-control CPU 31a determines a character different from the character in the final dialogue performance among the previous series of dialogue performances as the character in the first dialogue performance among the series of dialogue performances.
[0099] Also, the characters that can be determined as the characters in the second to fourth dialogue performances among the series of dialogue performances include four types of characters, namely, characters A to D. That is, in the present embodiment, the types of characters that can be determined as the characters in the dialogue performance are the same regardless of whether it is the first to fourth dialogue performances among the series of dialogue performances. And when the sub-control CPU 31a determines the character in the second dialogue performance among the series of dialogue performances, it determines a character different from the character that can be identified from the first character information among characters A to D. Further, when the sub-control CPU 31a determines the character in the third dialogue performance among the series of dialogue performances, it determines a character different from any of the characters that can be identified from the first character information and the characters that can be identified from the second character information among characters A to D. And when the sub-control CPU 31a determines the character in the fourth dialogue performance among the series of dialogue performances, it determines a character different from any of the characters that can be identified from the first character information, the characters that can be identified from the second character information, and the characters that can be identified from the third character information among characters A to D.
[0100] With the character determination mode as described above, when the sub-control CPU 31a determines the characters in the special number of lines of dialogue performances that make up a series of dialogue performances, it determines the characters in each dialogue performance so that the same character does not overlap. For this reason, in this embodiment, in the special number of lines of dialogue performances that make up a series of dialogue performances, the same character does not overlap. Furthermore, when the sub-control CPU 31a determines the characters in the special number of lines of dialogue performances that make up a series of dialogue performances, it determines the characters in each dialogue performance so that the same character does not appear continuously. For this reason, in this embodiment, in the special number of lines of dialogue performances that make up a series of dialogue performances, the same character does not appear continuously.
[0101] Also, in this embodiment, in the special number of lines of dialogue performances that make up a series of dialogue performances, different characters are shown respectively. That is to say, in this embodiment, it can be said that the special number of lines of dialogue performances that make up a series of dialogue performances are different types of dialogue performances respectively. For this reason, in this embodiment, it can be said that a series of dialogue performances are composed of multiple types of dialogue performances.
[0102] In particular, in this embodiment, the sub-control CPU 31a determines the characters in the dialogue performance by a predetermined lottery in the order in which the dialogue performance is executed for the special number of lines of dialogue performances that make up a series of dialogue performances. In other words, in this embodiment, it can be said that the multiple types of dialogue performances that make up a series of dialogue performances are executed in the execution order determined by the lottery.
[0103] In addition, in the first dialogue performance determination process of this embodiment, the sub-control CPU31a determines which of the multiple types of characters to execute in the dialogue performance, regardless of the content of the variation game in which the dialogue performance is executed. In particular, the sub-control CPU31a determines the character in the dialogue performance in the order in which the dialogue performance is executed for the special number of dialogue performances constituting a series of dialogue performances, regardless of the content of the variation game in which the dialogue performance is executed. That is, in this embodiment, the sub-control CPU31a determines the execution order of the multiple types of dialogue performances, regardless of the content of the variation game in which the dialogue performance is executed.
[0104] In this embodiment, the sub-control CPU31a determines characters for the first to fourth dialogue performances of the series of dialogue performances in a first dialogue performance determination process that is executed when it is determined to execute the first dialogue performance of the series of dialogue performances. That is, in this embodiment, the sub-control CPU31a determines characters for the second to fourth dialogue performances of the series of dialogue performances before the content of the variable game in which the second to fourth dialogue performances of the series of dialogue performances are executed is determined.
[0105] Furthermore, when the sub-control CPU31a ends the first line performance determination process, it executes a second line performance determination process for determining the line content to be shown in the line performance. As shown in FIG. 7, in the second line performance determination process, the sub-control CPU 31a acquires the variation pattern designated by the input variation pattern designation command (step S301).
[0106] Next, the sub-control CPU 31a acquires the character information of the youngest number of times from the character information stored in the sub-control RAM 31c (step S302). For example, when the first to fourth character information are stored in the sub-control RAM 31c, the sub-control CPU 31a acquires the first character information. Also, for example, when the third and fourth character information are stored in the sub-control RAM 31c, the sub-control CPU 31a acquires the third character information.
[0107] Subsequently, the sub-control CPU 31a determines the dialogue content in the current dialogue performance by performing a predetermined lottery based on the acquired variation pattern and the acquired character information (step S303). Specifically, the sub-control CPU 31a specifies the dialogue content that can be determined as the dialogue content in the current dialogue performance based on the character specified from the acquired character information, and determines any one of the determinable dialogue contents. For example, when the sub-control CPU 31a specifies character A from the acquired character information, it determines any one of dialogue content A1, dialogue content A2, dialogue content Y, and dialogue content Z.
[0108] In addition, when the sub-control CPU 31a determines any one of the determinable dialogue contents, it determines the dialogue content so that the expected probability (hereinafter referred to as the jackpot expected probability) that the ongoing variable game will be a jackpot varies according to the type of dialogue content. Specifically, the sub-control CPU 31a determines the dialogue content at different determination ratios when the acquired variation pattern is a jackpot variation pattern and when it is a losing variation pattern.
[0109] For example, when the sub-control CPU 31a specifies character A from the acquired character information, it determines the dialogue content so that the jackpot expected probability is the same regardless of whether dialogue content A1 or dialogue content A2 is determined. On the other hand, when the sub-control CPU 31a specifies character A from the acquired character information and dialogue content Y or dialogue content Z is determined, it determines the dialogue content so that the jackpot expected probability is higher than when dialogue content A1 and dialogue content A2 are determined. In particular, when the sub-control CPU 31a specifies character A from the acquired character information and dialogue content Z is determined, it determines the dialogue content so that the jackpot expected probability is higher than when dialogue content Y is determined. That is, when the sub-control CPU 31a specifies character A from the acquired character information, it determines the dialogue content so that the jackpot expected probability increases in the order of dialogue content A1, A2 < dialogue content Y < dialogue content Z.
[0110] Similarly, when the sub-control CPU 31a identifies Character B from the acquired character information, it determines the dialogue content so that the winning expectation degree increases in the order of Dialogue Contents B1, B2 < Dialogue Content Y < Dialogue Content Z. Further, when the sub-control CPU 31a identifies Character C from the acquired character information, it determines the dialogue content so that the winning expectation degree increases in the order of Dialogue Contents C1, C2 < Dialogue Content Y < Dialogue Content Z. Furthermore, when the sub-control CPU 31a identifies Character D from the acquired character information, it determines the dialogue content so that the winning expectation degree increases in the order of Dialogue Contents D1, D2 < Dialogue Content Y < Dialogue Content Z.
[0111] Thus, in the second dialogue production determination process of the present embodiment, the sub-control CPU 31a determines the dialogue content in the dialogue production according to the content of the variable game in which the dialogue production is executed.
[0112] Next, the sub-control CPU 31a determines whether the acquired character information is the character information of the fourth time in a series of dialogue productions (step S304). That is, the sub-control CPU 31a determines whether the current dialogue production is the last dialogue production among the special number of dialogue productions that make up a series of dialogue productions.
[0113] When the sub-control CPU 31a determines that the acquired character information is the character information of the fourth time (step S304: YES), it stores the acquired character information as the final character information in the sub-control RAM 31c (step S305). Then, the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c (step S306). After that, the sub-control CPU 31a ends the second dialogue production determination process.
[0114] On the other hand, if it is determined that the acquired character information is not the fourth character information (step S304: NO), the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c without storing the acquired character information in the sub-control RAM 31c as the final character information (step S306).Then, the sub-control CPU 31a ends the second line performance determination process.
[0115] In this embodiment, the sub-control CPU 31a can control the erasure of character information stored in the sub-control RAM 31c when the jackpot game ends. Specifically, when the game state at the time of the jackpot game is different from the game state after the jackpot game, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the jackpot game ends. On the other hand, when the game state at the time of the jackpot game is the same as the game state after the jackpot game, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c when the jackpot game ends.
[0116] Next, the sub-control CPU 31a controls the line performance to be executed in a manner showing the character determined in the first line performance determination process and the line content determined in the second line performance determination process. This makes it possible to execute the line performance in the performance display device 12 in this embodiment.
[0117] Next, an example of a specific flow of a dialogue presentation will be described with reference to FIG. As shown in Fig. 8(a), assume that the sub-control CPU 31a determines to execute a dialogue performance along with the start of the first variable game after the power supply to the pachinko game machine 10 is started. Here, the dialogue performance whose execution is determined here is the first dialogue performance after the power supply is started. In this case, since the character in the current dialogue performance has not been determined, the sub-control CPU 31a determines the character in the series of dialogue performances in the first dialogue performance determination process. In this example, among the series of dialogue performances, character A is determined as the character in the first dialogue performance, character B is determined as the character in the second dialogue performance, character C is determined as the character in the third dialogue performance, and character D is determined as the character in the fourth dialogue performance. In Fig. 8(a), the characters in the first to fourth dialogue performances determined in the first dialogue performance determination process are shown as "A→B→C→D". Also, [A] to [D] indicated by the curly brackets represent the types of characters in the dialogue performance executed in the ongoing variable game. Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the first dialogue performance in the series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner showing the character and dialogue content in the first dialogue performance.
[0118] Next, assume that the sub-control CPU 31a determines to execute the dialogue performance with the start of the next variable game. Note that the dialogue performance whose execution is determined here is the second dialogue performance since the power supply is started. In this case, since the character in this dialogue performance has already been determined (character B in this example), the sub-control CPU 31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content in this dialogue performance and deletes the character information that can identify the character in this dialogue performance. In this case, this dialogue performance is the second dialogue performance in a series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the second dialogue performance.
[0119] After that, assume that the sub-control CPU 31a determines to execute the dialogue performance with the start of the next variable game. Note that the dialogue performance whose execution is determined here is the third dialogue performance since the power supply is started. In this case, since the character in this dialogue performance has already been determined (character C in this example), the sub-control CPU 31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content in this dialogue performance and deletes the character information that can identify the character in this dialogue performance. In this case, this dialogue performance is the third dialogue performance in a series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the third dialogue performance.
[0120] Also, assume that the sub-control CPU 31a does not determine to execute the dialogue performance with the start of the next variable game. In this case, the sub-control CPU 31a does not execute the first dialogue performance determination process and the second dialogue performance determination process, and does not execute the dialogue performance.
[0121] Also, assume that the sub-control CPU 31a determines to execute a dialogue performance along with the start of the next variable game. Note that the dialogue performance whose execution is determined here is the special dialogue performance after the power supply is started. In this case, since the character in this dialogue performance has already been determined (character D in this example), the sub-control CPU 31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, the sub-control CPU 31a determines the dialogue content in this dialogue performance in the second dialogue performance determination process. In this case, this dialogue performance is the fourth dialogue performance in a series of dialogue performances and is the last dialogue performance in the series of dialogue performances. After that, the sub-control CPU 31a stores the character information that can identify the character in this dialogue performance as the final character information in the second dialogue performance determination process, and then deletes the character information that can identify the character in this dialogue performance. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the fourth dialogue performance. As a result, a series of dialogue performances is completed.
[0122] After that, assume that the sub-control CPU 31a does not determine to execute a dialogue performance along with the start of the variable game when the variable game is started after the series of dialogue performances is completed. In this case, the sub-control CPU 31a does not execute the first dialogue performance determination process and the second dialogue performance determination process. That is, when the variable game is started even after the series of dialogue performances is completed and the sub-control CPU 31a does not determine to execute a dialogue performance along with the start of the variable game, the sub-control CPU 31a does not determine the character in the next series of dialogue performances.
[0123] And assume that when a variable game is started after the end of a series of dialogue performances, the sub-control CPU 31a determines to execute a dialogue performance along with the start of the variable game. Here, the dialogue performance whose execution is determined is the dialogue performance next to the special performance number after the power supply is started. In this case, since the character in the current dialogue performance has not been determined, the sub-control CPU 31a determines the character in the next series of dialogue performances in the first dialogue performance determination process. At this time, the sub-control CPU 31a determines a character different from the character in the final dialogue performance of the previous series of dialogue performances as the character in the first dialogue performance of the next series of dialogue performances. That is, when the dialogue performance for the special number of times ends after the power supply is started, the sub-control CPU 31a can control to execute the dialogue performance next to the special performance number in a manner indicating a character different from the character in the dialogue performance of the special performance number. And in this example, assume that as the character in the first dialogue performance of the next series of dialogue performances, character B is determined, as the character in the second dialogue performance, character C is determined, as the character in the third dialogue performance, character D is determined, and as the character in the fourth dialogue performance, character A is determined. Note that in FIG. 8(a), the characters in the first to fourth dialogue performances determined in the first dialogue performance determination process are shown as "B→C→D→A". Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the first dialogue performance in the next series of dialogue performances. And the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the first dialogue performance.
[0124] As described above, when the sub-control CPU 31a in this embodiment causes the sub-control RAM 31c to store character information that can identify the characters in a series of dialogue performances in the first dialogue performance determination process, even when a variable game in which the dialogue performance is not executed is executed thereafter, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c. Then, when it is determined that the dialogue performance is to be executed thereafter, the sub-control CPU 31a causes the dialogue performance to be executed based on the character information stored before the variable game in which the dialogue performance is not executed is executed. That is, in this embodiment, a series of dialogue performances can be executed across a plurality of variable games including variable games in which the dialogue performance is not executed.
[0125] Also, although not shown, in this embodiment, when it is not determined that the dialogue performance is to be executed with the start of the first variable game after the power supply is started, the sub-control CPU 31a does not determine the characters in a series of dialogue performances with the start of the first variable game. Thereafter, the sub-control CPU 31a determines the characters in a series of dialogue performances triggered by the first determination that the dialogue performance is to be executed after the power supply is started.
[0126] As shown in FIG. 8(b), assume that the sub-control CPU 31a determines to execute a dialogue performance with the start of a variable game in a state where it is controlled to the second advantageous state. Also, at this time, assume that the character in the current dialogue performance has not been determined. In this case, the sub-control CPU 31a determines the character in a series of dialogue performances in the first dialogue performance determination process. In this example, assume that the character in a series of dialogue performances has been determined in the same manner as the example shown in FIG. 8(a). Further, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance in the second dialogue performance determination process. In this case, the current dialogue performance is the first dialogue performance in a series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the first dialogue performance.
[0127] Also, assume that the sub-control CPU 31a continues to be controlled to the second advantageous state and determines to execute a dialogue performance with the start of the next variable game. In this case, since the character in the current dialogue performance has already been determined (character B in this example), the sub-control CPU 31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance in the second dialogue performance determination process. In this case, the current dialogue performance is the second dialogue performance in a series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the second dialogue performance.
[0128] And in this example, it is assumed that in the variable game where the second line performance in a series of line performances is executed, a jackpot display result is derived, and then a jackpot game is awarded. As described above, in the present embodiment, during the jackpot game, it is controlled to the normal state (low probability state and low ball entry rate state). Also, in this example, after the end of the jackpot game, it is assumed that it is controlled to the second advantageous state in the same manner as before the jackpot game is awarded. That is, in this example, it is assumed that the game state when hitting the jackpot and the game state after hitting the jackpot are the same. In this case, the sub-control CPU 31a does not erase the character information that can identify the character in the series of line performances determined in the first line performance determination process before the jackpot game is awarded. That is, in the present embodiment, when the game state when hitting the jackpot and the game state after hitting the jackpot are the same, the sub-control CPU 31a does not erase the character information even when the game state changes due to the awarding or end of the jackpot game.
[0129] In this case, when the sub-control CPU 31a determines to execute the line performance with the start of the next variable game in the state where it is controlled to the second advantageous state after the end of the jackpot game, the character in the current line performance has already been determined (character C in this example). Therefore, the sub-control CPU 31a does not newly determine the character in the line performance in the first line performance determination process. Then, the sub-control CPU 31a determines the line content in the current line performance in the second line performance determination process, and deletes the character information that can identify the character in the current line performance. In this case, the current line performance is the third line performance in a series of line performances. And the sub-control CPU 31a controls to execute the line performance in a manner indicating the character and the line content in the third line performance.
[0130] Also, assume that the sub-control CPU 31a determines to execute a scenario performance with the start of the next variable game. In this case, since the character in the current scenario performance has already been determined (character D in this example), the sub-control CPU 31a does not newly determine the character in the scenario performance in the first scenario performance determination process. Then, the sub-control CPU 31a determines the scenario content in the current scenario performance in the second scenario performance determination process. In this case, the current scenario performance is the fourth scenario performance in a series of scenario performances and is the last scenario performance in the series of scenario performances. After that, the sub-control CPU 31a stores, as the final character information, the character information that can identify the character in the current scenario performance in the second scenario performance determination process, and then deletes the character information that can identify the character in the current scenario performance. Then, the sub-control CPU 31a controls to execute the scenario performance in a manner indicating the character and scenario content in the fourth scenario performance. As a result, a series of scenario performances is completed.
[0131] Thus, in the present embodiment, when the sub-control CPU 31a stores the character information that can identify the character in a series of scenario performances in the sub-control RAM 31c, even when a jackpot occurs before the execution of a special number of scenario performances, if the game state is the same before and after the jackpot, the character information is not deleted. Then, when the execution of the scenario performance is determined thereafter, the sub-control CPU 31a causes the scenario performance to be executed based on the character information stored before the occurrence of the jackpot. That is, in the present embodiment, a series of scenario performances can be executed across a plurality of variable games sandwiching the jackpot game.
[0132] After the series of dialogue performances is completed, the sub-control CPU31a controls the dialogue performances in the same manner as the example shown in FIG. 8(a). That is, when the sub-control CPU31a determines to execute a dialogue performance with the start of a variable game after the series of dialogue performances is completed, the sub-control CPU31a determines a character in the next series of dialogue performances in the first dialogue performance determination process. At this time, the sub-control CPU31a determines a character different from the character in the final dialogue performance of the immediately preceding series of dialogue performances as the character in the first dialogue performance of the next series of dialogue performances. As a result, when a jackpot is hit before the special number of dialogue performances is executed and the game state is the same before and after the jackpot, the sub-control CPU31a executes the next special number of dialogue performances in a manner showing a character different from the character in the special number of dialogue performances when the total number of dialogue performances before and after the jackpot reaches the special number.
[0133] In addition, although not shown, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the game state is different before and after the big win, triggered by the end of the big win game. Therefore, the sub-control CPU 31a decides again the characters in the series of dialogue effects in the first dialogue effect decision process, triggered by the decision to execute the dialogue effect with the start of the variable game after the end of the big win game.
[0134] In the present embodiment, when the game state changes without a jackpot game being awarded, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c. For example, after determining the characters in a series of dialogue presentations in the first dialogue presentation determination process, assume that the game state changes without a jackpot game being awarded before the series of dialogue presentations ends. In this case, when it is subsequently determined that the dialogue presentation is to be executed, the sub-control CPU 31a causes the dialogue presentation to be executed based on the character information that can identify the characters determined before the game state changed. That is, in the present embodiment, a series of dialogue presentations can be executed across the variable games before and after the game state changes when the game state changes without a jackpot game being awarded.
[0135] As shown in FIG. 8(c), assume that the sub-control CPU 31a determines to execute a dialogue presentation with the start of a variable game. Also, at this time, assume that the character in the current dialogue presentation has not been determined. In this case, the sub-control CPU 31a determines the characters in a series of dialogue presentations in the first dialogue presentation determination process. In this example, assume that the characters in a series of dialogue presentations are determined in the same manner as the example shown in FIG. 8(a). Further, the sub-control CPU 31a determines the dialogue content in the current dialogue presentation and deletes the character information that can identify the character in the current dialogue presentation in the second dialogue presentation determination process. In this case, the current dialogue presentation is the first dialogue presentation in a series of dialogue presentations. Then, the sub-control CPU 31a controls to cause the dialogue presentation to be executed in a manner indicating the character and dialogue content in the first dialogue presentation.
[0136] Also, assume that the sub-control CPU 31a determines to execute the dialogue performance with the start of the next variable game. In this case, since the character in the current dialogue performance has already been determined (character B in this example), the sub-control CPU 31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the second dialogue performance in a series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the second dialogue performance.
[0137] Thereafter, in this example, after the end of the variable game in which the second dialogue performance was executed and during the interval period before the next variable game is executed, the power supply to the pachinko gaming machine 10 is cut off and then the power supply is resumed. As described above, in the present embodiment, the character information in the dialogue performance is configured to be erased without being stored when the power supply is cut off. For this reason, when the variable game is started after the power supply is resumed, if the sub-control CPU 31a determines to execute the dialogue performance with the start of the variable game, in the first dialogue performance determination process, the characters in the series of dialogue performances are determined again. For example, in this example, among the series of dialogue performances, character D is determined as the character in the first dialogue performance, character A is determined as the character in the second dialogue performance, character B is determined as the character in the third dialogue performance, and character C is determined as the character in the fourth dialogue performance. Note that in FIG. 8(c), the characters in the first to fourth dialogue performances determined in the first dialogue performance determination process are shown as "D→A→B→C". Then, the sub-control CPU 31a determines the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance in the second dialogue performance determination process. In this case, the current dialogue performance is the first dialogue performance in the series of dialogue performances. Then, the sub-control CPU 31a controls to execute the dialogue performance in a manner indicating the character and dialogue content in the first dialogue performance.
[0138] After the sub-control CPU 31a determines the characters in the series of dialogue performances, control regarding the dialogue performance is performed in the same manner as in the example shown in FIG. 8(a). By such control, in the present embodiment, when the power supply is cut off before the special number of dialogue performances are executed after the sub-control CPU 31a determines the characters in the series of dialogue performances, the sub-control CPU 31a determines the characters in the series of dialogue performances again when the execution of the next dialogue performance is determined.
[0139] The effects of this embodiment will be described. (1) In the first dialogue performance determination process of this embodiment, when determining the characters in the dialogue performances that make up a series of dialogue performances, the characters in the first dialogue performance among the following series of dialogue performances are determined based on the characters in the last dialogue performance in the immediately preceding series of dialogue performances. Therefore, in this embodiment, it is possible to make the game enjoyable by giving relevance to the immediately preceding series of dialogue performances and the next series of dialogue performances.
[0140] (2) In particular, the sub-control CPU 31a of this embodiment determines the characters in the dialogue performances for a special number of times in one first dialogue performance determination process. According to this, in this embodiment, it is possible to make the player aware of the dialogue performances for the special number of times as a series of dialogue performances. Moreover, in this embodiment, it is possible to suppress the characters in the first dialogue performance among the series of dialogue performances from being the same as the characters in the last (the special number of times) dialogue performance among the immediately preceding series of dialogue performances. According to this, in this embodiment, when a series of dialogue performances is a segment, it is possible to suppress the continuous occurrence of dialogue performances showing the same character, and thus it is possible to suppress the decrease in the interest in the dialogue performances.
[0141] (3) In the first dialogue performance determination process of this embodiment, after a series of dialogue performances ends, the characters in the dialogue performances that make up the next series of dialogue performances are determined. Therefore, in this embodiment, for example, compared with a gaming machine that determines the characters in the dialogue performance every time the execution of the dialogue performance is determined, the control when the dialogue performance is executed can be simplified.
[0142] (4) In particular, when a series of dialogue performances ends, the sub-control CPU 31a of the present embodiment determines the character in the next series of dialogue performances in the first dialogue performance determination process that is executed when the execution of the next dialogue performance is determined. Therefore, in the present embodiment, for example, compared with the case where the character in the next series of dialogue performances is determined when a series of dialogue performances ends, the control when a series of dialogue performances ends can be simplified.
[0143] (5) The sub-control CPU 31a determines the character in the dialogue performance regardless of the content of the variable game executed in the first dialogue performance determination process. Therefore, in the present embodiment, regardless of the content of the variable game executed, the dialogue performance can be enjoyed in a manner in which a predetermined character is shown.
[0144] (6) Further, among the dialogue contents shown in the dialogue performance of the present embodiment, there are a plurality of types of dialogue contents that show the same jackpot expectation level. Therefore, in the present embodiment, while determining the dialogue content according to the content of the variable game executed, the production content of the dialogue performance can be diversified to entertain the player.
[0145] (7) Among the dialogue contents shown in the dialogue performance of the present embodiment, there are dialogue contents that can be determined on the condition that a predetermined character is determined as the character in the dialogue performance, and dialogue contents that can be determined regardless of which character is determined as the character in the dialogue performance. According to this, while enjoying the dialogue performance with the dialogue content corresponding to the determined character, for some dialogue contents, by determining regardless of the determined character, the combination of the character and the dialogue content can be diversified to entertain the player.
[0146] (8) In particular, regardless of which character is determined as the character in the dialogue performance, the dialogue content that can be determined is configured to be the dialogue content with a high jackpot expectation degree as compared with the dialogue content that can be determined on the condition that a predetermined character is determined as the character in the dialogue performance. According to this, in the present embodiment, it is possible to easily recognize which dialogue content has a high jackpot expectation degree, and even when the dialogue content with a high jackpot expectation degree is not determined, by enjoying the dialogue performance with the dialogue content adapted to the character, it is possible to suppress the player from being discouraged.
[0147] (9) In particular, the sub-control CPU 31a determines the characters in a plurality of dialogue performances that constitute a series of dialogue performances regardless of the content of the variable game to be executed in the first dialogue performance determination process. For this reason, in the present embodiment, regardless of the content of the variable game to be executed, the player can be made to enjoy a plurality of dialogue performances in various execution orders.
[0148] (10) Among the character and the dialogue content shown in the dialogue performance, the dialogue content is determined according to the content of the variable game to be executed, while the character is determined regardless of the content of the variable game to be executed. For this reason, in the dialogue performance of the present embodiment, while allowing the player to guess the content of the variable game by the dialogue content, the player can be made to enjoy the performance by showing various characters regardless of the content of the variable game.
[0149] (11) In the present embodiment, a series of dialogue performances can be executed across a plurality of variable games sandwiching the jackpot game. According to this, in the present embodiment, after determining the characters in a series of dialogue performances, even when a jackpot game is awarded, a series of dialogue performances can be executed with the performance content related across the front and back of the jackpot game, so that the player's interest can be improved.
[0150] (12) In particular, in this embodiment, after determining the character in a series of dialogue performances, if a jackpot occurs before the series of dialogue performances ends, on the condition that the gaming state at the time of the jackpot is the same as the gaming state after the jackpot, it is possible to execute a series of dialogue performances across a plurality of variable games sandwiching the jackpot game. According to this, in this embodiment, when the gaming performance does not change significantly before and after the jackpot game, it is possible to execute a series of dialogue performances with related performance contents across before and after the jackpot game, so that the interest of the player can be improved.
[0151] (13) Also, in this embodiment, after determining the character in a series of dialogue performances, if a jackpot occurs before the series of dialogue performances ends, when the gaming state at the time of the jackpot is different from the gaming state after the jackpot, upon determining the execution of the dialogue performance after the end of the jackpot game, the character in the series of dialogue performances is determined again. According to this, in this embodiment, when the gaming performance changes significantly before and after the jackpot game, after the end of the jackpot game, it is possible to execute a series of dialogue performances with the determined performance contents again, so that it is possible to suppress giving an uncomfortable feeling to the player by executing a series of dialogue performances with related performance contents despite the change in the gaming performance.
[0152] (14) As characters that can be determined as the character in the final dialogue performance among a series of dialogue performances, there are a plurality of types of characters including characters A to D. According to this, in this embodiment, for the final dialogue performance among a series of dialogue performances, it is possible to entertain the player with various performance contents.
[0153] (15) Similarly, as characters that can be determined as the character in the first dialogue performance among a series of dialogue performances, there are a plurality of types of characters including characters A to D. According to this, in this embodiment, for the first dialogue performance among a series of dialogue performances, it is possible to entertain the player with various performance contents.
[0154] (16) Among the characters that can be determined as the character in the first line of dialogue performance in a series of dialogue performances, the characters that can be determined as the character in the last line of dialogue performance in the series of dialogue performances are also included. Therefore, for the first line of dialogue performance in a series of dialogue performances, various performance contents can be used to entertain the player.
[0155] (17) The sub-control CPU 31a determines, in the first line of dialogue performance determination process, the characters in a predetermined number of lines of dialogue performance different from the first line of dialogue performance in the series of dialogue performances based on the character in the first line of dialogue performance in the series of dialogue performances. Therefore, in this embodiment, the character in the first line of dialogue performance in the series of dialogue performances and the character in a predetermined number of lines of dialogue performance different from the first line of dialogue performance are made relevant to entertain the player.
[0156] (18) In particular, the sub-control CPU 31a determines, in the first line of dialogue performance determination process, the characters in all lines of dialogue performance after the first line of dialogue performance in the series of dialogue performances based on the character in the first line of dialogue performance in the series of dialogue performances. Therefore, in this embodiment, the entire series of dialogue performances is made relevant to entertain the player.
[0157] (19) The sub-control CPU 31a determines, in the first line of dialogue performance determination process, the characters in each line of dialogue performance constituting the series of dialogue performances so that the same character does not appear continuously. According to this, in this embodiment, it is possible to suppress the player from getting bored with the dialogue performance due to the same character being shown continuously in a plurality of lines of dialogue performance in the series of dialogue performances.
[0158] (20) In addition, in the first dialogue presentation determination process, the sub-control CPU 31a determines characters in each dialogue presentation constituting a series of dialogue presentations so that the same character is not repeated. In this manner, in this embodiment, it is possible to prevent the player from becoming bored with the dialogue presentations due to the same character being shown multiple times in the series of dialogue presentations.
[0159] (21) If the power supply to the pachinko gaming machine 10 is cut off before the series of dialogue effects is completed after the characters in the series of dialogue effects have been determined, the sub-control CPU 31a re-determines the characters in the series of dialogue effects when the execution of the dialogue effects is determined after the power supply is resumed. In this embodiment, therefore, after the power supply to the pachinko gaming machine 10 is resumed, the player can enjoy the series of dialogue effects from the beginning again, thereby increasing the player's interest.
[0160] (22) In this embodiment, the series of dialogue effects can be executed across multiple variation games, including variation games in which no dialogue effects are executed. According to this, in this embodiment, even if a variation game in which no dialogue effects are executed is executed after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed with related effects before and after the variation game in which no dialogue effects are executed, thereby increasing the interest of the player.
[0161] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0162] ·The presentation mode of the dialogue performance may be changed as appropriate. For example, in the dialogue performance, the character and the dialogue content may be configured to be presented in a mode different from the display of the image. As an example, the character and the dialogue content may be presented by the output of voice from the speaker Sp. In this case, the dialogue content may be presented by the content of the voice output from the speaker Sp. Also, the character may be presented by the voice quality of the voice output from the speaker Sp. In this case, the character presented in the dialogue performance corresponds to the voice actor who utters a predetermined dialogue.
[0163] ·The timing at which the dialogue performance is executed does not have to be the time before a reach is formed in the variable game. For example, the sub-control CPU 31a may control to be able to execute the dialogue performance after a reach is formed in the variable game. Also, the sub-control CPU 31a may control to be able to execute the dialogue performance in a variable game in which a reach is not executed.
[0164] ·The determination mode when determining the character in a series of dialogue performances in the first dialogue performance determination process may be changed as appropriate. For example, the sub-control CPU 31a may be able to determine, as the character in the first dialogue performance of a series of dialogue performances, the character in the final dialogue performance of the previous series of dialogue performances. Also, the sub-control CPU 31a may be able to determine the same character as the character in any non-consecutive multiple dialogue performances of a series of dialogue performances. That is, in a series of dialogue performances, there may be a case where the dialogue performances in which a predetermined character is presented are repeatedly executed. Further, the sub-control CPU 31a may be able to determine the same character as the character in any consecutive multiple dialogue performances of a series of dialogue performances. That is, in a series of dialogue performances, there may be a case where the dialogue performances in which a predetermined character is presented are consecutively executed. In this case, a series of dialogue performances may be executed in the same mode in all cases.
[0165] · In the first dialogue line production determination process, the sub-control CPU 31a may determine the characters in some of the dialogue line productions from the second to the fourth dialogue line productions based on the characters in the first dialogue line production. In other words, the sub-control CPU 31a may determine the characters in some of the dialogue line productions that make up a series of dialogue line productions based on the characters in the first dialogue line production of the series of dialogue line productions.
[0166] · The types of characters that can be determined as the characters in the dialogue line production may vary depending on which dialogue line production in the series of dialogue line productions it is. For example, the sub-control CPU 31a can determine a specific character as the character in the first dialogue line production of a series of dialogue line productions, while it may not be able to determine a specific character as the character in the fourth dialogue line production of the series of dialogue line productions. In this case, even if a specific character has not been determined as the character in the first to third dialogue line productions of the series of dialogue line productions, the sub-control CPU 31a does not determine a specific character as the character in the fourth dialogue line production. Also, the types of characters that can be determined as the characters in a predetermined number of dialogue line productions in a series of dialogue line productions may be one type. In other words, the sub-control CPU 31a may determine the characters in a predetermined number of dialogue line productions in a series of dialogue line productions to be of a predetermined type of characters.
[0167] · The dialogue line contents that can be determined as the dialogue line contents in the dialogue line production may or may not include the dialogue line contents that can be determined regardless of which character is determined as the character in the dialogue line production. In other words, the dialogue line contents that can be determined as the dialogue line contents in the dialogue line production may be only the dedicated dialogue line contents for each character. In this case, in the second dialogue line production determination process, the sub-control CPU 31a may vary all of the determinable dialogue line contents according to the type of character determined as the character in the dialogue line production.
[0168] · As the dialogue content determinable as the dialogue content in dialogue performance, it may not include the dialogue content that can be determined only when a specific character is determined as the character in dialogue performance. In other words, the dialogue content determinable as the dialogue content in dialogue performance may be only the dialogue content common to all characters. In this case, in the second dialogue performance determination process, the sub-control CPU 31a may make all of the determinable dialogue content the same regardless of the type of character determined as the character in dialogue performance.
[0169] · In dialogue performance, the information suggesting the jackpot expectancy in the ongoing variable game may be changed as appropriate. For example, in dialogue performance, instead of or in addition to the dialogue content, the jackpot expectancy may be suggested according to the color of the dialogue image.
[0170] · The number of dialogue performances for determining a character in the first dialogue performance determination process may be changed as appropriate. In other words, the number of dialogue performances constituting a series of dialogue performances may be changed as appropriate. Also, the number of dialogue performances for determining a character in the first dialogue performance determination process may be determined each time the first dialogue performance determination process is executed. For example, the sub-control CPU 31a may determine the character in the dialogue performance for the first number of times as the dialogue performance constituting a series of dialogue performances and determine the character in the dialogue performance for the second number of times different from the first number of times as the dialogue performance constituting a series of dialogue performances in the first dialogue performance determination process.
[0171] · In the first dialogue performance determination process, the sub-control CPU 31a may determine characters in some or all of the dialogue performances that make up a series of dialogue performances according to the content of the variable game being executed. In this case, the sub-control CPU 31a may determine characters in a series of dialogue performances according to the content of the variable game being executed in addition to the content of the variable game being held. At this time, the main control CPU 30a may pre-determine the content of the variable game when the variable game is held, and output information that can specify the result of the pre-determination to the sub-control CPU 31a.
[0172] · In the first dialogue performance determination process, the sub-control CPU 31a may vary the order in which characters are shown in multiple dialogue performances that make up a series of dialogue performances according to the content of the variable game being executed.
[0173] · The types of characters that can be determined as characters in the dialogue performance may be changed as appropriate. For example, the types of characters that can be determined as characters in the dialogue performance do not have to be the same number as the number of dialogue performances that make up a series of dialogue performances. For example, even if a series of dialogue performances is composed of 4 dialogue performances, the types of characters that can be determined as characters in the dialogue performance may be 5 or more. In this case, there may be characters that are not determined as characters in a series of dialogue performances. Also, for example, even if a series of dialogue performances is composed of 4 dialogue performances, the types of characters that can be determined as characters in the dialogue performance may be 3 or less. In this case, a predetermined character may be determined multiple times as a character in a series of dialogue performances.
[0174] · The expectation level of a jackpot in the dialogue performance may vary depending on the combination of the character and the dialogue content. For example, the sub-control CPU 31a may determine the dialogue content in the dialogue performance so that the expectation level of a jackpot is higher when the dialogue performance is executed in a mode where character B and dialogue content Y are shown than when the dialogue performance is executed in a mode where character A and dialogue content Y are shown.
[0175] · The sub-control CPU 31a may determine both the character and the dialogue content in a series of dialogue performances in the first dialogue performance determination process. In this case, no jackpot expectation level will be suggested in the dialogue performance. Also, in this case, the sub-control CPU 31a may not need to execute the second dialogue performance determination process.
[0176] · The sub-control CPU 31a may determine the dialogue content in the dialogue performance regardless of the content of the variable game to be executed in the second dialogue performance determination process. · The content determined in the first dialogue performance determination process and the second dialogue performance determination process may be changed as appropriate. For example, the sub-control CPU 31a may determine the dialogue content in a series of dialogue performances in the first dialogue performance determination process and determine the character in the dialogue performance in the second dialogue performance determination process.
[0177] · The sub-control CPU 31a may determine the character in the next series of dialogue performances before it is determined to execute the next dialogue performance when a series of dialogue performances ends. For example, the sub-control CPU 31a may determine the next series of dialogue performances when a series of dialogue performances ends.
[0178] · When power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a may determine the characters in a series of voiceover performances before it is determined to execute a voiceover performance with the start of a variable game. For example, even when the execution of a voiceover performance is not determined with the start of the first variable game after the power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a may determine the characters in a series of voiceover performances. That is, the sub-control CPU 31a may determine the characters in a series of voiceover performances regardless of whether the execution of a voiceover performance is determined with the start of the variable game, starting from the start of the first variable game after the power supply to the pachinko gaming machine 10 is started. Also, for example, the sub-control CPU 31a may determine the characters in a series of voiceover performances triggered by the start of the power supply to the pachinko gaming machine 10. That is, the sub-control CPU 31a may determine the characters in a series of voiceover performances regardless of whether a variable game is started after the start of the power supply, triggered by the start of the power supply to the pachinko gaming machine 10.
[0179] · The character information in a series of voiceover performances may be stored and retained even when the power supply to the pachinko gaming machine 10 is cut off. In this case, when the sub-control CPU 31a determines to execute a voiceover performance after the power supply is resumed, it may execute the voiceover performance based on the stored character information. That is, a series of voiceover performances may be executable across before and after the power supply to the pachinko gaming machine 10 is stopped. Also, the character information in a series of voiceover performances may be erased by operating a predetermined operation means. For example, it may be erased triggered by the resumption of the power supply to the pachinko gaming machine 10 while the predetermined operation means is being operated.
[0180] · After determining the character in a series of dialogue performances, if a jackpot occurs before the end of the series of dialogue performances, even if the game state at the time of the jackpot is different from the game state after the jackpot, the sub-control CPU 31a may not erase the character information stored in the sub-control RAM 31c. That is, after determining the character in a series of dialogue performances, if a jackpot occurs before the end of the series of dialogue performances, even if the game state at the time of the jackpot is different from the game state after the jackpot, a series of dialogue performances may be executed across a plurality of variable games sandwiching the jackpot game.
[0181] · Regardless of whether the game state is the same before and after the jackpot game, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c upon the granting of the jackpot game. That is, the sub-control CPU 31a may prevent a series of dialogue performances from being executed across a plurality of variable games sandwiching the jackpot game.
[0182] · The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the game state changes without the granting of a jackpot game. For example, when the sub-control CPU 31a controls from the second advantageous state to the normal state when the number of executions of the special game reaches the number of activation times, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c. In this case, a series of dialogue performances is not executed across the variable games before and after the change in the game state when the game state changes without the granting of a jackpot game.
[0183] · If the execution of the dialogue performance is not determined with the start of the variable game, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c. That is, a series of dialogue performances may not be executed across a plurality of variable games including a variable game in which the dialogue performance is not executed.
[0184] ·When the sub-control CPU31a has determined the character in the series of dialogue effects and has transitioned to a standby state in which neither the variable game nor the jackpot game is being executed before the series of dialogue effects is completed, the sub-control CPU31a may or may not erase the character information stored in the sub-control RAM31c. If the character information is not erased, the sub-control CPU31a can execute the series of dialogue effects across multiple variable games including the standby state. If the character information is erased, the sub-control CPU31a will not execute the series of dialogue effects across multiple variable games including the standby state. In addition, when the sub-control CPU31a has determined the character in the series of dialogue effects and has transitioned to a standby state before the series of dialogue effects is completed, the sub-control CPU31a may erase the character information stored in the sub-control RAM31c when the standby state has continued for a predetermined time.
[0185] The present invention may be embodied in a gaming machine (a so-called type 1 / type 2 mixed machine) that awards a jackpot game when a gaming ball is detected by a specific sensor. The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 30 and the sub-control board 31. The functions of the main control board 30 may be divided and realized on multiple boards. The main control CPU 30a may be composed of multiple CPUs mounted on a single board.
[0186] The type of the jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in the jackpot game, the opening time of the jackpot opening, and the number of times the jackpot opening is opened may be changed.
[0187] The present invention may be embodied in a gaming machine having multiple big prize slots. The first special game and the second special game may be played according to the order in which the game balls enter the starting holes 13, 14, or may be played simultaneously in parallel. The second special game may be omitted.
[0188] ·It may be embodied in a pachinko machine that does not execute a performance game. In this case, a special symbol may be displayed on the image display unit GH. ·In the present embodiment, the gaming machine is a pachinko machine, but it is not limited thereto, and it may be configured as a slot machine.
Explanation of Signs
[0189] YB…Game board YBa…Game area La…Decoration lamp Sp…Speaker GH…Image display unit 10…Pachinko machine 11…Information display device 11a…First special symbol display unit 11b…Second special symbol display unit 11c…First special hold display unit 11d…Second special hold display unit 11e…Normal symbol display unit 11f…Normal hold display unit 12…Performance display device (performance execution means) 13…First start port 14…Second start port 15…First variable member 16…Big winning port 17…Second variable member 18…Gate 30…Main control board 30a…Main control CPU 30b…Main control ROM 30c…Main control RAM 31…Sub-control board 31a…Sub-control CPU (performance control means, performance determination means) 31b…Sub-control ROM 31c…Sub-control RAM SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor AC1…First actuator AC2…Second actuator 101…Character image 101a…Dialogue image A~D…Characters A1…Dialogue content A2…Dialogue content B1…Dialogue content B2…Dialogue content C1…Dialogue content C2…Dialogue content D1…Dialogue content D2…Dialogue content Y…Dialogue content Z…Dialogue content
Claims
1. In a gaming machine capable of executing a variable game based on the result of a winning lottery and executing various effects, A performance execution means capable of executing a performance; A performance control means for controlling the performance execution means, The performance includes a special performance, By ending the special effect of the special number of times after the initialization condition is established, it is possible to execute the next special effect of the special number of times with a different effect content from the effect content of the special effect of the special number of times, A win occurs before the special performance of the special number of times is executed after the initialization condition is satisfied, and then when the game is controlled to the same game state, the initialization condition is not satisfied again, and then, after the initialization condition is satisfied, the special performance of the special number of times ends, so that the next special performance of the special number of times can be executed with a performance content different from the performance content of the special performance of the special number of times; The special effect of the special number of times can be executed with any one of a plurality of types of effect contents, The initialization conditions include an initialization condition that can be satisfied when the power supply is cut off and then started again, and an initialization condition that can be satisfied when the game state changes without a win being obtained for a predetermined period of time.
2. In a gaming machine capable of executing a variable game based on the result of a winning lottery and executing various effects, A performance execution means capable of executing a performance; A performance control means for controlling the performance execution means, The performance includes a special performance, By ending the special effect of the special number of times after the initialization condition is established, it is possible to execute the next special effect of the special number of times with a different effect content from the effect content of the special effect of the special number of times, A win occurs before the special performance of the special number of times is executed after the initialization condition is satisfied, and then when the game is controlled to the same game state, the initialization condition is not satisfied again, and then, after the initialization condition is satisfied, the special performance of the special number of times ends, so that the next special performance of the special number of times can be executed with a performance content different from the performance content of the special performance of the special number of times; The special effect following the special number of times can be executed with a different effect content from the effect content of the special effect of the special number of times among a plurality of types of effect content, The initialization conditions include an initialization condition that can be satisfied when the power supply is cut off and then started again, and an initialization condition that can be satisfied when the game state changes without a win being obtained for a predetermined period of time.
Citation Information
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