Game machine
The gaming machine uses a game control system with sound and tactile feedback to create engaging special game states, enhancing player enjoyment through dynamic presentations and increased anticipation of special game outcomes.
Patent Information
- Application Number
- JP2024012384
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-31
- Publication Date
- 2025-08-13
AI Technical Summary
Conventional gaming machines lack engaging presentation methods to enhance player enjoyment.
The gaming machine incorporates a game control system that creates special game states with preview effects, using sound output to suggest the possibility of entering a special game state, with high and low preview effects at different volumes, and includes visual and tactile feedback through LEDs and vibration motors.
Enhances player engagement and enjoyment by providing dynamic and interactive game presentations, increasing the excitement and anticipation of special game outcomes.
Smart Images

Figure 2025117595000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In conventional gaming machines, a determination is made based on the establishment of a start condition, and a special game (jackpot game) is played based on the result of the determination. For example, a determination is made when a gaming ball enters a start hole (enters a ball), and a round game is played as a special game, which involves the opening of a large prize hole. By having a gaming ball enter the large prize hole, a large number of prize balls can be obtained. The result of the determination is shown to the player by the pattern display means, which displays a varying pattern and then stops the pattern.
[0003] Furthermore, gaming machines also have a dialogue effect in which the characters speak lines. For example, in the gaming machine of Patent Document 1 below, a girl character appears, and the lines spoken by the girl character (for example, "Good job!") are displayed in a speech bubble. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-108919 Summary of the Invention [Problem to be solved by the invention]
[0005] There is room for improvement in the presentation. By implementing improved presentation, it is expected that the game will become more interesting.
[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] The gaming machine disclosed in this specification comprises a game control means capable of creating a special game state advantageous to the player, and an effect execution means for executing an effect using an effect means including a sound output means capable of outputting sound, wherein the effect execution means is capable of executing a preview effect that suggests the possibility of entering the special game state, and is capable of outputting a predetermined preview sound at a predetermined volume from the sound output means in the preview effect, and the preview effects include a high preview effect that suggests the possibility of entering the special game state is high, and a low preview effect that suggests the possibility of entering the special game state is lower than the high preview effect, and when certain conditions are met, the high preview sound output in the high preview effect and the low preview sound output in the low preview effect have different volumes. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the enjoyment of the game through its presentation. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of a portion related to the control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is an explanatory diagram showing an example of transition of a rendering mode in the first embodiment. [Figure 18] An explanatory diagram showing a specific example of a mobile phone use confirmation display in the first embodiment. [Figure 19] FIG. 2 is an explanatory diagram showing a specific example of a mode change effect according to the first embodiment. [Figure 20] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation in the first embodiment. [Figure 21] FIG. 2 is an explanatory diagram showing a specific example of a performance control unit of the first embodiment. [Figure 22] (A) is a specific example of a dialogue preview selection table in the first embodiment, (B) is a specific example of a reach line preview selection table in the first embodiment, (C-1) is a first specific example of a button vibration preview selection table in the first embodiment, (C-2) is a first specific example of a button vibration preview selection table in the first embodiment, (D-1) is a first specific example of a premiere preview selection table in the first embodiment, and (D-2) is a second specific example of a premiere preview selection table in the first embodiment. [Figure 23] FIG. 2 is an explanatory diagram showing a specific example of a dialogue preview in the first embodiment. [Figure 24] An explanatory diagram showing a specific example of a reach line notice in the first embodiment. [Figure 25]10 is an explanatory diagram showing a specific example of button vibration notification in the first embodiment. FIG. [Figure 26] FIG. 2 is an explanatory diagram showing a specific example of a premiere preview in the first embodiment. [Figure 27] FIG. 10 is an explanatory diagram showing an example of transition of a rendering mode in the second embodiment. [Figure 28] An explanatory diagram showing a specific example of a mobile phone use confirmation display in the second embodiment. [Figure 29] 10 is an explanatory diagram showing a specific example of a mode change effect according to the second embodiment. FIG. [Figure 30] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation in the second embodiment. [Figure 31] FIG. 10 is an explanatory diagram showing a specific example of a performance control unit of the second embodiment. [Figure 32] (A-1) is a first specific example of a dialogue preview selection table of the second embodiment, (A-2) is a second specific example of a dialogue preview selection table of the second embodiment, (B-1) is a first specific example of a reach line preview selection table of the second embodiment, (B-2) is a second specific example of a reach line preview selection table of the second embodiment, (C-1) is a first specific example of a button vibration preview selection table of the second embodiment, (C-2) is a second specific example of a button vibration preview selection table of the second embodiment, (C-3) is a third specific example of a button vibration preview selection table of the second embodiment, (D-1) is a first specific example of a premiere preview selection table of the second embodiment, and (D-2) is a second specific example of a premiere preview selection table of the second embodiment. [Figure 33] FIG. 10 is an explanatory diagram showing a specific example of a dialogue preview in the second embodiment. [Figure 34] An explanatory diagram showing a specific example of a reach line notice in the second embodiment. [Figure 35] FIG. 10 is an explanatory diagram showing a specific example of button vibration notification in the second embodiment. [Figure 36] FIG. 10 is an explanatory diagram showing a specific example of a premiere preview in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0011] <Basic embodiment> First and second embodiments of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of the first and second embodiments will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0013] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.
[0014] The front door 23 also has an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.
[0016] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.
[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board attachment frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0018] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.
[0019] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls onto the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter remains constant.
[0020] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 opens and closes the opening and closing member 12k using an opening and closing solenoid, thereby setting the second starting hole 12 in either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state.
[0021] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.
[0022] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0023] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.
[0024] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) to the upper tray 34 as prize balls.
[0025] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0026] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a configured, for example, by an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, by a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down.
[0027] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed on the lower left of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.
[0028] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.
[0029] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.
[0030] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost.
[0031] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of the first special symbol. The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).
[0032] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of the second special symbol. The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).
[0033] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.
[0034] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.
[0035] When the pachinko gaming machine PY1 stores a special chart 1 reserve or a special chart 2 reserve, it notifies the player of the number. The special chart 1 reserve number is notified, for example, by two LEDs in the upper middle part of the display 8 lighting up or flashing. When the special chart 1 reserve number is "1," only one LED lights up, when the special chart 1 reserve number is "2," only two LEDs light up, when the special chart 1 reserve number is "3," only one LED flashes, and when the special chart 1 reserve number is "4," only two LEDs flash. On the other hand, the special chart 2 reserve number is notified, for example, by two LEDs in the lower middle part of the display 8 lighting up or flashing. When the special chart 2 reserve number is "1," only one LED lights up, when the special chart 2 reserve number is "2," only two LEDs light up, when the special chart 2 reserve number is "3," only one LED flashes, and when the special chart 2 reserve number is "4," only two LEDs flash.
[0036] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0037] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).
[0038] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.
[0039] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.
[0040] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0041] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.
[0042] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.
[0043] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).
[0044] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state").
[0045] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0046] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).
[0047] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.
[0048] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0049] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0050] The "low probability low base game state" and the "low probability high base game state" belong to normal probability states in which the probability of winning a jackpot in the jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to high probability states in which the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0051] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."
[0052] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.
[0053] Furthermore, the pachinko gaming machine PY1 can change the jackpot probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."
[0055] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.
[0056] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.
[0057] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.
[0058] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.
[0059] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.
[0060] "Jackpot game Wα" and "jackpot game Yα" belong to so-called variable probability jackpot games in which the gaming state is a high probability state, while "jackpot game Xα" and "jackpot game Zα" belong to so-called normal jackpot games in which the gaming state is a normal probability state. Therefore, "jackpot game Wα" and "jackpot game Yα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Xα" and "jackpot game Zα" in terms of the probability of winning a subsequent jackpot, and a jackpot gaming state in which either "jackpot game Wα" or "jackpot game Yα" is played can be said to be a gaming state that is more advantageous to the player than a jackpot gaming state in which either "jackpot game Xα" or "jackpot game Zα" is played.
[0061] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.
[0062] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.
[0063] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.
[0064] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.
[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set to not be set. Also, in consideration of the playability of the pachinko gaming machine PY1, it may be set to not perform a small win game.
[0066] 7. Supplementary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortened state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortened state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.
[0068] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.
[0069] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0070] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol is not being performed) in the "low-probability low-base game state," "low-probability high-base game state," "high-probability low-base game state," and "high-probability high-base game state." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").
[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in a "low-probability, low-base game state" or a "high-probability, low-base game state." The normal presentation mode indicates to the player that the game is not in a time-saving state. In the normal presentation mode, the pachinko gaming machine PY1 displays, for example, a normal background image G102, depicting a mountain landscape, on the display unit 50a, as shown in FIG. 5(B-1). The background displayed in the normal presentation mode is not limited to the normal background image G102; multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a mode that may be set over one or more variable display of special symbols in a "high probability, high base game state." In the probability variation mode, the player is informed that they are in a high probability state and a time-saving state. In the probability variation mode, the pachinko gaming machine PY1 displays, for example, a probability variation background image G103 with a background depicting space on the display unit 50a, as shown in FIG. 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103; multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving mode is a mode that may be set over one or more variable display of special symbols in a "low-probability, high-base game state." In the time-saving mode, the player is informed that the game is in a normal probability state and a time-saving state. In the time-saving mode, the pachinko gaming machine PY1 displays a time-saving background image G104, for example, a sky background, on the display unit 50a, as shown in FIG. 5(B-3). Note that the background displayed in the time-saving mode is not limited to the time-saving background image G104; multiple types of backgrounds may be displayed in order or randomly.
[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."
[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."
[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 that suggests the presentation mode that will be set after the big win presentation mode, a total prize ball number image G112 that suggests the total number of prize balls that have been paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."
[0077] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.
[0078] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.
[0079] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.
[0080] 8-2-1.Normal fluctuations The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.
[0081] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.
[0083] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.
[0084] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.
[0085] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is a text image, for example, "Defeat enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character rejoicing at winning the battle, suggesting a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.
[0087] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at having won the battle, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner that suggests a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.
[0089] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.
[0090] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.
[0091] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko gaming machine PY1 displays a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding performance The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.
[0094] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".
[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko gaming machine PY1 performs a movable body effect at any timing in the special chart variation effect (for example, when the N reach develops into the SP reach). Here, a movable body effect using the on-board movable body 55k is exemplified. The movable body effect is an effect in which the on-board movable body 55k moves on the display unit 50a, as shown in FIG. 11(A). In the movable body effect, the pachinko gaming machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body effect, the on-board movable body 55k returns to the normal standby state (initial position), as shown in FIG. 11(B), and the effect develops. FIG. 11(B) shows a case in which the effect develops into the SPSP reach. The movement of the on-board movable body 55k in the movable body effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is, for example, an effect in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.
[0101] The pachinko gaming machine PY1 performs a look-ahead effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a look-ahead effect for the special chart 1 reserve is shown. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve, and based on the result of the look-ahead determination for the special chart 1 reserve, displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in FIG. 10(C), instead of the usual "◯" icon image. Note that the look-ahead effect content can be changed as appropriate.
[0102] 9. Internal structure Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.
[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data generated in response to game control (special chart 1 reserve, special chart 2 reserve, normal chart reserve, etc.), etc.
[0104] The various games are controlled mainly based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.
[0106] 9-2-1. Fluctuation pattern determination table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.
[0110] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0111] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0112] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."
[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.
[0116] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the performance commands generated in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Command The winning commands are generated in connection with the game ball's entry into various winning devices (first start opening 11, second start opening 12, gate 13, first large prize opening 14, second large prize opening 15, general prize opening 10, etc.). The winning commands include a first start opening command generated when the game ball enters first start opening 11, a second start opening command generated when the game ball enters second start opening 12, a gate command generated when the game ball passes through gate 13, a first large prize opening command generated when the game ball enters first large prize opening 14, a first large prize opening command generated when the game ball enters second large prize opening 15, a general prize opening command generated when the game ball enters general prize opening 10, etc.
[0119] 9-3-2. Special command The special symbol command is generated in relation to the operation of the first special symbol and the second special symbol. The special symbol command includes a special symbol change pattern command generated by determining the change pattern of the special symbol, a special symbol stop symbol command generated by determining the stop symbol of the special symbol, a special symbol start command generated by starting the variable display of the special symbol, and a special symbol confirmation command generated by the stop display of the special symbol.
[0120] 9-3-3. General Map Commands The general map commands are generated in relation to the general map's operation. General map commands include the general map start command, which is generated by starting the general map's variable display, and the general map confirmation command, which is generated by stopping the general map's display.
[0121] 9-3-4. Pending Commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command generated by an increase in the number of reserved special chart 1, a special chart 1 reserve decrease command generated by a decrease in the number of reserved special chart 1, a special chart 2 reserve increase command generated by an increase in the number of reserved special chart 2, a special chart 2 reserve decrease command generated by a decrease in the number of reserved special chart 2, a regular chart reserve increase command generated by an increase in the number of reserved regular charts, and a regular chart reserve decrease command generated by a decrease in the number of reserved regular charts.
[0122] 9-3-5. Jackpot game command The jackpot game command is generated in association with the action of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.
[0123] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. Examples of the small win game command include a pre-release IT command generated by the start of the pre-release IT, and a post-release IT command generated by the start of the post-release IT.
[0124] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game, and includes an auxiliary game start command generated upon the start of the auxiliary game.
[0125] 9-3-8. Game status command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.
[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data generated in response to the execution of a performance, etc.
[0127] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.
[0128] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0129] 17 to 19, we will first explain the presentation modes that can be set by the presentation control microcomputer 121. The presentation control microcomputer 121 can set the following presentation modes in addition to the "time-saving presentation mode" and the "probability variable presentation mode."
[0130] MA. No Viewing Mode A "No-watch mode A" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode in which some of the sounds output in the "dialogue preview," "reach line preview," "button vibration preview," and "premium preview" described below may change.
[0131] MB. Viewing Mode A "Watch Mode A" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode in which the sounds output for "dialogue announcement," "reach line announcement," "button vibration announcement," and "premium announcement" do not change.
[0132] MC. Vibration Enhancement Mode The "improved vibration mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode that increases the frequency of the "button vibration announcement."
[0133] MD.Premium Improved Mode The "premium improvement mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode that increases the frequency of the "premium announcement."
[0134] Fig. 17 is a diagram showing an example of transition of presentation modes. As shown in Fig. 17, "non-viewing mode A" is set when it is confirmed that a player is playing using a mobile phone in the "mobile phone use confirmation presentation" that is performed when the special symbol is displayed stationary (so-called waiting for customers). The "mobile phone use confirmation presentation" will be described in detail later. On the other hand, "viewing mode A" is set when it is confirmed that a player is playing without using a mobile phone in the "mobile phone use confirmation presentation."
[0135] In addition, the "vibration improvement mode" and the "premium improvement mode" are set in response to the operation of the normal button 40 in the "mode change effect" that is performed when the "non-viewing mode A" is not set and the special symbol is variably displayed (so-called during play). The "mode change effect" will be described in detail later.
[0136] Figures 18(A) to 18(F) are diagrams showing how the "mobile phone use confirmation effect" is performed. The "mobile phone use confirmation effect" is an effect that is performed during the stopped display of a special symbol (when the variable display of a special symbol is not being performed) in the "low probability low base game state," and functions as an effect for the player to choose whether or not to play using a mobile phone. The "mobile phone use confirmation effect" is performed when the normal button 40 is operated only once during the stopped display of a special symbol.
[0137] When the special symbol variable effect ends in response to the stopped display of the special symbol, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as shown in Fig. 18(A). After that, if no new special symbol variable display is performed (if there is no special symbol reserved), the stopped and displayed effect symbols EZ1, EZ2, and EZ3 continue to be displayed on the display unit 50a. At this time, if the player operates the normal button 40 only once, a "mobile phone use confirmation effect" is performed.
[0138] In the "mobile phone use confirmation effect," as shown in FIG. 18(B), the stopped effect symbols EZ1, EZ2, and EZ3 are erased, and a confirmation image G400 is displayed on the display unit 50a. The confirmation image G400 is intended to confirm to the player whether or not to use a mobile phone, and is composed of a confirmation character image G400a that asks "Do you want to use a mobile phone?", an affirmative character image G400b that says "yes," a negative character image G400c that says "no," and a finger image G400d that represents a finger. When the display of the confirmation image G400 begins, the finger image G400d is displayed in a position that points to the negative character image G400c.
[0139] Then, when the player operates the normal button 40 once while the finger image G400d is pointing at the negative character image G400c, the finger image G400d pointing at the negative character image G400c moves to a position pointing at the positive character image G400b, as shown in Fig. 18(C). The finger image G400d changes its pointing position in the order of positive character image G400b → negative character image G400c → positive character image G400b → ... each time the player operates the normal button 40 once until the "mobile phone use confirmation effect" ends.
[0140] When the variable display of the new special chart starts, the "mobile phone use confirmation performance" ends, and at this time, if the finger image G400d is displayed in a position pointing to the affirmative character image G400b, "non-viewing mode A" is set, while if the finger image G400d is displayed in a position pointing to the negative character image G400c, "viewing mode A" is set. The confirmation image G400 is erased when the "mobile phone use confirmation performance" ends.
[0141] When "Do Not View Mode A" is set after the "Mobile Phone Use Confirmation Display" ends, as shown in FIG. 18(D), a display mode display area 50f in the lower right of the display unit 50a displays a display mode display area G500a, and a volume display area 50g in the lower center of the display unit 50a displays a volume image G600 indicating the volume of the sounds output in the "Dialogue Preview," "Reach Line Preview," "Button Vibration Preview," and "Premiere Preview." The volume image G600 includes a low volume image G600a representing a low volume, a medium volume image G600b representing a volume louder than the low volume, and a high volume image G600c representing a volume louder than the medium volume. FIG. 18(D) illustrates a case where the high volume image G600c is displayed in the volume display area 50g.
[0142] 18(E), the type of volume image G600 displayed in volume display area 50g is switched. For example, when the high volume image G600c is displayed and the normal button 40 is operated only once, the image is switched from the high volume image G600c to the medium volume image G600b, when the medium volume image G600b is displayed and the normal button 40 is operated only once, the image is switched from the medium volume image G600b to the low volume image G600a, and when the low volume image G600a is displayed and the normal button 40 is operated only once, the image is switched from the low volume image G600a to the high volume image G600c. FIG. 18(E) illustrates an example where a high volume image G600c is switched to a medium volume image G600b, and FIG. 18(F) illustrates an example where a medium volume image G600b is switched to a low volume image G600a.
[0143] In this way, in "non-viewing mode A," by operating the normal button 40, it is possible to adjust the volume of the sound output from the speaker 52 for the "dialogue preview," "reach line preview," "button vibration preview," and "premiere preview."
[0144] When the performance control microcomputer 121 executes the "dialogue preview," "reach line preview," "button vibration preview," and "premiere preview" while the "non-viewing mode A" is set, it is possible to output sound at a volume according to the type of volume image G600 displayed in the volume display area 50g. The sounds output in the "dialogue preview," "reach line preview," "button vibration preview," and "premiere preview" will be described later.
[0145] Figures 19(A) to 19(C) are diagrams showing how the "mode change effect" is performed. The "mode change effect" is an effect that is performed during the variable display of the special symbol in the "low probability low base game state," and functions as an effect that allows the player to change the effect mode at will. The "mode change effect" is performed during the "normal change" of the special symbol change effect according to the variable display of the special symbol.
[0146] When the "normal change" of the special chart change effect begins in response to the variable display of the special chart, the "mode change effect" is performed along with the start of the variable display of the effect patterns EZ1, EZ2, and EZ3.
[0147] In the "mode change effect," as shown in Fig. 19(A), an effect mode image G500 corresponding to the type of effect mode currently set is displayed in an effect mode display area 50f in the lower right of the display unit 50a. The effect mode image G500 includes a non-viewing image G500a indicating that the aforementioned "non-viewing mode A" is set, a view image G500b indicating that the "viewing mode A" is set, a vibration-enhanced image G500c indicating that the "vibration-enhanced mode" is set, and a premium-enhanced image G500d indicating that the "premium-enhanced mode" is set. Fig. 19(A) illustrates a case where the view image G500b is displayed in the effect mode display area 50f.
[0148] 19B, when the player operates the normal button 40 only once while the special symbol variation effect is being performed, the type of the effect mode image G500 displayed in the effect mode display area 50f is switched. For example, when the normal button 40 is operated only once while the viewing image G500b is displayed, the viewing image G500b is switched to the vibration-enhanced image G500c, when the normal button 40 is operated only once while the vibration-enhanced image G500c is displayed, the vibration-enhanced image G500c is switched to the premium-enhanced image G500d, and when the normal button 40 is operated only once while the premium-enhanced image G500d is displayed, the premium-enhanced image G500d is switched to the viewing image G500b. FIG. 19(B) illustrates a case where the image to be viewed G500b is switched to a vibration-enhanced image G500c, and FIG. 19(C) illustrates a case where the vibration-enhanced image G500c is switched to a premium-enhanced image G500d.
[0149] In the first embodiment, the "mode change effect" is performed only during the "normal change" of the special chart change effect, and by operating the normal button 40, it is possible to transition between "view mode A", "vibration improvement mode", and "premium improvement mode", but it may also be possible to transition between "view mode A", "vibration improvement mode", and "premium improvement mode" while the special chart is stopped and during other effects of the special chart change effect (for example, "SP reach").
[0150] When the hidden image G500a is displayed, the presentation mode image G500 will not change even if the normal button 40 is operated, and when "Hidden mode A" is set, it is not possible to switch to another presentation mode.
[0151] 20 to 26, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects according to the variation pattern of the variable display of the special symbol in the "low probability low base game state".
[0152] HA.Normal fluctuation "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0153] HB. Reach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0154] HC.N Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0155] HD.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "N Reach" develops into "SP Reach" than when it does not develop from "N Reach" to "SP Reach," "SP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "N Reach."
[0156] HE.SPSP Reach "SPSP Reach" is an effect that can occur after "SP Reach" and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach," "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach."
[0157] HF. Dialogue Preview "Line preview" is a presentation that may be performed during "normal variation," and is a preview presentation in which the main character speaks a line. "Line preview" may be performed when the result of the jackpot determination is "jackpot win," and therefore functions as a presentation that suggests that a jackpot game may be played.
[0158] HG. Reach Line Preview The "reach line notice" is an effect that may be performed when a "reach" is established, and is a notice effect in which text is displayed on the effect pattern that stops when a reach is reached. The "reach line notice" may be performed when the result of the jackpot determination is a "jackpot win," so it functions as an effect that suggests the possibility of a jackpot game.
[0159] HH button vibration notification The "button vibration notice" is an effect that may be performed at the start of the "normal variation" and is a notice effect in which the normal button 40 vibrates. The "button vibration notice" may be performed when the result of the jackpot determination is a "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game being played.
[0160] HI. Premiere Preview "Premium Notice" is a presentation that may be performed during "SP Reach" and is a presentation in which a special character appears in addition to the main character. "Premium Notice" may only be performed if the result of the jackpot determination is "jackpot win", so it functions as a presentation that suggests that a jackpot game will be played.
[0161] Next, the main special chart variation effect that is executed according to the variation pattern selected by the variation pattern determination table 103a1 will be explained using Figure 20. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance that constitutes the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.
[0162] As shown in Figure 20(A), in the special chart change presentations where the change pattern is "SPSP jackpot change" or "SPSP miss change," a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. Note that in these special chart change presentations, "dialogue announcement" and "button vibration announcement" may be performed in "normal change," "reach" may be performed in "reach," and "premium announcement" may be performed in "SP reach."
[0163] Also, as shown in Figure 20(B), in the special chart variation effects where the variation pattern is "SP jackpot variation" or "SP miss variation," a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" is executed. Note that in these special chart variation effects, "dialogue announcement" and "button vibration announcement" may be performed in "normal variation," "reach" may be performed in "reach," and "premium announcement" may be performed in "SP reach."
[0164] Also, as shown in Figure 20(C), in the special chart variation performance where the variation pattern is "N Miss Variation", the performance flow is executed which consists of "Normal Variation" → "Reach" → "N Reach". In this special chart variation performance, "Dialogue Notice" may be performed in "Normal Variation", and "Reach Line Notice" may be performed in "Reach".
[0165] Also, as shown in Figure 20(D), in the special chart change performance in which the change pattern is "normal miss change", a performance flow consisting only of "normal change" is executed. In this special chart change performance, "line announcement" may be performed in "normal change".
[0166] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.
[0167] First, the "line announcement" will be specifically explained. The performance control microcomputer 121 can execute the "line announcement" in the "normal change" in the special chart change performance whose change pattern is "SPSP jackpot change", "SPSP miss change", "SP jackpot change", "SP miss change", "N miss change", or "normal miss change".
[0168] As shown in Fig. 21, the effect storage unit 121b of the effect control microcomputer 121 stores a line preview selection table 123a1. Using the line preview selection table 123a1, the effect control microcomputer 121 can select whether or not to execute a "line preview," and, if so, the type of line pattern. There are three types of line patterns, line pattern A to line pattern C, and the details will be described later. In the "line preview" of line pattern A, the line text "Maybe this is your chance?" is displayed, in the "line preview" of line pattern B, the line text "It's your chance!" is displayed, and in the "line preview" of line pattern C, the line text "It's super hot!!" is displayed.
[0169] 22(A) is a diagram showing the contents of the line preview selection table 123a1. In the "low probability low base game state", the performance control microcomputer 121 refers to the type of the selected variation pattern and selects whether or not to execute the "line preview", and if so, the type of the line pattern.
[0170] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "line preview" of line pattern A is executed 5% of the time, the "line preview" of line pattern B is executed 20% of the time, the "line preview" of line pattern C is executed 35% of the time, and the "line preview" is not executed 40% of the time.
[0171] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Line Preview" of Dialogue Pattern A will be executed 5% of the time, the "Line Preview" of Dialogue Pattern B will be executed 20% of the time, the "Line Preview" of Dialogue Pattern C will be executed 20% of the time, and the "Line Preview" will not be executed 55% of the time.
[0172] Also, when the variation pattern is "N Miss Variation" (THP013), the "Line Preview" of Line Pattern A is selected to be executed 15% of the time, the "Line Preview" of Line Pattern B is selected to be executed 5% of the time, and the "Line Preview" is not selected to be executed 80% of the time, and the "Line Preview" of Line Pattern C is not selected to be executed.
[0173] Also, when the fluctuation pattern is "normal miss fluctuation" (THP021), the execution of the "line preview" of dialogue pattern A is selected 10% of the time, and the non-execution of the "line preview" is selected 90% of the time, and the execution of the "line preview" of dialogue pattern B and dialogue pattern C is not selected.
[0174] In other words, the line pattern C is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss." It can be said that the "line preview" of line pattern C belongs to the presentation that suggests that there is a high possibility of a jackpot game being played, and the "line preview" of line pattern A or line pattern B belongs to the presentation that suggests that there is a low possibility of a jackpot game being played.
[0175] The selection ratio indicated by the line preview selection table 123a1 shown in FIG. 22(A) can be changed as appropriate.
[0176] When the performance control microcomputer 121 executes the "line preview", it executes the "line preview" with the line pattern selected by the line preview selection table 123a1 during the "normal variation" in the special chart variation performance.
[0177] 23(A) to 23(E) are diagrams showing how the "dialogue announcement" is performed. When the "normal change" of the special chart change effect starts, the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, as shown in FIG. 23(A). After that, when a predetermined time (for example, 2 seconds) has passed, the "dialogue announcement" is performed.
[0178] In "line preview," a main character image G200 representing the main character and a speech balloon image G2001 are displayed at the bottom of display unit 50a, as shown in Fig. 23(B). When line preview selection table 123a1 selects line pattern A, a text image G2002a saying "Maybe this is your chance?" is displayed in speech balloon image G2001, as shown in Fig. 23(C). When line pattern B is selected, a text image G2002b saying "It's your chance!" is displayed in speech balloon image G2001, as shown in Fig. 23(D). When line pattern C is selected, a text image G2002c saying "It's super hot!!" is displayed in speech balloon image G2001, as shown in Fig. 23(E).
[0179] At this time, if the current presentation mode is other than "non-viewing mode A," regardless of which of text images G2002a, G2002b, and G2002c is displayed, a "beep" sound effect is output at a normal volume from speaker 52. On the other hand, if the current presentation mode is "non-viewing mode A," when either text image G2002a or G2002b is displayed, a "beep" sound effect is output at a volume lower than the normal volume from speaker 52, and when text image G2002c is displayed, a sound saying "super hot" is output from speaker 52 at a volume corresponding to the type of volume image G600 displayed in volume display area 50g.
[0180] For example, when low-volume image G600a is displayed in volume display area 50g, the sound "super hot" is output from speaker 52 at the same volume as normal volume, when medium-volume image G600b is displayed, the sound "super hot" is output from speaker 52 at a medium volume that is louder than normal volume, and when high-volume image G600c is displayed, the sound "super hot" is output at a volume that is louder than medium volume from speaker 52. In the first embodiment, the sound "super hot" is output during the "line preview" of line pattern C when "non-view mode A" is set, but a "beep" sound effect may also be output as in the other presentation modes.
[0181] In this way, when the "non-watching mode A" is set, only when the "line preview" of the line pattern C is played, in other words, only when there is a high possibility of a jackpot being played, can a sound with a volume higher than the normal volume be output.
[0182] Next, the "reach line notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach line notice" when a "reach" is established in the special chart variation performance whose variation pattern is "SPSP jackpot variation", "SPSP miss variation", "SP jackpot variation", "SP miss variation", or "N miss variation".
[0183] As shown in Fig. 21, a reach line notice selection table 123a2 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the reach line notice selection table 123a2, the effect control microcomputer 121 can select whether or not to execute a "reach line notice," and, if so, the type of line pattern. There are two types of line patterns, line pattern A and line pattern B, and the details will be described later, but in the "reach line notice" of line pattern A, the word "chance" is displayed on the effect symbols EZ1, EZ2, and EZ3, and in the "reach line notice" of line pattern B, the word "super hot" is displayed on the effect symbols EZ1, EZ2, and EZ3.
[0184] 22(B) is a diagram showing the contents of the reach line notice selection table 123a2. In the "low probability low base game state", the performance control microcomputer 121 refers to the type of the selected variation pattern and selects whether to execute the "reach line notice" and, if so, the type of line pattern.
[0185] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "reach line notice" of line pattern A will be executed 30% of the time, the "reach line notice" of line pattern B will be executed 50% of the time, and the "reach line notice" will not be executed 20% of the time.
[0186] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the execution of the "Reach Line Notice" for line pattern A is selected 50%, the execution of the "Reach Line Notice" for line pattern B is selected 30%, and the non-execution of the "Reach Line Notice" is selected 20% of the time.
[0187] Also, when the fluctuation pattern is "N Miss Fluctuation" (THP013), the execution of the "Reach Line Notice" of Line Pattern A is selected 80% of the time, and the non-execution of the "Reach Line Notice" is selected 20% of the time, and the execution of the "Reach Line Notice" of Line Pattern B is not selected.
[0188] In other words, the line pattern B is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss." It can be said that the "reach line notice" of line pattern B belongs to the category of effects that suggest that there is a high possibility of a jackpot game being played, and the "reach line notice" of line pattern A belongs to the category of effects that suggest that there is a low possibility of a jackpot game being played.
[0189] The selection ratio indicated by the reach line advance notice selection table 123a2 shown in FIG. 22(B) can be changed as appropriate.
[0190] When the performance control microcomputer 121 executes the "reach line notice", when a "reach" is established in the special chart variation performance, the microcomputer 121 executes the "reach line notice" with the line pattern selected by the reach line notice selection table 123a2.
[0191] Figures 24(A) to 24(D) are diagrams showing how the "Reach Line Notice" is performed. After the "normal change" of the special chart change effect, as shown in Figure 24(A), when the left effect pattern EZ1 and the right effect pattern EZ3 stop and display with the same type of effect pattern and a "Reach" is established, the "Reach Line Notice" is performed.
[0192] In the "reach line notice", as shown in Fig. 24(B), a reach line image G2003 notifying the establishment of a "reach" is displayed on the effect symbols EZ1, EZ2, and EZ3. When line pattern A is selected by the reach line notice selection table 123a2, a text image G2003a saying "chance" is displayed on the reach line image G2003 as shown in Fig. 24(C), and when line pattern B is selected, a text image G2003b saying "super hot" is displayed on the reach line image G2003 as shown in Fig. 24(D). When the "reach line notice" is not performed, only the reach line image G2003 is displayed on the effect symbols EZ1, EZ2, and EZ3.
[0193] At this time, if the current presentation mode is other than "non-viewing mode A," regardless of whether text image G2003a or G2003b is displayed, the sound "reach" is output at a normal volume from speaker 52. On the other hand, if the current presentation mode is "non-viewing mode A," when text image G2003a is displayed, the sound "reach" is output at a volume lower than the normal volume from speaker 52, and when text image G2003b is displayed, the sound "super hot" is output from speaker 52 at a volume corresponding to the type of volume image G600 displayed in volume display area 50g.
[0194] For example, when low-volume image G600a is displayed in volume display area 50g, the sound "super hot" is output from speaker 52 at the same volume as normal volume, when medium-volume image G600b is displayed, the sound "super hot" is output from speaker 52 at a medium volume that is louder than normal volume, and when high-volume image G600c is displayed, the sound "super hot" is output from speaker 52 at a volume that is louder than medium volume. In the first embodiment, the sound "super hot" is output at the time of the "reach line notice" of line pattern B when "non-viewing mode A" is set, but the sound "reach" may also be output as in other presentation modes.
[0195] In this way, when the "non-watching mode A" is set, only when the "reach line notice" of the line pattern B occurs, in other words, only when there is a high possibility of a jackpot game being played, can sound at a volume higher than the normal volume be output.
[0196] Next, the "button vibration notice" will be specifically explained. The performance control microcomputer 121 can execute the "button vibration notice" in the "normal fluctuation" in the special chart fluctuation performance in which the fluctuation pattern is "SPSP jackpot fluctuation", "SPSP miss fluctuation", "SP jackpot fluctuation", or "SP miss fluctuation".
[0197] 21, a button vibration notice selection table 123a3 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "button vibration notice" using the button vibration notice selection table 123a3.
[0198] 22(C-1)(C-2) are diagrams showing the contents of the button vibration notice selection table 123a3. When in a "low probability, low base game state," the presentation control microcomputer 121 refers to the type of current presentation mode and the type of selected variation pattern to select whether or not to execute a "button vibration notice." The vibration notice selection table 123a3 shown in FIG. 22(C-1) is used when "non-viewing mode A," "viewing mode A," or "premium improvement mode" is set, and the vibration notice selection table 123a3 shown in FIG. 22(C-2) is used when "vibration improvement mode" is set.
[0199] Specifically, when "No Viewing Mode A," "Viewing Mode A," or "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Button Vibration Notification" will be executed 40% of the time, and the "Button Vibration Notification" will not be executed 60% of the time.
[0200] In addition, when "No Viewing Mode A," "Viewing Mode A," or "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Missed Fluctuation" (THP011) or "SP Missed Fluctuation" (THP012), the "Button Vibration Notification" will be executed 20% of the time, and the "Button Vibration Notification" will not be executed 80% of the time.
[0201] In addition, when the "Vibration Enhancement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Button Vibration Notice" will be executed 60% of the time, and the "Button Vibration Notice" will not be executed 40% of the time.
[0202] In addition, when the "Vibration Enhancement Mode" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Button Vibration Notification" is selected to be executed 30% of the time, and the "Button Vibration Notification" is not selected to be executed 70% of the time.
[0203] In other words, the "button vibration notification" is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," and it can be said that the "button vibration notification" belongs to the effects that suggest that there is a high possibility of a jackpot game being played.
[0204] The selection ratio indicated by the button vibration notice selection table 123a3 shown in FIGS. 22(C-1) and (C-2) can be changed as appropriate.
[0205] When the performance control microcomputer 121 executes the "button vibration notice," it executes the "button vibration notice" at the start of the "normal change" in the special chart change performance.
[0206] 25(A) to 25(B) are diagrams showing how the "button vibration notice" is performed. When the "normal change" of the special symbol change effect starts, as shown in FIG. 25(A), the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, and the "button vibration notice" is performed.
[0207] In the "button vibration notification" mode, the vibration motor installed inside the normal button 40 is activated, and as shown in Figure 25 (B), the normal button 40 vibrates and a vibration image G2004 is displayed on the left and right sides of the display unit 50a to emphasize that it is vibrating.
[0208] At this time, if the current presentation mode is other than "non-viewing mode A," a sound effect of "buzzing" is output from speaker 52 at a normal volume in accordance with the display of vibrating image G2004. On the other hand, if the current presentation mode is "non-viewing mode A," a sound effect of "super hot" is output from speaker 52 in accordance with the display of vibrating image G2004 at a volume that corresponds to the type of volume image G600 displayed in volume display area 50g.
[0209] For example, when low-volume image G600a is displayed in volume display area 50g, the sound "super hot" is output from speaker 52 at the same volume as normal volume, when medium-volume image G600b is displayed, the sound "super hot" is output from speaker 52 at a medium volume that is louder than normal volume, and when high-volume image G600c is displayed, the sound "super hot" is output from speaker 52 at a volume that is louder than medium volume. In the first embodiment, the sound "super hot" is output when "button vibration warning" is activated while "no-view mode A" is set, but a "buzzing" sound effect may also be output as in other presentation modes.
[0210] In this way, when "non-watching mode A" is set, sound at a volume higher than normal volume can be output only when "button vibration notice" is performed, in other words, only when there is a high possibility of a jackpot game being played.
[0211] Next, the "premium notice" will be specifically described. The effect control microcomputer 121 can execute the "premium notice" in the "SP reach" in the special chart change effect whose change pattern is "SPSP jackpot change" or "SP jackpot change".
[0212] 21, a premiere notice selection table 123a4 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "premiere notice" using the premiere notice selection table 123a4.
[0213] 22(D-1)(D-2) are diagrams showing the contents of the premium notice selection table 123a4. When in a "low probability, low base gaming state," the presentation control microcomputer 121 refers to the type of current presentation mode and the type of selected variation pattern to select whether or not to execute a "premium notice." The premium notice selection table 123a4 shown in FIG. 22(D-1) is used when "non-viewing mode A," "viewing mode A," or "vibration improvement mode" is set, and the premium notice selection table 123a4 shown in FIG. 22(D-2) is used when "premium improvement mode" is set.
[0214] Specifically, when "No Viewing Mode A," "Viewing Mode A," or "Vibration Enhancement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Premiere Notice" will be executed 5% of the time, and the "Premiere Notice" will not be executed 95% of the time.
[0215] In addition, when the "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Premium Notice" will be executed 20% of the time, and the "Premium Notice" will not be executed 80% of the time.
[0216] In other words, the "Premium Notice" is set so that it can be selected to be executed only when the variation pattern is selected when the result of the jackpot determination is "jackpot win," and it can be said that the "Premium Notice" belongs to the presentation that suggests that there is a high possibility of a jackpot game being played, or that a jackpot game will be played.
[0217] The selection ratios indicated by the premiere preview selection table 123a4 shown in FIGS. 22(D-1) and (D-2) can be changed as appropriate.
[0218] When the performance control microcomputer 121 executes the "premium notice", it executes the "premium notice" in the "SP reach" in the special chart change performance.
[0219] Figures 26(A) to 26(C) are diagrams showing how the "premiere notice" is made. When the "SP reach" of the special chart change effect starts, as shown in Figure 26(A), an SP title image G1 is displayed on the display unit 50a. After that, as shown in Figure 26(B), when a main character image G200 representing the main character and an enemy character image G201 representing the enemy character are displayed on the display unit 50a, the "premiere notice" is made.
[0220] In the "premiere preview," as shown in FIG. 26(C), a special character image G205 representing a special character is displayed behind the main character image G200.
[0221] At this time, if the current presentation mode is other than "non-viewing mode A," a sound effect of "bip" is output from the speaker 52 at a normal volume in accordance with the display of the special character image G205. On the other hand, if the current presentation mode is "non-viewing mode A," a sound effect saying "super hot" is output from the speaker 52 in accordance with the display of the special character image G205 at a volume that corresponds to the type of volume image G600 displayed in the volume display area 50g.
[0222] For example, when low-volume image G600a is displayed in volume display area 50g, the sound "super hot" is output from speaker 52 at the same volume as the normal volume, when medium-volume image G600b is displayed, the sound "super hot" is output from speaker 52 at a medium volume that is louder than the normal volume, and when high-volume image G600c is displayed, the sound "super hot" is output at a volume that is louder than the medium volume from speaker 52. In the first embodiment, the sound "super hot" is output during the "premiere preview" when "non-viewing mode A" is set, but a "beep" sound effect may also be output as in the other presentation modes.
[0223] In this way, when the "non-watching mode A" is set, only when a "premiere notice" is made, in other words, only when a jackpot game is played, can sound at a volume higher than normal be output.
[0224] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.
[0225] First, let's consider the "Mobile Phone Use Confirmation Effect." The "Mobile Phone Use Confirmation Effect" includes an effect that confirms with the player whether or not they will be using a mobile phone. If it is confirmed that they will be using a mobile phone, "Do Not Watch Mode A" is set, whereas if it is not confirmed that they will be using a mobile phone, "Watch Mode A" is set (Figure 18). In other words, the "Mobile Phone Use Confirmation Effect" can be said to be an effect that confirms whether or not to set "Do Not Watch Mode A."
[0226] In the first embodiment, in the "mobile phone use confirmation display", a confirmation text image G4001a "Do you want to use a mobile phone?" is displayed on the display unit 50a, but for example, a text image "Do you want to set no-view mode A?" may also be displayed on the display unit 50a.
[0227] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0228] (1) When "Non-Looking Mode A" is set, the volume of the sound output from speaker 52 differs when a preview effect indicating a high probability of a jackpot game ("Dialogue Preview" of Dialogue Pattern C, "Reach Line Preview", "Button Vibration Preview", "Premium Preview" of Line Pattern B) is performed and when a preview effect indicating a low probability of a jackpot game is performed ("Dialogue Preview" of Dialogue Pattern A and Dialogue Pattern B, "Reach Line Preview" of Line Pattern A). Therefore, even if a player is playing while operating a mobile phone, for example, the volume of the sound output can inform the player whether a jackpot game is highly likely or low, thereby making the game more enjoyable.
[0229] (2) When the “Non-watching mode A” is set, the volume of the sound output from the speaker 52 for the preview effects that indicate a high probability of a jackpot game (the “Dialogue Preview” of Dialogue Pattern C, the “Reach Line Preview,” “Button Vibration Preview,” and “Premium Preview” of Line Pattern B) can be changed by operating the normal button 40. This allows the player to freely change the preview effect sound that indicates a high probability of a jackpot game, thereby increasing the player's interest in the game.
[0230] (3) When "Non-Looking Mode A" is set, the common sound "Super Hot" is output from speaker 52 regardless of whether the "Line Announcement" of Line Pattern C, the "Reach Line Announcement," the "Button Vibration Announcement," or the "Premium Announcement" of Line Pattern B is used as a warning effect that indicates a high probability of a jackpot game. Therefore, even if the player is playing while operating a mobile phone, the common sound "Super Hot" can clearly inform the player that a jackpot game is likely to occur, thereby increasing the player's interest in the game.
[0231] Second Embodiment The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the second embodiment.
[0232] 27 to 29, we will first explain the presentation modes that can be set by the presentation control microcomputer 121. The presentation control microcomputer 121 can set the following presentation modes in addition to the "time-saving presentation mode" and the "probability variable presentation mode."
[0233] MA. No Viewing Mode B "Non-watching mode B" is a presentation mode that can be set in the "low probability, low base game state," in which the "dialogue announcement," "reach line announcement," and "button vibration announcement" described below are executed less frequently than in "watching mode B" (the scale of execution is smaller than in "watching mode B").
[0234] MB. Viewing Mode B "Watching Mode B" is a presentation mode that can be set in the "low probability, low base game state," and is a presentation mode in which "dialogue announcements," "reach line announcements," and "button vibration announcements" are executed more frequently than in "non-watching Mode B" (the scale of execution is larger than in "non-watching Mode B").
[0235] MC. Vibration Enhancement Mode The "improved vibration mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode that increases the frequency of the "button vibration announcement."
[0236] MD.Premium Improvement Mode The "premium improvement mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode that increases the frequency of the "premium announcement."
[0237] Fig. 27 is a diagram showing an example of transition of presentation modes. As shown in Fig. 27, "non-viewing mode B" is set when it is confirmed that a player will play using a mobile phone in the "mobile phone use confirmation presentation" that is performed when the special symbol is displayed stationary (so-called waiting for customers). The "mobile phone use confirmation presentation" will be described in detail later. On the other hand, "viewing mode B" is set when it is confirmed that a player will play without using a mobile phone in the "mobile phone use confirmation presentation."
[0238] In addition, the "vibration improvement mode" and the "premium improvement mode" are set in response to the operation of the normal button 40 in the "mode change effect" that is performed when the "non-viewing mode B" is not set and the special symbol is variably displayed (so-called during play). The "mode change effect" will be described in detail later.
[0239] Figures 28(A) to 28(C) are diagrams showing how the "mobile phone use confirmation effect" is performed. The "mobile phone use confirmation effect" is an effect that is performed during the stopped display of a special symbol (when the variable display of a special symbol is not being performed) in the "low probability low base game state," and functions as an effect for the player to choose whether or not to play using a mobile phone. The "mobile phone use confirmation effect" is performed when the normal button 40 is operated only once during the stopped display of a special symbol.
[0240] When the special symbol variable effect ends in response to the stopped display of the special symbol, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as shown in Figure 28(A). After that, if no new special symbol variable display is performed (if there is no special symbol reserved), the stopped and displayed effect symbols EZ1, EZ2, and EZ3 continue to be displayed on the display unit 50a. At this time, if the player operates the normal button 40 only once, a "mobile phone use confirmation effect" is performed.
[0241] In the "mobile phone use confirmation effect," as shown in FIG. 28(B), the stopped effect symbols EZ1, EZ2, and EZ3 are erased, and a confirmation image G4001 is displayed on the display unit 50a. The confirmation image G4001 is intended to confirm to the player whether or not to use a mobile phone, and is composed of a confirmation character image G4001a that asks "Do you want to use a mobile phone?", an affirmative character image G4001b that says "yes," a negative character image G4001c that says "no," and a finger image G4001d that represents a finger. When the confirmation image G4001 starts to be displayed, the finger image G4001d is displayed in a position that points to the negative character image G4001c.
[0242] Then, when the player operates the normal button 40 once while the finger image G4001d is pointing at the negative character image G4001c, the finger image G4001d pointing at the negative character image G4001c moves to a position where it points at the positive character image G4001b, as shown in Fig. 28(C). The finger image G4001d changes its pointing position in the order of positive character image G4001b → negative character image G4001c → positive character image G4001b → ... each time the player operates the normal button 40 once until the "mobile phone use confirmation effect" ends.
[0243] When the variable display of the new special chart starts, the "mobile phone use confirmation effect" ends, and at this time, if the finger image G4001d is displayed in a position pointing to the affirmative character image G4001b, "do not look mode B" is set, while if the finger image G4001d is displayed in a position pointing to the negative character image G4001c, "look mode B" is set. The confirmation image G4001 is erased when the "mobile phone use confirmation effect" ends.
[0244] Figures 29(A) to 29(C) are diagrams showing how the "mode change effect" is performed. The "mode change effect" is an effect that is performed during the variable display of the special symbol in the "low probability low base game state," and functions as an effect that allows the player to change the effect mode at will. The "mode change effect" is performed during the "normal change" of the special symbol change effect according to the variable display of the special symbol.
[0245] When the "normal change" of the special chart change effect begins in response to the variable display of the special chart, the "mode change effect" is performed along with the start of the variable display of the effect patterns EZ1, EZ2, and EZ3.
[0246] In the "mode change effect," as shown in Fig. 29(A), an effect mode image G5001 corresponding to the type of effect mode currently set is displayed in an effect mode display area 50f in the lower left of the display unit 50a. The effect mode image G5001 includes a non-viewing image G5001a indicating that "non-viewing mode B" is set, a viewer image G5001b indicating that "viewing mode B" is set, a vibration-enhanced image G5001c indicating that "vibration-enhanced mode" is set, and a premium-enhanced image G5001d indicating that "premium-enhanced mode" is set. Fig. 29(A) illustrates a case where the viewer image G5001b is displayed in the effect mode display area 50f.
[0247] 29(B), when the player operates the normal button 40 only once, the type of the presentation mode image G5001 displayed in the presentation mode display area 50f is switched. For example, when the viewing image G5001b is displayed, if the normal button 40 is operated only once, the viewing image G5001b is switched to the vibration-enhanced image G5001c, when the vibration-enhanced image G5001c is displayed, if the normal button 40 is operated only once, the vibration-enhanced image G5001c is switched to the premium-enhanced image G5001d, and when the premium-enhanced image G5001d is displayed, if the normal button 40 is operated only once, the premium-enhanced image G5001d is switched to the viewing image G5001b. FIG. 29(B) illustrates an example in which the visible image G5001b is switched to a vibration-enhanced image G5001c, and FIG. 29(C) illustrates an example in which the vibration-enhanced image G5001c is switched to a premium-enhanced image G5001d.
[0248] In the second embodiment, the "mode change effect" is performed only during the "normal change" of the special chart change effect, and it is possible to switch between "view mode B", "vibration enhancement mode", and "premium enhancement mode" by operating the normal button 40, but it may also be possible to switch between "view mode B", "vibration enhancement mode", and "premium enhancement mode" while the special chart is stopped and during other effects of the special chart change effect (for example, "SP reach").
[0249] When the hidden image G5001a is displayed, the presentation mode image G5001 will not change even if the normal button 40 is operated, and when "Hidden mode B" is set, it is not possible to switch to another presentation mode.
[0250] 30 to 36, we will explain the special symbol variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentation in the special symbol variation presentation according to the variation pattern of the variable display of the special symbol in the "low probability low base game state".
[0251] HA.Normal fluctuation "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0252] HB. Reach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0253] HC.N Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0254] HD.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "N Reach" develops into "SP Reach" than when it does not develop from "N Reach" to "SP Reach," "SP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "N Reach."
[0255] HE.SPSP Reach "SPSP Reach" is an effect that can occur after "SP Reach" and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach," "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach."
[0256] HF. Dialogue Preview "Line preview" is a presentation that may be performed during "normal variation," and is a preview presentation in which the main character speaks a line. "Line preview" may be performed when the result of the jackpot determination is "jackpot win," and therefore functions as a presentation that suggests that a jackpot game may be played.
[0257] HG. Reach Line Preview The "reach line notice" is an effect that may be performed when a "reach" is established, and is a notice effect in which text is displayed on the effect pattern that stops when a reach is reached. The "reach line notice" may be performed when the result of the jackpot determination is a "jackpot win," so it functions as an effect that suggests the possibility of a jackpot game.
[0258] HH button vibration notification The "button vibration notice" is an effect that may be performed at the start of the "normal variation" and is a notice effect in which the normal button 40 vibrates. The "button vibration notice" may be performed when the result of the jackpot determination is a "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game being played.
[0259] HI. Premiere Preview "Premium Notice" is a presentation that may be performed during "SP Reach" and is a presentation in which a special character appears in addition to the main character. "Premium Notice" may only be performed if the result of the jackpot determination is "jackpot win", so it functions as a presentation that suggests that a jackpot game will be played.
[0260] Next, the main special chart variation effect that is executed according to the variation pattern selected by the variation pattern determination table 103a1 will be explained using Figure 30. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance that constitutes the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.
[0261] As shown in Figure 30(A), in the special chart change presentations where the change pattern is "SPSP jackpot change" or "SPSP miss change," a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. Note that in these special chart change presentations, "dialogue announcement" and "button vibration announcement" may be performed in "normal change," "reach" may be performed in "reach," and "premium announcement" may be performed in "SP reach."
[0262] Also, as shown in Figure 30(B), in the special chart variation effects where the variation pattern is "SP jackpot variation" or "SP miss variation," a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" is executed. Note that in these special chart variation effects, "dialogue announcement" and "button vibration announcement" may be performed in "normal variation," "reach" may be performed in "reach," and "premium announcement" may be performed in "SP reach."
[0263] Also, as shown in Figure 30(C), in the special chart variation performance where the variation pattern is "N Miss Variation", the performance flow is executed which consists of "Normal Variation" → "Reach" → "N Reach". In this special chart variation performance, "Dialogue Notice" may be performed in "Normal Variation", and "Reach Line Notice" may be performed in "Reach".
[0264] Also, as shown in Figure 30(D), in the special chart variation performance in which the variation pattern is "normal miss variation", a performance flow consisting only of "normal variation" is executed. In this special chart variation performance, "line announcement" may be performed in "normal variation".
[0265] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.
[0266] First, the "line announcement" will be specifically explained. The performance control microcomputer 121 can execute the "line announcement" in the "normal change" in the special chart change performance whose change pattern is "SPSP jackpot change", "SPSP miss change", "SP jackpot change", "SP miss change", "N miss change", or "normal miss change".
[0267] As shown in Fig. 31, a line preview selection table 123a5 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the line preview selection table 123a5, the effect control microcomputer 121 can select whether or not to execute a "line preview," and, if executing a "line preview," the type of line pattern. There are three types of line patterns, line pattern A to line pattern C, and the details will be described later, but in the "line preview" of line pattern A, the line text "Maybe this is your chance?" is displayed, in the "line preview" of line pattern B, the line text "It's your chance!" is displayed, and in the "line preview" of line pattern C, the line text "It's super hot!!" is displayed.
[0268] 32(A-1)(A-2) are diagrams showing the contents of the line preview selection table 123a5. In the "low probability low base game state," the performance control microcomputer 121 refers to the type of current performance mode and the type of selected variation pattern to select whether or not to execute a "line preview," and if so, the type of line pattern. The line preview selection table 123a5 shown in FIG. 32(A-1) is used when the "viewing mode B," "vibration improvement mode," or "premium improvement mode" is set, and the line preview selection table 123a5 shown in FIG. 32(A-2) is used when the "non-viewing mode B" is set.
[0269] Specifically, when "Watch Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "SPSP Big Hit Fluctuation" (THP001) or "SP Big Hit Fluctuation" (THP002), the "Line Preview" of Dialogue Pattern A will be executed 5% of the time, the "Line Preview" of Dialogue Pattern B will be executed 20% of the time, the "Line Preview" of Dialogue Pattern C will be executed 35%, and the "Line Preview" will not be executed 40% of the time.
[0270] In addition, when "Viewing Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Line Preview" of Dialogue Pattern A will be executed 5% of the time, the "Line Preview" of Dialogue Pattern B will be executed 20% of the time, the "Line Preview" of Dialogue Pattern C will be executed 20% of the time, and the "Line Preview" will not be executed 55% of the time.
[0271] In addition, when "Viewing Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "N Miss Fluctuation" (THP013), the execution of "Line Preview" for Line Pattern A is selected 15%, the execution of "Line Preview" for Line Pattern B is selected 5%, and the execution of "Line Preview" is not selected 80%, and the execution of "Line Preview" for Line Pattern C is not selected.
[0272] In addition, when "Viewing Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "Normal Miss Fluctuation" (THP021), the execution of "Dialogue Preview" for Dialogue Pattern A is selected 10% of the time, and "Dialogue Preview" is not selected 90% of the time, and the execution of "Dialogue Preview" for Dialogue Pattern B and Dialogue Pattern C is not selected.
[0273] Also, when "Don't watch mode B" is set and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of the "line preview" of line pattern C is selected 35% of the time, and the non-execution of the "line preview" is selected 65%, and the execution of the "line preview" of line pattern A and line pattern B is not selected.
[0274] Also, when "Don't watch mode B" is set and the fluctuation pattern is "SPSP miss fluctuation" (THP011) or "SP miss fluctuation" (THP012), the execution of "Line preview" for line pattern C is selected 20% of the time, and "Line preview" is not executed 80% of the time, and the execution of "Line preview" for line pattern A and line pattern B is not selected.
[0275] Also, when "Do not watch mode B" is set and the variation pattern is "N miss variation" (THP013) or "normal miss variation" (THP021), non-execution of "dialogue preview" is selected 100%, and execution of "dialogue preview" for dialogue pattern A, dialogue pattern B and dialogue pattern C is not selected.
[0276] In other words, the line pattern C is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss." It can be said that the "line preview" of line pattern C belongs to the presentation that suggests that there is a high possibility of a jackpot game being played, and the "line preview" of line pattern A or line pattern B belongs to the presentation that suggests that there is a low possibility of a jackpot game being played.
[0277] Furthermore, the performance mode is set so that "dialogue previews" are less likely to be given when "non-viewing mode B" is set than when "viewing mode B," "vibration enhancement mode," or "premium enhancement mode" is set, and it can be said that "non-viewing mode B" has a smaller scale of "dialogue previews."
[0278] The selection ratios indicated by the line preview selection table 123a5 shown in FIGS. 32(A-1) and 32(A-2) can be changed as appropriate.
[0279] When the performance control microcomputer 121 executes the "line preview," it executes the "line preview" with the line pattern selected by the line preview selection table 123a5 during the "normal variation" in the special chart variation performance.
[0280] Figures 33(A) to 33(E) are diagrams showing how the "dialogue announcement" is performed. When the "normal change" of the special chart change effect starts, the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, as shown in Figure 33(A). After that, when a predetermined time (for example, 2 seconds) has passed, the "dialogue announcement" is performed.
[0281] In "line preview," a main character image G200 representing the main character and a speech balloon image G2001 are displayed at the bottom of display unit 50a, as shown in Fig. 33(B). When line pattern A is selected by line preview selection table 123a1, a text image G2002a saying "Maybe this is your chance?" is displayed in speech balloon image G2001, as shown in Fig. 33(C). When line pattern B is selected, a text image G2002b saying "It's your chance!" is displayed in speech balloon image G2001, as shown in Fig. 33(D). When line pattern C is selected, a text image G2002c saying "It's super hot!!" is displayed in speech balloon image G2001, as shown in Fig. 33(E).
[0282] Next, the "reach line notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach line notice" when a "reach" is established in the special chart variation performance whose variation pattern is "SPSP jackpot variation", "SPSP miss variation", "SP jackpot variation", "SP miss variation", or "N miss variation".
[0283] As shown in Fig. 31, a reach line notice selection table 123a6 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the reach line notice selection table 123a6, the effect control microcomputer 121 can select whether or not to execute a "reach line notice," and, if so, the type of line pattern. There are two types of line patterns, line pattern A and line pattern B, and the details will be described later, but in the "reach line notice" of line pattern A, the word "chance" is displayed on the effect symbols EZ1, EZ2, and EZ3, and in the "reach line notice" of line pattern B, the word "super hot" is displayed on the effect symbols EZ1, EZ2, and EZ3.
[0284] 32(B-1)(B-2) are diagrams showing the contents of the reach line notice selection table 123a6. In the "low probability low base gaming state," the presentation control microcomputer 121 refers to the type of current presentation mode and the type of selected variation pattern to select whether to execute a "reach line notice" and, if so, the type of line pattern. The reach line notice selection table 123a6 shown in FIG. 32(B-1) is used when the "watch mode B," "vibration improvement mode," or "premium improvement mode" is set, and the reach line notice selection table 123a6 shown in FIG. 32(B-2) is used when the "non-watch mode B" is set.
[0285] Specifically, when "Watch Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the execution of "Reach Line Notice" for Line Pattern A is selected 30%, the execution of "Reach Line Notice" for Line Pattern B is selected 50%, and the non-execution of "Reach Line Notice" is selected 20% of the time.
[0286] In addition, when "Viewing Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the execution of "Reach Line Notice" for Line Pattern A is selected at a rate of 50%, the execution of "Reach Line Notice" for Line Pattern B at a rate of 30%, and the non-execution of "Reach Line Notice" at a rate of 20%.
[0287] In addition, when "Viewing Mode B," "Vibration Improvement Mode," or "Premium Improvement Mode" is set and the fluctuation pattern is "N Miss Fluctuation" (THP013), the execution of "Reach Line Notice" for Line Pattern A is selected 80% of the time, and the non-execution of "Reach Line Notice" is selected 20% of the time, and the execution of "Reach Line Notice" for Line Pattern B is not selected.
[0288] Also, when "Don't Watch Mode B" is set and the fluctuation pattern is "SPSP Jackpot Fluctuation" (THP001) or "SP Jackpot Fluctuation" (THP002), the execution of the "Reach Line Notice" of line pattern B is selected 50% of the time, and the non-execution of the "Reach Line Notice" is selected 50%, and the execution of the "Reach Line Notice" of line pattern A is not selected.
[0289] Also, when "Don't look mode B" is set and the fluctuation pattern is "SPSP miss fluctuation" (THP011) or "SP miss fluctuation" (THP012), the execution of the "Reach line notice" of line pattern B is selected 30% of the time, and the non-execution of the "Reach line notice" is selected 70%, and the execution of the "Reach line notice" of line pattern A is not selected.
[0290] Also, when "Do not look mode B" is set and the fluctuation pattern is "N miss fluctuation" (THP013), non-execution of "reach line notice" is selected 100%, and execution of "reach line notice" for line pattern A and line pattern B is not selected.
[0291] In other words, the line pattern B is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss." It can be said that the "reach line notice" of line pattern B belongs to the category of effects that suggest that there is a high possibility of a jackpot game being played, and the "reach line notice" of line pattern A belongs to the category of effects that suggest that there is a low possibility of a jackpot game being played.
[0292] In addition, the presentation mode is set so that the "reach line announcement" is less likely to occur when "no-see mode B" is set than when "see mode B," "vibration improvement mode," or "premium improvement mode" is set, and it can be said that the scale of the "reach line announcement" is smaller in "no-see mode B."
[0293] The selection ratios indicated by the reach line advance notice selection table 123a6 shown in FIGS. 32(B-1) and (B-2) can be changed as appropriate.
[0294] When the performance control microcomputer 121 executes the "reach line notice", it executes the "reach line notice" with the line pattern selected by the reach line notice selection table 123a6 when a "reach" is established in the special chart variation performance.
[0295] Figures 34(A) to 34(D) are diagrams showing how the "Reach Line Notice" is performed. After the "normal change" of the special chart change effect, as shown in Figure 34(A), when the left effect pattern EZ1 and the right effect pattern EZ3 stop and display with the same type of effect pattern and a "Reach" is established, the "Reach Line Notice" is performed.
[0296] In the "reach line notice", as shown in Fig. 34(B), a reach line image G2003 notifying the establishment of a "reach" is displayed on the effect symbols EZ1, EZ2, and EZ3. When line pattern A is selected by the reach line notice selection table 123a2, a text image G2003a saying "chance" is displayed on the reach line image G2003 as shown in Fig. 34(C), and when line pattern B is selected, a text image G2003b saying "super hot" is displayed on the reach line image G2003 as shown in Fig. 23(D). When the "reach line notice" is not performed, only the reach line image G2003 is displayed on the effect symbols EZ1, EZ2, and EZ3.
[0297] Next, the "button vibration notice" will be specifically explained. The performance control microcomputer 121 can execute the "button vibration notice" in the "normal fluctuation" in the special chart fluctuation performance in which the fluctuation pattern is "SPSP jackpot fluctuation", "SPSP miss fluctuation", "SP jackpot fluctuation", or "SP miss fluctuation".
[0298] As shown in Fig. 31, a button vibration notice selection table 123a7 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "button vibration notice" using the button vibration notice selection table 123a7.
[0299] 32(C-1), (C-2), and (C-3) are diagrams showing the contents of the button vibration notice selection table 123a7. When in a "low probability, low base game state," the presentation control microcomputer 121 refers to the type of current presentation mode and the type of selected variation pattern to select whether or not to execute a "button vibration notice." The vibration notice selection table 123a7 shown in FIG. 32(C-1) is used when "watch mode B" or "premium improvement mode" is set, the vibration notice selection table 123a7 shown in FIG. 32(C-2) is used when "non-watch mode B" is set, and the vibration notice selection table 123a7 shown in FIG. 32(C-3) is used when "vibration improvement mode" is set.
[0300] Specifically, when "Watch Mode B" or "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Big Hit Fluctuation" (THP001) or "SP Big Hit Fluctuation" (THP002), the "Button Vibration Notice" will be executed 40% of the time, and the "Button Vibration Notice" will not be executed 60% of the time.
[0301] In addition, when "Viewing Mode B" or "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Button Vibration Notification" will be executed 20% of the time, and the "Button Vibration Notification" will not be executed 80% of the time.
[0302] Also, when "Don't Watch Mode B" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Button Vibration Notice" will be executed 20% of the time, and the "Button Vibration Notice" will not be executed 80% of the time.
[0303] Also, when "Do Not Watch Mode B" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Button Vibration Notification" will be executed 10% of the time, and the "Button Vibration Notification" will not be executed 90% of the time.
[0304] In addition, when the "Vibration Enhancement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Button Vibration Notice" will be executed 60% of the time, and the "Button Vibration Notice" will not be executed 40% of the time.
[0305] In addition, when the "Vibration Enhancement Mode" is set and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Button Vibration Notification" is selected to be executed 30% of the time, and the "Button Vibration Notification" is not selected to be executed 70% of the time.
[0306] In other words, the "button vibration notification" is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," and it can be said that the "button vibration notification" belongs to the effects that suggest that there is a high possibility of a jackpot game being played.
[0307] In addition, the presentation mode is set so that the "button vibration warning" is less likely to occur when "Don't Watch Mode B" is set than when "Watch Mode B," "Vibration Enhancement Mode," or "Premium Enhancement Mode" is set, and it can be said that the scale of the "button vibration warning" is smaller in "Don't Watch Mode B."
[0308] The selection ratios indicated by the button vibration notice selection table 123a7 shown in Figs. 32(C-1), (C-2), and (C-3) can be changed as appropriate.
[0309] When the performance control microcomputer 121 executes the "button vibration notice," it executes the "button vibration notice" at the start of the "normal change" in the special chart change performance.
[0310] 35(A) to 35(B) are diagrams showing how the "button vibration notice" is performed. When the "normal change" of the special symbol change effect starts, as shown in FIG. 35(A), the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, and the "button vibration notice" is performed.
[0311] In the "button vibration notification" mode, the vibration motor installed inside the normal button 40 is activated, and as shown in Figure 35 (B), the normal button 40 vibrates and a vibration image G2004 is displayed on the left and right sides of the display unit 50a to emphasize that it is vibrating.
[0312] Next, the "premium notice" will be specifically described. The effect control microcomputer 121 can execute the "premium notice" in the "SP reach" in the special chart change effect whose change pattern is "SPSP jackpot change" or "SP jackpot change".
[0313] As shown in Fig. 31, a premiere notice selection table 123a8 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "premiere notice" using the premiere notice selection table 123a8.
[0314] Figures 32(D-1) and (D-2) are diagrams showing the contents of the premium notice selection table 123a8. When in a "low probability, low base gaming state," the presentation control microcomputer 121 refers to the type of current presentation mode and the type of selected variation pattern to select whether or not to execute a "premium notice." The premium notice selection table 123a8 shown in Figure 32(D-1) is used when "watch mode B," "non-watch mode B," or "vibration improvement mode" is set, and the premium notice selection table 123a8 shown in Figure 32(D-2) is used when "premium improvement mode" is set.
[0315] Specifically, when "Watch Mode B," "Don't Watch Mode B," or "Vibration Enhancement Mode" is set, and the fluctuation pattern is "SPSP Jackpot Fluctuation" (THP001) or "SP Jackpot Fluctuation" (THP002), the "Premium Notice" will be executed 5% of the time, and the "Premium Notice" will not be executed 95% of the time.
[0316] In addition, when the "Premium Improvement Mode" is set and the fluctuation pattern is "SPSP Big Win Fluctuation" (THP001) or "SP Big Win Fluctuation" (THP002), the "Premium Notice" will be executed 20% of the time, and the "Premium Notice" will not be executed 80% of the time.
[0317] In other words, the "Premium Notice" is set so that it can be selected to be executed only when the variation pattern is selected when the result of the jackpot determination is "jackpot win," and it can be said that the "Premium Notice" belongs to the presentation that suggests that there is a high possibility of a jackpot game being played, or that a jackpot game will be played.
[0318] The selection ratios indicated by the premiere preview selection table 123a8 shown in FIGS. 32(D-1) and (D-2) can be changed as appropriate.
[0319] When the performance control microcomputer 121 executes the "premium notice", it executes the "premium notice" in the "SP reach" in the special chart change performance.
[0320] Figures 36(A) to 36(C) are diagrams showing how the "premiere notice" is made. When the "SP reach" of the special chart variation effect starts, an SP title image G1 is displayed on the display unit 50a, as shown in Figure 36(A). After that, as shown in Figure 36(B), when a main character image G200 representing the main character and an enemy character image G201 representing the enemy character are displayed on the display unit 50a, the "premiere notice" is made.
[0321] In the "premiere preview," as shown in FIG. 36(C), a special character image G205 representing a special character is displayed behind the main character image G200.
[0322] <Considerations on the Second Embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below.
[0323] First, let us consider the difference between the preview effects performed when "No-Looking Mode B" is set and those performed when "Watching Mode B" is set. When "No-Looking Mode B" is set, the execution probability (execution frequency) of "Line Preview," "Reach Line Preview," and "Button Vibration Preview" is set to be lower than when "Watching Mode B" is set. Specifically, when "No-Looking Mode B" is set, the execution of "Line Preview" for Line Pattern A and Line Pattern B and the execution of "Reach Line Preview" for Line Pattern A are no longer selected, and the rate at which "Button Vibration Preview" is not executed decreases (see Figure 32). In other words, in "No-Looking Mode B," the scale of the preview effects performed in the special chart variable presentation according to the variable display of the special chart is smaller.
[0324] In the second embodiment, while "non-viewing mode B" is set, the scale of the presentation is reduced by lowering the probability of the preview presentation being executed, but other methods may be used to reduce the scale of the presentation compared to when "viewing mode B" is set. For example, while "viewing mode B" is set, the board lamp 54 and the display unit 50a may be used, and while "non-viewing mode B" is set, the board lamp 54 may not be used, thereby reducing the scale of the presentation when "non-viewing mode B" is set.
[0325] Next, let's consider the "Mobile Phone Use Confirmation Effect." The "Mobile Phone Use Confirmation Effect" includes an effect that confirms with the player whether or not they will be using a mobile phone. If it is confirmed that they will be using a mobile phone, "Do Not Watch Mode B" is set, whereas if it is not confirmed that they will be using a mobile phone, "Watch Mode B" is set (Figure 28). In other words, the "Mobile Phone Use Confirmation Effect" can be said to be an effect that confirms whether or not to set "Do Not Watch Mode B."
[0326] In the second embodiment, in the "Mobile phone use confirmation display", a confirmation text image G4001a "Do you want to use a mobile phone?" is displayed on the display unit 50a, but for example, a text image "Do you want to set no-view mode B?" may also be displayed on the display unit 50a.
[0327] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.
[0328] (4) In the “Mobile Phone Use Confirmation Presentation” that is performed when the special chart is not being displayed in a variable manner, the “No View Mode B” presentation mode is set only when it is confirmed that the player is using a mobile phone to play the game. This prevents the “No View Mode B” from being set due to an incorrect operation, etc., and makes the game more enjoyable.
[0329] (5) In the "Mobile Phone Use Confirmation Presentation" that is performed when the special chart is not being displayed in a variable manner, the presentation mode is set to "No View Mode B," which has a smaller scale of presentation, only when it is confirmed that the player is playing using a mobile phone. This prevents the scale of presentation from being reduced due to incorrect operation, etc., and makes the game more interesting.
[0330] (6) When "Viewing Mode B" is set by the "Mobile Phone Use Confirmation Presentation" which allows the selection of either "Non-Viewing Mode B" or "Viewing Mode B," it is possible to change to "Vibration Enhancement Mode" or "Premium Enhancement Mode" during the variable display of the special chart, whereas when "Non-Viewing Mode B" is set, it is not possible to change to "Vibration Enhancement Mode" or "Premium Enhancement Mode" during the variable display of the special chart. Therefore, once "Non-Viewing Mode B" is set, it is possible to prevent the presentation mode from being changed to another mode due to erroneous operation, etc., and it is possible to increase the enjoyment of the game.
[0331] <Modifications of the Basic Embodiment, First Embodiment, and Second Embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment, the first embodiment, and the second embodiment. Of course, the configurations of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiments and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0332] In the first and second embodiments, the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" are executed based on a variation pattern (jackpot determination), but they may also be executed based on a look-ahead pattern. In this case, any of the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" can suggest that a reserved special symbol that may be determined to be a "jackpot win" in the jackpot determination is stored, making it possible to increase the excitement of the game.
[0333] Furthermore, in the first and second embodiments, the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" are executed based on the variation pattern (jackpot determination), but they may also be executed based on the stopped symbol of the special symbol. For example, any of the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" may be executed only when the stopped symbol of the special symbol is the "jackpot Wα symbol." In this case, any of the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" can suggest that a "high probability high base game state" will occur after a jackpot game, making the game more enjoyable.
[0334] In the first and second embodiments, the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" are executed in a "low probability low base gaming state," but they may be executed in other gaming states. For example, any of the "dialogue notice," "reach line notice," "button vibration notice," and "premium notice" may be executed in a "high probability high base gaming state."
[0335] In addition, in the first and second embodiments, the preview effects can be any of the following: "dialogue preview," "reach line preview," "button vibration preview," and "premiere preview," but other preview effects may also be used.
[0336] In addition, in the first embodiment, there are four types of presentation modes: "No-seeing mode A," "Viewing mode A," "Vibration enhancement mode," and "Premium enhancement mode," but there only need to be at least two types of presentation modes: "No-seeing mode A" and one other type of presentation mode, and the number is not limited to four.
[0337] In addition, in the second embodiment, there are four types of presentation modes: "No-seeing mode B," "Viewing mode B," "Vibration enhancement mode," and "Premium enhancement mode." However, there only need to be at least two types of presentation modes: "No-seeing mode A" and one other type of presentation mode, and the number is not limited to four.
[0338] In addition, in the first and second embodiments, the "vibration enhancement mode" is a presentation mode in which the probability (frequency) of the "button vibration notification" being executed is higher than in other presentation modes, but it may also be a presentation mode in which the probability (frequency) of the "button vibration notification" being executed is lower than in other presentation modes.
[0339] In addition, in the first and second embodiments, the "Premiere Improvement Mode" is a presentation mode in which the probability (frequency of execution) of the "Premiere Notice" is higher than in other presentation modes, but it may also be a presentation mode in which the probability (frequency of execution) of the "Premiere Notice" is lower than in other presentation modes.
[0340] In addition, in the first embodiment, the sound output while a presentation mode other than "Do Not See Mode A" is set is output at a normal volume, but it is also possible to allow the player to change the volume at will.
[0341] In addition, in the first embodiment, while "Do Not Watch Mode A" is set, the volume of the sound output by the "Dialogue Preview" of Dialogue Pattern C, the "Reach Line Preview", "Button Vibration Preview" and "Premiere Preview" of Line Pattern B can be changed to either high, medium or low volume by operating the normal button 40, but the volume of the sound output by the "Dialogue Preview" of Dialogue Pattern A and Dialogue Pattern B and the "Reach Line Preview" of Line Pattern A may also be fixed.
[0342] In addition, in the first embodiment, when "Do not watch mode A" is set, the volume of the sounds output by the "line preview" of line pattern A and line pattern B and the "reach line preview" of line pattern A is set to be lower than the volume of the sounds output by the "line preview" of line pattern C, the "reach line preview", "button vibration preview" and "premiere preview" of line pattern B, but as long as they are different from each other, the volume of the sounds output by the "line preview" of line pattern A and line pattern B and the "reach line preview" of line pattern A may be set to be higher than the volume of the sounds output by the "line preview" of line pattern C, the "reach line preview", "button vibration preview" and "premiere preview".
[0343] Furthermore, in the first embodiment, the volume of the sound output for the "dialogue preview" of dialogue pattern C, the "reach line preview" of line pattern B, the "button vibration preview" and the "premium preview" is set to be different from the volume of the sound output for the "dialogue preview" of dialogue pattern A and dialogue pattern B and the "reach line preview" of line pattern A, provided that "non-viewing mode A" is set, but the volumes may be set to be different under other conditions. For example, when "viewing mode A," "vibration enhancement mode" or "premium enhancement mode" is set, the volumes may be set to be different on the condition that the normal button 40 is pressed and held for a predetermined time (for example, 3 seconds).
[0344] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background including an image suggesting a high probability state may be displayed.
[0345] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.
[0346] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0347] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.
[0348] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0349] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0350] <Invention disclosed in the first embodiment> The preceding paragraphs in this "Mode for Carrying Out the Invention" have disclosed the following Inventions A to B. In the explanation of Inventions A to C, the names and expressions of the corresponding components in the above-mentioned modes for carrying out the inventions and the symbols used in the drawings are added in parentheses for reference. However, the elements such as means constituting each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A3 below, and Invention B is a general term for Inventions B1 to B3 below.
[0351] The gaming machine according to invention A1 is A game control means (a game control microcomputer 101) that can set a special game state (a big win game state, a high probability state, a time-saving state) advantageous to a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including a sound output means (speaker 52) capable of outputting sound. The performance execution means It is possible to execute a notice effect (a line notice, a reach line notice, a button vibration notice, a premium notice) that suggests the possibility of entering the special game state, and in the notice effect, it is possible to output a predetermined notice sound ("beep", "reach", "boom", "picot", "super hot") at a predetermined volume from the sound output means, The preview effects include high preview effects (a line preview of a line pattern C, a reach line preview of a line pattern B, a button vibration preview, and a premium preview) that suggest that there is a high possibility that the special game state will be entered, and low preview effects (a line preview of a line pattern A, a line preview of a line pattern B, and a reach line preview of a line pattern A) that suggest that there is a lower possibility that the special game state will be entered than the high preview effects. When a specific condition (non-watching performance mode A) is met, the high notice sound output in the high notice performance and the low notice sound output in the low notice performance have different volumes. It is characterized by:
[0352] The gaming machine according to invention A2 is A gaming machine according to invention A1, The performance execution means The volume of the high-pitched warning sound that is output when the specific condition is met can be changed. It is characterized by:
[0353] The gaming machine according to invention A3 is A gaming machine according to Invention A1 or Invention A2, The high notice performance includes the first high notice performance (the line notice of the line pattern C) and the second high notice performance (the reach line notice of the line pattern B), When the specific condition is not met, the content of the high notice sound is different between the first high notice performance and the second high notice performance ("beep" and "super hot"); When the specific condition is met, the content of the high notice sound is the same in the first high notice performance and the second high notice performance ("super hot"); It is characterized by:
[0354] The gaming machine according to Invention B1 is: A game execution means (game control microcomputer 101) capable of playing a game; A performance execution means (performance control microcomputer 121) capable of setting one of a plurality of performance modes including a specific performance mode (non-viewing mode B), The performance execution means When a game is not being played, a confirmation effect (mobile phone use confirmation effect) can be executed to confirm whether or not the player wants to set the specific effect mode. When it is confirmed in the confirmation performance that the specific performance mode is to be set, the specific performance mode is set. It is characterized by:
[0355] The gaming machine according to Invention B2 is: A gaming machine according to Invention B1, The specific presentation mode is a presentation mode in which the scale of the presentation performed during the game is reduced. It is characterized by:
[0356] The gaming machine according to Invention B3 is: A gaming machine according to Invention B1 or Invention B2, The plurality of effect modes include special effect modes (vibration improvement mode, premium improvement mode) in which the frequency of execution of special effects (button vibration notice, premium notice) is increased or decreased, The performance execution means If the setting of the specific presentation mode is not confirmed in the confirmation presentation, the special presentation mode can be set during the game, If it is confirmed in the confirmation performance that the specific performance mode is to be set, it is impossible to set the special performance mode during play. It is characterized by: [Explanation of symbols]
[0357] 40...Normal button 52...Speaker 101...Game control microcomputer 121...Performance control microcomputer 123a1, 123a5...Dialogue preview selection table 123a2, 123a6...Reach line notice selection table 123a3, 123a7... Button vibration notification selection table 123a4, 123a8…Premiere Preview Selection Table
Claims
1. a game control means for creating a special game state advantageous to a player; a performance execution means for executing a performance using a performance means including a sound output means capable of outputting a sound; The performance execution means It is possible to execute a notice effect that suggests the possibility of entering the special game state, and in the notice effect, it is possible to output a predetermined notice sound at a predetermined volume from the sound output means, The preview effects include a high preview effect that suggests that there is a high possibility that the special game state will be entered, and a low preview effect that suggests that there is a lower possibility that the special game state will be entered than the high preview effect. When a specific condition is met, the high warning sound output in the high warning performance and the low warning sound output in the low warning performance have different volumes. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The performance execution means The volume of the high-pitched warning sound that is output when the specific condition is met can be changed. A gaming machine characterized by:
3. 3. The gaming machine according to claim 1 or 2, The high notice performance includes a first high notice performance and a second high notice performance, When the specific condition is not met, the content of the high warning sound is different between the first high warning performance and the second high warning performance, When the specific condition is met, the content of the high warning sound is the same in the first high warning performance and the second high warning performance. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2017108919A