Game machine
The gaming machine uses a judgment mechanism to execute preview effects in different color modes, addressing the need for improved presentation by enhancing player engagement and anticipation through varied and immersive previews.
Patent Information
- Application Number
- JP2024059745
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-02
- Publication Date
- 2025-10-15
AI Technical Summary
There is a demand for improving the presentation effect in gaming machines when previewing lottery results to enhance player anticipation and engagement.
The gaming machine incorporates a judgment mechanism to determine if a special game is playable and executes preview effects in varying color modes, including a first, second, and third color mode, with the second mode offering higher anticipation and a story-driven effect that unfolds across multiple scenes.
The enhanced presentation effects improve player engagement and anticipation by providing varied and engaging previews, increasing the excitement and immersion in gaming experiences.
Smart Images

Figure 2025156961000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines, a lottery is held to determine whether a jackpot will be awarded based on the entry of a gaming ball into the starting hole, and various preview effects based on the results of the lottery are performed to suggest or notify the player of the lottery results and give them a sense of anticipation of winning the jackpot (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6370455 Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines, there is a demand for further improvement in the presentation effect when performing a preview presentation that suggests or notifies the result of a lottery.
[0005] Therefore, the present invention aims to improve the presentation effect. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises a judgment means for judging whether or not a special game advantageous to the player will be played, and an effect execution means for executing an effect based on the judgment result of the judgment means, wherein the effect execution means is capable of executing a preview effect that suggests the judgment result, the preview effect including a first preview effect and a second preview effect, the first preview effect being executable in a first color mode, a second color mode which has a higher expectation that the special game will be played than the first color mode, or a third color mode which has a higher expectation than the second color mode, the second preview effect being an effect in which a story unfolds through multiple scenes, which can be executed in the third color mode and is not executed in other color modes, and the second preview effect has a higher expectation when executed than the first preview effect. [Effects of the Invention]
[0007] According to the present invention, it is possible to improve the presentation effect. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a perspective view showing the appearance of the gaming machine. [Figure 2] 1 is an oblique view of the gaming machine when the front frame is open. [Figure 3] FIG. [Figure 4] FIG. [Figure 5] 10 is a diagram illustrating the main display and the fourth pattern display. FIG. [Figure 6] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 7] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 8] FIG. 10 is a diagram illustrating an example of a variable effect. [Figure 9] 10 is a flowchart showing the main processing on the main control side. [Figure 10] 10 is a flowchart showing the main control side timer interrupt processing. [Figure 11] 10 is a flowchart showing a special symbol management process. [Figure 12] This is a flowchart showing the special pattern change start processing, which is the processing performed when the change begins. [Figure 13] This is a flowchart showing the jackpot random number determination process. [Figure 14] A diagram showing an example of a jackpot determination table. [Figure 15] 10 is a flowchart showing a special stop symbol creation process. [Figure 16] FIG. 10 is a diagram showing an example of a design table. [Figure 17] 10 is a flowchart showing a variation pattern creation process. [Figure 18] A figure showing an example of a miss variation pattern lottery table. [Figure 19] A diagram showing an example of a jackpot fluctuation pattern lottery table. [Figure 20] 10 is a flowchart showing a frame control side main process. [Figure 21] 10 is a flowchart showing a timer interrupt process on the frame control side. [Figure 22] 10 is a flowchart showing the main processing on the performance control side. [Figure 23] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 24] This is a diagram explaining the display of decorative patterns in various change patterns. [Figure 25] This is a diagram showing the display of decorative pattern changes when the change pattern is "normal 13s". [Figure 26] This is a diagram showing the display of decorative pattern changes when the change pattern is "reach change." [Figure 27] This is a diagram showing a time chart of the preview performance that takes place in the optimal performance section. [Figure 28] This is a diagram showing a time chart of the preview performance that takes place in the optimal performance section. [Figure 29] FIG. 10 is a diagram showing an example of a chance-up effect. [Figure 30] FIG. 10 is a diagram showing an example of a first step-up effect. [Figure 31] FIG. 10 is a diagram showing an example of a second step-up effect. [Figure 32] FIG. 10 is a diagram showing an example of a first button effect. [Figure 33] FIG. 10 is a diagram showing an example of a second button effect. [Figure 34] FIG. 10 is a diagram showing types of background images. [Figure 35] FIG. 10 is a diagram showing an example of a first background change effect. [Figure 36] FIG. 10 is a diagram showing an example of a second background change effect. [Figure 37] FIG. 10 is a diagram showing a preview performance determination table. [Figure 38] FIG. 10 is a diagram showing a chance-up effect determination table. [Figure 39] FIG. 10 is a diagram showing a first step-up effect determination table. [Figure 40] FIG. 10 is a diagram showing a second step-up effect determination table. [Figure 41] FIG. 10 is a diagram showing a first button effect determination table. [Figure 42] FIG. 10 is a diagram showing a second button effect determination table. [Figure 43] FIG. 10 is a diagram showing a background change effect determination table. [Figure 44] FIG. 10 is a diagram showing a modified example of chance-up effects. [Figure 45] FIG. 10 is a diagram showing a modified example of chance-up effects. [Figure 46] This is a diagram showing an SP effect in which no special effect is executed. [Figure 47] This is a diagram showing an SP performance in which a special performance is executed. [Figure 48] FIG. 10 is a diagram showing a special effect determination table. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described in the following order with reference to the accompanying drawings. <1. Structure of the gaming machine> <2. Control configuration of gaming machine> [2.1 Main control board] [2.2 Frame control board] [2.3 Power supply board] [2.4 Performance control board] <3. Overview of operation> [3.1 Game Status] [3.2 Special symbol change display game] [3.3 Jackpot Game] [3.4 Regular symbol variation display game] [3.5 An example of production] <4. Processing the main control board> [4.1 Main control side main processing] [4.2 Main control side timer interrupt processing] <5. Processing of frame control board> [5.1 Main processing on frame control side] [5.2 Timer interrupt processing on the frame control side] <6. Processing of the performance control board> [6.1 Main processing on the performance control side] [6.2 Performance control side timer interrupt processing] <7. Preview performance> <8.Special performance> <9.Configuration Example>
[0010] <1. Structure of the gaming machine> The overall structure of a gaming machine 1 according to an embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view showing the appearance of the gaming machine 1 according to an embodiment of the present invention, and Figure 2 is a perspective view of the gaming machine 1 according to the embodiment with the front frame 7 opened. In the following, the right direction as seen by a player facing the gaming machine 1 will be referred to as the right direction of the gaming machine 1, and the left direction as seen by a player facing the gaming machine 1 will be referred to as the left direction of the gaming machine 1. Furthermore, the vertically upward direction will be referred to as the upward direction of the gaming machine 1, and the vertically downward direction will be referred to as the downward direction of the gaming machine 1. Furthermore, the direction from the gaming machine 1 toward the player facing it will be referred to as the forward direction of the gaming machine 1, and the direction from the player facing it will be referred to as the rearward direction of the gaming machine 1. The left and right directions of the gaming machine 1 are the same as the width direction of the gaming machine 1.
[0011] The gaming machine 1 is a so-called smart pachinko machine in which gaming balls enclosed inside are circulated and used for playing games.
[0012] 1 and 2, the gaming machine 1 comprises a wooden outer frame 3, an inner frame 5 attached to the outer frame 3 by a hinge mechanism 4 so as to be openable and closable, and a front frame 7 attached to the inner frame 5 by the hinge mechanism 4 so as to be openable and closable. The hinge mechanisms 4 are provided at the upper left and lower left ends of the gaming machine 1. The inner frame 5 is formed in the shape of a picture frame, and holds a gaming board 9 inside.
[0013] The front frame 7 holds a transparent glass 11 in the center, and a side unit 13 is provided so as to surround the periphery of the transparent glass 11 entirely or partially. The side unit 13 is formed in a decorative shape that matches the theme of the gaming machine 1, and may be equipped with LEDs, movable accessories, and other presentation means inside, thereby achieving a presentation effect that conveys the atmosphere of the game to the player. The side unit 13 is attached to the front frame 7 in an interchangeable manner.
[0014] A key cylinder 15 for unlocking the door is provided at the right end of the front frame 7. By inserting a key into this key cylinder 15 and operating it to one side, the locked state of the front frame 7 relative to the inner frame 5 is released, allowing the front frame 7 to be opened to the front, and by operating it to the other side, the locked state of the inner frame 5 relative to the outer frame 3 is released, allowing the inner frame 5 to be opened to the front.
[0015] An operation panel 17 is disposed below the front frame 7. On the right side of the operation panel 17, a handle device 19 for causing the launcher 31 to launch game balls is provided. Below the handle device 19, a support base 20 is provided for the player to rest his / her wrists on.
[0016] A game ball number display 21 and a counting switch 23 are provided on the left side of the operation panel 17. The game ball number display 21 is composed of a 6-digit 7-segment LED, and displays the number of game balls managed by the gaming machine 1 (the number of game balls owned by the player: hereinafter referred to as the managed game ball number). The counting switch 23 accepts an operation input from the player to transfer the managed game ball number to a game value medium (card) of the game ball etc. lending device.
[0017] The operation panel 17 is also provided with operation buttons 25 that can be operated by the player. The operation buttons 25 include a performance button 25a, a direction key 25b, a brightness change button 25c, and a volume change button 25d. The effect button 25a is operable (input acceptable) during a predetermined input acceptance period, and can bring about changes in the effect by performing a predetermined operation (pressing, tapping repeatedly, pressing and holding, etc.) The effect button 25a is also an operator for instructing to confirm the item selected by the directional key 25b. The direction keys 25b are controls that allow users such as players and hall staff to select various items and give direction instructions. The brightness change button 25c is an operator for adjusting the brightness of the performance LED 27, which is controlled to various lighting modes and light colors, and is configured to include a plus button for increasing the brightness of the performance LED 27 and a minus button for decreasing the brightness of the performance LED 27. The volume change button 25d is an operator for adjusting the volume of the sound output from the speaker 29, and includes a plus button for increasing the volume and a minus button for decreasing the volume.
[0018] A performance panel 26 is provided below the operation panel 17. A plurality of performance LEDs 27 are provided inside the performance panel 26, and the lighting of these performance LEDs 27 is controlled so that the performance panel 26 as a whole lights up and displays in various lighting modes and luminous colors.
[0019] The lighting of the performance LEDs 27 is controlled by the performance control board 120, and they are provided in various locations other than the performance panel 26. For example, the performance LEDs 27 are provided around the gaming machine 1, such as the periphery of the front frame 7, inside the side unit 13, inside the gaming board 9, etc.
[0020] Additionally, around the gaming machine 1, for example, on the periphery of the front frame 7, a plurality of speakers 29 for outputting sound are provided. The plurality of speakers 29 allows so-called stereophonic sound reproduction or multi-channel sound reproduction for sounds related to the performance.
[0021] The inner frame 5 is provided with a circulation mechanism 30 including a launching device 31 and a lifting device 33 below the gaming board 9. The circulation mechanism 30 circulates gaming balls within the gaming machine 1. The launching device 31 launches gaming balls toward the gaming area 37 with a strength according to the amount of operation (rotation angle) of the handle 19a of the handle device 19 by the player. The lifting device 33 transports gaming balls discharged from the gaming area 37 to the launching device 31. The lifting device 33 incorporates a polishing device that polishes the game balls while lifting them.
[0022] Next, the configuration of the game board 9 will be described with reference to Figures 3 and 4. Figure 3 is a front view of the game board 9. Figure 4 is a cross-sectional perspective view of the AA cross section in Figure 3.
[0023] 3 and 4, the game board 9 is provided with an outer rail 35 and an inner rail 36 for guiding the launched game ball. The outer rail 35 extends in an arc shape from the slightly lower left end in the left-right direction, passing through the upper center end in the left-right direction and extending to the upper right. The roughly circular area surrounded by the outer rail 35 forms the game area 37, and the area outside the roughly circular area forms the non-game area. The game area 37 is a space formed between the game board 9 and the transparent glass 11, and is an area where game balls can flow down.
[0024] The inner rail 36 extends in an arc shape from the slightly lower left end to the upper left end along the outer rail 35. The area sandwiched between the outer rail 35 and the inner rail 36 is formed as a game ball guide path 35a. The game ball guide path 35a is a path along which game balls launched from the launching device 31 pass, and guides the game balls launched from the launching device 31 to a game area 37.
[0025] The play area 37 is divided into a left play area 37a and a right play area 37b by a center ornament 39 provided in the center. The center ornament 39 has a center vertex 39a that protrudes most upward to divide the left play area 37a and the right play area 37b. The center vertex 39a does not have to be in the center in the left-right direction, but may be positioned to the right or left of the center. A game ball launched by the launching device 31 at a predetermined launch strength that does not exceed the center vertex 39a flows down the left game area 37a, and a game ball launched at a predetermined launch strength or more that exceeds the center vertex 39a flows down the right game area 37b.
[0026] In the play area 37, a collision stopper 38 is provided so as to be continuous with the upper right end of the outer rail 35. By being arranged at a position along the outer rail 35, the collision stopper 38 causes game balls launched by the launching device 31 with a predetermined launch strength or higher to collide with the collision stopper 38 and guide them to the right play area 37b.
[0027] In addition, a backflow prevention member 40 is provided at the upper left end of the inner rail 36. The backflow prevention member 40 is biased counterclockwise by a spring (not shown) so as to block the game ball guide path 35a, and can rotate clockwise around the upper left end of the inner rail 36 as a fulcrum by a game ball entering the game area 37 from the game ball guide path 35a. In this way, the backflow prevention member 40 prevents a game ball that has entered the game area 37 from flowing back into the game ball guide path 35a.
[0028] A special symbol 1 start port 41 is provided at the center lower side of the game board 9. The special symbol 1 start port 41 is a winning port related to the start condition of the variable display operation of the first special symbol (hereinafter referred to as special symbol 1, and may be abbreviated as special symbol 1) on the main display 63, and is configured as a fixed start port.
[0029] A special symbol 2 start port 43 is provided on the right side of the game board 9. The special symbol 2 start port 43 is a winning port related to the start conditions for the variable display operation of the second special symbol (hereinafter referred to as special symbol 2, and may be abbreviated as special symbol 2) on the main display 63, and is configured as a variable start port whose opening and closing is controlled by a normal electric device 45.
[0030] By operating the movable piece 45a, the normal electric device 45 can be switched between an open state that allows the game ball to enter the special pattern 2 starting hole 43 and a closed state that makes it difficult or impossible for the game ball to enter the special pattern 2 starting hole 43.
[0031] Above the special symbol 2 start port 43 in the right gaming area 37b, there is provided a normal symbol start port 47 through which the gaming ball can pass. This normal symbol start port 47 is a gate related to the variable display operation of the normal symbol on the main display 63.
[0032] A big prize opening 49 is provided below the special symbol 2 starting opening 43 in the right gaming area 37b. The opening and closing of the big prize opening 49 is controlled by a special electric device 51. The big prize opening 49 may be provided above the special symbol 2 starting opening 43. By operating the movable piece 51a, the special electric device 51 can be switched between an open state that allows game balls to enter the large prize opening 49 and a closed state that makes it difficult or impossible for game balls to enter the large prize opening 49.
[0033] In addition, a plurality of winning holes 53 are provided on the left and right lower sides of the game area 37. In addition, an outlet 55 is provided on the lower center side of the game area 37, and game balls that do not enter any of the winning holes are discharged from the game area 37 through the outlet 55.
[0034] Although only game balls that have flowed down the left game area 37a can enter the special pattern 1 starting hole 41, game balls that have flowed down the right game area 37b may also be allowed to enter the special pattern 1 starting hole 41. In addition, only game balls that have flowed down the right game area 37b can enter or pass through the special pattern 2 starting port 43, the normal pattern starting port 47, and the big prize port 49, but game balls that have flowed down the left game area 37a may also be able to enter or pass through them.
[0035] In the gaming machine 1, when a gaming ball enters one of the various winning holes provided in the gaming area 37, the number of prize balls set for the winning hole into which the gaming ball entered (for example, 3 balls for the special pattern 1 starting hole 41, 1 ball for the special pattern 2 starting hole 43, 15 balls for the big winning hole 49, and 5 balls for the winning hole 53) is paid out.
[0036] An LCD unit (liquid crystal display device) 57 and an illumination panel 59 are provided in the area surrounded by the center ornament 39 in the center of the game board 9. The LCD unit 57 displays, for example, three decorative symbols 201a to 201c (see FIG. 8) in a variable and static manner, and displays various images (still images and moving images) for various effects, according to the control of the effect control board 120 described later. There are provided a plurality of types of decorative symbols 201 including different numbers and symbols, and the result of a big win lottery, which will be described later, is notified to the player depending on the combination of the three decorative symbols 201a to 201c that are stopped and displayed.
[0037] The illumination panel 59 is made of a plate-like transparent synthetic resin material, and is placed closer to the player (front side) than the LCD unit 57, facing the LCD unit 57. The illumination panel 59 has predetermined patterns such as letters, figures, symbols, designs, etc. formed by uneven processing on the front or back surface. When light is not incident on the illumination panel 59 from the side, the patterns are invisible or difficult to see, but when light is incident on the illumination panel 59 from the side, the patterns emit diffused light, making them visible to the player.
[0038] A space is formed between the LCD unit 57 and the illumination panel 59, and one or more movable parts 61 are arranged in this space. Figures 3 and 4 show one of the multiple movable parts 61. The movable device 61 is positioned in front of the LCD unit 57, and is normally retracted to a position where it cannot be seen by the player, as shown by the dashed line in FIG. As shown by the solid line in Figure 3, the movable device 61 is driven by the movable motor 61a (see Figure 7) while the decorative pattern 201 is being displayed in a changing manner (while special patterns 1 and 2 are being displayed in a changing manner), and moves to the front of the LCD unit 57, giving the player a sense of anticipation of a big win.
[0039] A main display 63 made up of a dot display is provided in the non-play area at the lower left of the gaming board 9. In addition, a fourth symbol display 65 made up of a dot display is provided at the lower right of the LCD unit 57 on the gaming board 9.
[0040] 5 is a diagram illustrating the main display 63 and the fourth symbol display 65. The main display 63 is controlled by the main control board 100, and displays (notifies) information about the progress of the game by lighting, blinking, and extinguishing an LED. Note that, hereinafter, lighting, blinking, and extinguishing of an LED will be collectively referred to as lighting display. 5(a), the main display 63 is provided with a special symbol 1 display 63a for performing a variable display operation (lighting display) of special symbol 1, a special symbol 2 display 63b for performing a variable display operation of special symbol 2, and a normal symbol display 63c for performing a variable display operation of normal symbols. The main display 63 is also provided with a special symbol 1 reserved ball count display 63d for displaying the number of reserved balls for special symbol 1, a special symbol 2 reserved ball count display 63e for displaying the number of reserved balls for special symbol 2, a normal symbol reserved ball count display 63f for displaying the number of reserved balls for normal symbols, a round display 63g for displaying the specified number of rounds (maximum number of rounds) related to a jackpot, a game status display 63h for displaying the game status (time-shortened state, high probability state), and a right-hit display 63i for prompting the player to hit the ball to the right. Note that right hit means that the player operates the handle 19a to launch the game ball toward the right game area 37b. The right hit indicator 63i is an indicator that notifies the player that launching the game ball toward the right game area 37b is more advantageous for the player than launching the game ball toward the left game area 37a.
[0041] The fourth symbol display 65 is controlled by the performance control board 120, and notifies information regarding the progress of the game by lighting up the LED. 5(b), the fourth symbol display 65 is provided with a special symbol 1 display 65a that performs a variable display operation of special symbol 1, and a special symbol 2 display 65b that performs a variable display operation of special symbol 2. The fourth symbol display 65 is also provided with a special symbol 1 reserved ball count display 65c that displays the number of reserved balls for special symbol 1, a special symbol 2 reserved ball count display 65d that displays the number of reserved balls for special symbol 2, and a right hit display 65e that prompts the player to hit right.
[0042] <2. Control configuration of gaming machine> 6 and 7 are block diagrams showing the control configuration of the gaming machine 1. The control configuration of the gaming machine 1 will be described with reference to the block diagrams of FIGS. The gaming machine 1 of this embodiment is mainly composed of a main control board 100 that is responsible for overall control related to the progress of the game (game operation control), a frame control board 110 that is responsible for overall control related to the management of the number of gaming balls (prize balls) and control related to the management of gaming balls (launching, circulation), a presentation control board 120 that receives presentation control commands from the main control board 100 and is responsible for overall control of the execution of presentations by the presentation means, a power supply board 130 that generates and supplies the power supply voltage required for the gaming machine 1 from an external power source, a gaming ball etc. lending device connection terminal board 140 that is connected to the gaming ball etc. lending device, a decorative relay board 150, a front frame relay board 160, an upper decorative board 170, and a decorative board 180 on which components related to the presentation means are mounted or connected.
[0043] [2.1 Main control board] The main control board 100 comprises a main control unit 101 and a system reset circuit 103. The main control unit 101 is a microprocessor comprising a CPU (Central Processing Unit), ROM (Read Only Memory), and RWM (Read / Write Memory). The ROM stores control programs for controlling game operations as well as various data required for game operation control. The RWM functions as a work area and buffer memory. The CPU controls game operations by executing the control programs stored in the ROM.
[0044] The system reset circuit 103 detects power-on, power-off, power supply abnormality, etc., and outputs a system reset signal to reset the main control unit 101. Although not shown, the main control unit 101 also includes a CTC (Counter Timer Circuit) for implementing periodic interrupts, a function for generating pulse outputs at regular intervals (bit rate generator), and a time measurement function, an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that issue interrupt signals, a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program, an IAT (Inhibit Abort Outside Designated Area) circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit (random number generation circuit) for generating random numbers within a certain range (hard random number values) in a hardware manner.
[0045] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The main control unit 101 sends instructions to the sampling circuit depending on the processing status, thereby obtaining the number indicated by the random number generation circuit as a random number (0 to 65535) for determining a jackpot, and using the random number for determining a jackpot in the lottery. Note that the random number for determining a jackpot is obtained by adding a software random number generated by appropriate software processing and a hard random number to prevent cheating, such as aiming for a jackpot.
[0046] The main control board 100 is connected to a special symbol 1 start port switch 41a that detects a game ball entering the special symbol 1 start port 41, a special symbol 2 start port switch 43a that detects a game ball entering the special symbol 2 start port 43, a normal symbol start port switch 47a that detects a game ball passing through the normal symbol start port 47, a prize port switch 53a that detects a game ball entering the prize port 53, and a special prize port switch 49a that detects a game ball entering the special prize port 49. The detection signals output from these switches are input to the main control unit 101. Therefore, the main control unit 101 can determine which prize port the game ball entered (passed through) based on the detection signals from each switch.
[0047] Also connected to the main control board 100 are a large prize opening solenoid 51b that operates the special electric role 51 (movable piece 51a) that opens and closes the large prize opening 49, and a normal electric role solenoid 45b that operates the normal electric role 45 (movable piece 45a) that opens and closes the special symbol 2 starting opening 43. The main control unit 101 outputs control signals to control these solenoids.
[0048] The game board 9 is also provided with a magnetic sensor 67 for detecting magnetism, a radio wave sensor 69 for detecting radio waves, and a vibration sensor 71 for detecting vibrations, and these sensors are connected to the main control board 100. Signals from these sensors are input to the main control unit 101.
[0049] Furthermore, a main display 63 is connected to the main control board 100. The main control unit 101 outputs a control signal for lighting up the main display 63.
[0050] The main control board 100 is connected to the frame control board 110 so that they can communicate with each other. The main control board 100 (main control unit 101) transmits to the frame control board 110 control commands that mainly include information about prize balls, and launch control signals that indicate whether or not game balls can be launched. The main control board 100 also receives from the frame control board 110 a door open signal that indicates the opening of the front frame 7, an RWM clear signal for clearing the RWM, a power supply abnormality signal that indicates a power supply abnormality, and a frame communication confirmation signal for confirming communication. Furthermore, the main control board 100 receives drive power (DC35VA, DC12VA, DC5VA, backup power supply) from the frame control board 110.
[0051] The main control board 100 transmits various performance control commands, including information about the special symbol variation display game and information about errors, to the performance control board 120. However, in order to prevent fraudulent activities such as cheating, the main control board 100 only transmits signals to the performance control board 120, and is configured for one-way communication in which it cannot receive signals from the performance control board 120.
[0052] [2.2 Frame control board] The frame control board 110 includes a frame control unit 111, an RWM clear switch 112a, a game ball count clear switch 112b, a ball removal switch 112c, an error release switch 112d, a performance indicator 113, a system reset circuit 114, a power supply abnormality signal generating circuit 115, a launch control circuit 116, and a backup power supply generating circuit 117.
[0053] The frame control unit 111 is a microprocessor equipped with a CPU, a ROM, and a RWM. The ROM stores control programs for managing the number of game balls and controlling the launching device 31 and the lifting device 33, as well as various data required for these controls. The RWM functions as a work area and buffer memory. The CPU executes the control programs stored in the ROM to manage the number of game balls and control the launching device 31 and the lifting device 33.
[0054] The RWM clear switch 112a, the game ball count clear switch 112b, the ball removal switch 112c, and the error reset switch 112d are push-button switches. If the RWM clear switch 112a is pressed when the power is turned on, the frame control unit 111 clears the RWM and transmits an RWM clear signal to the main control board 100. Upon receiving the RWM clear signal, the main control unit 101 clears a predetermined area of the RWM.
[0055] If the game ball count clear switch 112b is pressed when the power is turned on, the frame control unit 111 clears the game ball count that it manages. When the game ball count is cleared, 0 is displayed on the game ball count display 21.
[0056] If the ball removal switch 112c is pressed when the power is turned on, the frame control unit 111 performs a ball removal process to discharge the game balls enclosed in the gaming machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that a game ball is detected by the lifting entrance switch 33f described later.
[0057] If the error reset switch 112d is pressed when a specific error occurs, the frame control unit 111 resets the specific error that has occurred.
[0058] If the ball ejection switch 112c is pressed when the power is turned on, the frame control unit 111 performs processing to eject the game balls enclosed in the gaming machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that a game ball is detected by the lifting entrance switch 33f described later.
[0059] If the error reset switch 112d is pressed when a specific error occurs, the frame control unit 111 resets the specific error that has occurred.
[0060] The performance display 113 is configured, for example, with a 6-digit 8-segment (7-segment + 1 dot) display. The performance display 113 is controlled by the frame control unit 111, and displays game performance information calculated based on game results over a predetermined period (for example, every 6,000 games). The game performance information includes the consecutive role ratio, role ratio, and base. The consecutive role ratio is the proportion of the number of prize balls that result from winning into the large prize slot 49 out of the total number of prize balls. The role ratio is the proportion of the number of prize balls that result from winning into the special pattern 2 start slot 43 and the number of prize balls that result from winning into the large prize slot 49 out of the total number of prize balls. The base is the proportion of the total number of prize balls that result from winning into the game balls that have been shot out. The performance display 113 can switch between displaying game performance information for each predetermined period (each section).
[0061] The system reset circuit 114 detects when the power is turned on, when the power is turned off, or when a power abnormality occurs, and outputs a system reset signal to reset the frame control unit 111 .
[0062] The power supply abnormality signal generating circuit 115 monitors voltage drops in the drive power (5V DC voltage (DC5VA), 12V DC voltage (DC12VA)) supplied from the power supply board 130, and outputs a power supply abnormality signal to the main control unit 101 when the voltage drops below a predetermined threshold. The power supply abnormality signal generating circuit 115 may also monitor voltage drops in 24V AC voltage (AC24V).
[0063] The launch control circuit 116 controls the launch of game balls from the launch device 31 by controlling the driving of the launch device 31 (ball feeding solenoid 31a, launch solenoid 31b).
[0064] The backup power generation circuit 117 generates a backup power (VBB) that is supplied to the RWMs of the main control unit 101 and the frame control unit 111 when power is cut off. The RWMs of the main control unit 101 and the frame control unit 111 that receive the backup power (VBB) can retain (back up) stored data for a certain period of time even when power is cut off.
[0065] A door open sensor 73 provided on the inner frame 5 is connected to the frame control board 110. When the door open sensor 73 detects at least one of that the front frame 7 has been opened relative to the inner frame 5 and that the inner frame 5 has been opened relative to the outer frame 3, it outputs a door open signal to the main control board 100 via the frame control board 110.
[0066] The circulation mechanism 30 provided in the inner frame 5 is provided with a lifting motor 33a, an out ball switch 33b, a foul ball switch 33c, an excess position detection switch 33d, an insufficient position detection switch 33e, a lifting inlet switch 33f, a lifting outlet switch 33g, and a lifting position detection switch 33h, which are connected to the frame control board 110.
[0067] The circulation mechanism 30 is formed with a pre-lifting path along which game balls discharged from the game area 37 are guided, a lifting path along which game balls that have passed through the pre-lifting path are lifted, and a post-lifting path along which game balls lifted up on the lifting path are guided to the launching device 31. In the circulation mechanism 30, game balls discharged from the game area 37 are guided to the bottom end of the lifting path through a pre-lifting path. The game balls guided to the bottom end of the lifting path are lifted upward within the lifting path by the lifting device 33. Then, the game balls that reach the top end of the lifting path are sent to a post-lifting path, and then guided to the launching device 31 through the post-lifting path.
[0068] The lifting motor 33a is controlled by the frame control unit 111 and rotates a lifting section, which is made of, for example, a spiral member, arranged in the lifting path. The rotated lifting section guides game balls that have reached the downstream end of the pre-lifting path to the lifting path and lifts game balls that have accumulated in the lifting path upward. It also sends game balls from the top end of the lifting path to the post-lifting path.
[0069] The out ball switch 33b, foul ball switch 33c, excessive position detection switch 33d, insufficient position detection switch 33e, lifting entrance switch 33f, and lifting exit switch 33g are switches that detect game balls, and when a game ball is detected, they output a detection signal to the frame control board 110 (frame control unit 111).
[0070] The out ball switch 33b is arranged on the upstream side of the pre-lifting path, and detects a game ball (out ball) that is discharged from the game area 37 and guided to the pre-lifting path. The foul ball switch 33c is arranged on a foul ball merging path connected between the positions where the out ball switch 33b and the excess position detection switch 33d are respectively arranged on the pre-lifting path, and detects game balls launched from the launching device 31 that do not reach the game area 37 but pass through the foul ball merging path and are returned to the pre-lifting path.
[0071] The over-position detection switch 33d and the under-position detection switch 33e are located downstream of the out ball switch 33b on the pre-lift path at a predetermined distance, and detect game balls remaining in the pre-lift path. The over-position detection switch 33d is located upstream of the under-position detection switch 33e on the pre-lift path. Then, when the power is turned on, if the excess position detection switch 33d does not detect any game balls and the insufficient position detection switch 33e detects game balls, that is, if there are game balls at the position where the insufficient position detection switch 33e is located and there are no game balls at the position where the excess position detection switch 33d is located, the frame control unit 111 determines that the normal number of game balls are enclosed in the gaming machine 1. On the other hand, if the insufficient position detection switch 33e did not detect any gaming balls when the power was turned on, the frame control unit 111 determines that there are not enough gaming balls in the gaming machine 1. Conversely, if the excessive position detection switch 33d detected any gaming balls when the power was turned on, the frame control unit 111 determines that there are too many gaming balls in the gaming machine 1. In other words, in these cases, the frame control unit 111 determines that the correct number of gaming balls are not included in the gaming machine 1. In this case, the frame control unit 111 transmits a signal indicating that the correct number of gaming balls are not included to the main control unit 101, and the main control unit 101 transmits a presentation control command indicating that the correct number of gaming balls are not included to the presentation control unit 121. The presentation control unit 121 then notifies the hall staff or the like by displaying on the LCD unit 57 or the like that the correct number of gaming balls are not included.
[0072] The lifting entrance switch 33f is arranged near the downstream end of the pre-lifting path, and detects game balls that are retained near the downstream end of the pre-lifting path. The lifted exit switch 33g is arranged midway along the path after lifted, and detects the gaming balls remaining at that position. The frame control unit 111 rotates the lifting motor 33a when a game ball is detected by the lifting entrance switch 33f (game balls are accumulated in the pre-game path) and when a game ball is not detected by the lifting exit switch 33g (when a predetermined number of game balls are not accumulated in the post-lifting path).
[0073] Then, the frame control unit 111 stops the lifting motor 33a when a gaming ball is detected by the lifting exit switch 33g, that is, when a predetermined number of gaming balls are staying in the path after lifting.
[0074] The lifting position detection switch 33h detects the rotation angle of the lifting motor 33a. The frame control unit 111 rotates the lifting motor 33a based on the rotation angle detected by the lifting position detection switch 33h.
[0075] The launching device 31 includes a ball feeding solenoid 31a, a launching solenoid 31b, and a subtraction port switch 31c. The ball feeding solenoid 31a sends the game ball located at the downstream end of the path after lifting to a launch position within the launching device 31 based on the control by the frame control unit 111. The launch solenoid 31b launches the game ball sent to the launch position by the ball sending solenoid 31a toward the game area 37 based on the control by the frame control unit 111. The subtraction port switch 31c is located at the downstream end of the post-lift path and detects the game balls sent to the launch position within the launch device 31 by the ball feed solenoid 31a. When a game ball is detected by the subtraction port switch 31c, the frame control unit 111 subtracts 1 from the number of managed game balls. Also, when a game ball launched from the launching device 31 is detected by the foul ball switch 33c as it is guided to the pre-lift path through the foul ball junction path without reaching the play area 37, the frame control unit 111 adds 1 to the number of managed game balls to restore the subtracted value. Furthermore, when the frame control unit 111 receives a control command indicating the number of prize balls from the main control board 100 (main control unit 101), it adds the number of prize balls indicated in the command to the number of managed game balls.
[0076] In addition, when the player operates the counting switch 23 provided on the front frame 7, the frame control unit 111 transfers the number of managed game balls to the valuable medium of the game ball lending device etc. via the game ball lending device connection terminal board 140. Specifically, when the counting switch 23 is operated for a time shorter than a predetermined time, a signal is output to the game ball lending device to subtract 1 from the number of managed game balls and to increment the number of game balls recorded on the valuable medium by 1. As a result, the game ball lending device increments the number of game balls recorded on the valuable medium by 1. Furthermore, if the counting switch 23 is operated for a period of time longer than a predetermined period of time, a signal is output to the game ball etc. lending device at regular intervals to subtract 250 from the number of managed game balls and to add 250 to the number of game balls recorded on the valuable medium. As a result, the game ball etc. lending device adds 250 to the number of game balls recorded on the valuable medium each time it receives a signal. Furthermore, when the slot control unit 111 receives a loan notification from the gaming ball lending device based on the number of gaming balls or monetary information stored in the valuable medium to loan gaming balls, it adds the number of gaming balls according to the loan notification to the number of managed gaming balls. In this case, the number of gaming balls or monetary information recorded in the valuable medium is subtracted by a value corresponding to the number of gaming balls according to the loan notification.
[0077] The handle device 19 provided on the front frame 7 is provided with a touch sensor 19b, a firing stop switch 19c, and a firing intensity VR 19d, and these sensors are connected to the frame control board 110. The frame control board 110 can receive detection signals from the touch sensor 19b, the firing stop switch 19c, and the firing intensity VR 19d.
[0078] The touch sensor 19b detects when the player touches the handle 19a. The firing stop switch 19c is a push button type switch. The firing intensity VR19d detects the amount of operation (rotation angle) of the handle 19a.
[0079] The launch control circuit 116 controls the energization of the ball feed solenoid 31a and the launch solenoid 31b based on the launch control signal and the like output from the main control unit 101 and the frame control unit 111, thereby causing the launch device 31 to launch the gaming ball. Specifically, when the main control unit 101 and the frame control unit 111 output a launch control signal permitting the launch, the touch sensor 19b detects that the player is touching the handle 19a, and the launch stop switch 19c is not operated, the launch operation of the launch device 31 to launch the gaming ball is permitted. Then, the launch control circuit 116 controls the launch solenoid 31b so that the gaming ball is launched with a launch intensity according to the operation amount detected by the launch intensity VR19d.
[0080] In addition, a game ball count display 21 is connected to the frame control board 110. The frame control board 110 transmits a control signal to the game ball count display 21 to light up and display the number of managed game balls.
[0081] Additionally, a radio wave sensor 75 for detecting radio waves is provided on the front frame 7 opposite the foul ball switch 33c, and the radio wave sensor 75 is connected to the frame control board 110. The radio wave sensor 75 has a coil and detects radio waves based on an induced magnetic field applied to the coil. The radio wave sensor 75 mainly detects unauthorized radio waves directed at the foul ball switch 33c and outputs a detection signal to the frame control board 110.
[0082] [2.3 Power supply board] The power supply board 130 receives an AC input power supply (24V AC) from the outside and generates DC voltages that serve as drive power sources for various components based on the input AC input power supply (24V AC). The power supply board 130 generates 35V DC voltages (DC35VA, DC35VB), 12V DC voltages (DC12VA, DC12VB), and 5V DC voltages (DC5VA) from the AC input power supply.
[0083] The generated 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), 5V DC voltage (DC5VA), and the externally input AC input power (AC24V) are supplied to the frame control board 110. In addition, the 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), and 5V DC voltage (DC5VA) supplied to the frame control board 110 are also supplied to the main control board 100 along with the backup power generated by the frame control board 110. The generated 35V DC voltage (DC35VB) and 12V DC voltage (DC12VB) are supplied to the performance control board 120. The generated 12V DC voltage (DC12VB) is also supplied to the front frame relay board 160.
[0084] [2.4 Performance control boards, etc.] The performance control board 120 is connected to a decorative relay board 150, a front frame relay board 160 and an LCD unit 57, and is also connected to an upper decorative board 170 via the front frame relay board 160. The decorative relay board 150 is connected to a movable body motor 61a that drives the movable body device 61, a movable body position detection switch 61b that detects the position of the movable body device 61, a fourth pattern display 65, and a decorative board 180. The decorative relay board 150 is also provided with a motor driver 61c that drives the movable body motor 61a and an LED driver 27a that controls the lighting of the LEDs 27 for performance.
[0085] The front frame relay board 160 is provided below the hinge mechanism 4 side of the front frame 7, and is arranged so that the connector is exposed on the rear side (game board 9 side) (see FIG. 2). The front frame relay board 160 is connected to a speaker 29, operation buttons 25, a vibration device 77 that provides vibrations to the player, and a decorative board 180. The front frame relay board 160 is also provided with a power supply generating circuit 151 that generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB). The 5V DC voltage (DC5VB) generated by the power supply generating circuit 151 is supplied to the upper decorative board 170 together with the 12V DC voltage (DC12VB).
[0086] The upper decorative board 170 is provided at the upper center of the front frame 7, and is arranged so that the connector is exposed on the rear side (the gaming board 9 side) (see FIG. 2). The upper decorative board 170 is connected to the movable body motor 61a, the movable body position detection switch 61b, the wind device 79, and the decorative board 180. The wind device 79 is driven under the control of the performance control unit 121, and blows wind toward the player.
[0087] The decorative substrates 180 include those on which the performance LEDs 27 are mainly arranged and those on which the performance LEDs 27 and LED drivers 27a are arranged, and different decorative substrates 180 may be connected in series. The number and connection relationship of the decorative substrates 180 are merely an example, and other configurations may be used.
[0088] The performance control board 120 includes a performance control unit 121, a sound ROM 123, an audio IC 125, a VDP circuit 127, and a power supply generating circuit 129.
[0089] The performance control unit 121 is a microprocessor equipped with a CPU, ROM, and RWM. The ROM stores the control program for the performance means and various data required for performance operation control. The RWM functions as a work area and buffer memory. The CPU controls the performance means by expanding the control program stored in the ROM into the RWM and executing it.
[0090] The performance control unit 121 performs calculations for various performance operations and controls each performance means based on the performance control program and performance control commands received from the main control board 100. The performance means is a device that performs a performance that notifies or suggests whether or not a situation advantageous to the player will occur while the game is in progress, and includes the performance LED 27, speaker 29, LCD unit 57, illumination panel 59, movable role object 61, vibration device 77, and wind device 79.
[0091] The performance control unit 121 receives a performance control command from the main control board 100, and determines a performance scenario based on the performance control command. Then, the performance control unit 121 controls the performance means to execute a performance based on the determined performance scenario.
[0092] For example, the performance control unit 121 instructs the motor driver 61c to move the movable part 61 based on the performance scenario, and instructs the LED driver 27a to light up the performance LED 27 based on the performance scenario. The LED driver 27a provided on the decorative relay board 150 instructs the fourth symbol display 65 to light up in addition to the performance LED 27. Furthermore, the performance control unit 121 drives the vibration device 77 to generate vibrations based on a performance scenario, and drives the wind device 79 to blow air based on a performance scenario.
[0093] The sound ROM 123 stores sound data such as background music and sound effects. The sound IC 125 reads out sound data corresponding to the determined performance scenario from the sound ROM 123 and outputs it to the speaker 29. As a result, the speaker 29 produces background music and sound effects corresponding to the determined performance scenario.
[0094] The VDP circuit 127 includes a VDP (Video Display Processor), an image ROM, and a VRAM (Video RAM). The VDP controls all video output processes, including image expansion and image drawing. The image ROM stores image data that the VDP uses for image development processing. VRAM is an image memory area that temporarily stores image data developed by the VDP. The VDP circuit 127 generates various image data based on the performance scenario and outputs it to the LCD unit 57. As a result, various performance images are displayed on the LCD unit 57.
[0095] The power supply generating circuit 129 generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB).
[0096] <3. Overview of operation> Next, an outline of the gaming operation of the gaming machine 1 realized by the above-described control configuration (FIGS. 6 and 7) will be described.
[0097] [3.1 Game Status] The gaming machine 1 is configured to be able to set a plurality of types of gaming states in addition to a special gaming state in which a jackpot game is played. To facilitate understanding of this embodiment, first, various gaming states will be described.
[0098] In the gaming machine 1, a game progresses in either a gaming state in which either a low probability state or a high probability state is combined with either a non-time-shortening state or a time-shortening state.
[0099] The low probability state is a state in which the probability of winning the jackpot lottery is relatively low, and the high probability state is a state in which the probability of winning the jackpot lottery is relatively high. The non-time-shortening state is a state in which it is relatively difficult for a gaming ball to enter the special pattern 2 starting hole 43, and the time-shortening state is a state in which it is relatively easy for a gaming ball to enter the special pattern 2 starting hole 43. For example, the opening time of the special pattern 2 starting hole 43 when the regular winning lottery is won is set longer in the time-shortening state than in the non-time-shortening state. However, if it is easier for a gaming ball to enter the special pattern 2 starting hole 43 in the time-shortening state than in the non-time-shortening state, the time-shortening state may, for example, have a higher probability of winning the regular winning lottery or the fluctuation time of the regular pattern may be shorter than in the non-time-shortening state. In this embodiment, the "normal state" refers to a low probability state and a non-time-saving state, and corresponds to the initial state. Note that any of the above-described game states may not be provided in the gaming machine 1, and other game states may be provided. For example, the gaming machine 1 may not be provided with a low probability state or a high probability state, and the game may proceed in either the non-time-shortening state or the time-shortening state.
[0100] [3.2 Special symbol change display game] In the gaming machine 1, a special symbol 1 variable display game is executed based on the fact that a gaming ball has entered the special symbol 1 starting hole 41 (winning). In the special symbol 1 variable display game, random numbers (random number for determining a jackpot, random number for determining a special symbol, random number for a variable pattern) used in the special symbol 1 variable display game are obtained based on the entry of a gaming ball into the special symbol 1 starting hole 41, and the main control unit 101 performs a jackpot lottery, a pattern lottery, and a variable pattern lottery based on the obtained random numbers. In the jackpot lottery, either a jackpot or a loss is determined by lottery based on the random number for determining a jackpot. In the pattern lottery, the stop symbol (jackpot symbol, losing symbol) that will ultimately be displayed is determined by lottery based on the result of the jackpot lottery and the random number for determining a special symbol. In the variable pattern lottery, a variable pattern that specifies the variable time of the special symbol is determined by lottery based on the result of the jackpot lottery and the pattern lottery, and the random number for variable pattern. In the special symbol 1 variable display game, after the variable display of the special symbol 1 is started on the special symbol 1 display 63a, the stopping symbol determined by the symbol lottery is stopped and displayed on the special symbol 1 display 63a after the lapse of a variable time based on the lottery result of the variable pattern lottery.
[0101] In the gaming machine 1, when a game ball passes through the special pattern 1 start port 41, that is, when a detection signal is input from the special pattern 1 start port switch 41a, a random number used in the special pattern 1 variable display game is obtained, and this random number is stored as reserved data in the special pattern 1 reserved memory area of the RWM up to the maximum reserved memory number (for example, a maximum of 4).
[0102] Furthermore, in the gaming machine 1, a special symbol 2 variable display game is executed based on the fact that a gaming ball has entered (won) the special symbol 2 starting hole 43. In the special symbol 2 variable display game, similar to the special symbol 1 variable display game, the main control unit 101 performs a jackpot lottery, a symbol lottery, and a variable pattern lottery based on the acquired random number, and after starting to display the variable special symbol 2 on the special symbol 2 display device 63b, after the lapse of a variable time based on the result of the variable pattern lottery, the stopped symbol determined by the symbol lottery is displayed stopped on the special symbol 2 display device 63b.
[0103] In the gaming machine 1, when a gaming ball passes through the special pattern 2 start port 43, that is, when a detection signal is input from the special pattern 2 start port switch 43a, a random number related to the special pattern 2 variable display game is obtained, and this random number is reserved and stored as reserved data in the special pattern 2 reserved memory area of the RWM up to the maximum reserved memory number (for example, a maximum of 4).
[0104] When explaining the special pattern 1 variable display game and the special pattern 2 variable display game without distinguishing between them, they will simply be referred to as the special pattern variable display game.
[0105] [3.3 Jackpot Game] When a jackpot is won in the jackpot lottery and a jackpot symbol is statically displayed on the special symbol 1 display 63a or the special symbol 2 display 63b, a jackpot game that is more advantageous to the player than during the special symbol variable display game is then played based on the jackpot symbol. Note that the jackpot symbol is determined by symbol lottery based on the random number for determining the special symbol and the game status when a jackpot is won in the jackpot lottery, and is associated with a specified number of rounds, etc.
[0106] In the jackpot game, after a predetermined interval time before opening (opening time) has elapsed, the large prize opening 49 is opened and a predetermined time (maximum opening time) has elapsed, or when the number of game balls that have entered the large prize opening 49 reaches the maximum number of winning balls, the large prize opening 49 is closed. This "round game" is repeated for a predetermined number of rounds (the number of rounds based on the jackpot symbol). Then, after the specified number of rounds has elapsed, the jackpot game ends when a predetermined interval time after opening (ending time) has elapsed.
[0107] When a jackpot game is executed, the game state after the jackpot game ends, the number of chance variations, and the number of time reduction variations are determined according to the game state at the time of winning the jackpot and the determined jackpot pattern. The probability variation count is the number of times the special symbol variation display game can be played, allowing the high probability state to continue as the gaming state after a jackpot game. If the high probability state is set after the jackpot game ends, when the special symbol variation display game of the probability variation count ends without a jackpot being won, the gaming state will transition to a low probability state. The number of times the time-saving mode is set is the number of times the special symbol variation display game can be played in which the time-saving mode can be continued as the game mode after a jackpot game. If the time-saving mode is set after the end of a jackpot game, when the special symbol variation display game for the number of time-saving modes ends without winning a jackpot, the game mode will transition to a non-time-saving mode.
[0108] [3.4 Regular symbol variation display game] In the gaming machine 1, a normal symbol variation display game is executed based on the fact that the gaming ball has passed through the normal symbol start hole 47. In the normal symbol variable display game, the main control unit 101 draws a lottery for a normal symbol win using a random number (random number for determining whether a normal symbol wins) obtained based on the game ball passing through the normal symbol starting port 47, and based on the result of the lottery for a normal symbol win, the normal symbol is displayed in a variable manner on the normal symbol display 63c, and then the lottery result is displayed in a static manner after a predetermined variable time has elapsed. In the gaming machine 1, when a game ball passes through the normal pattern start port 47, that is, when a detection signal is input from the normal pattern gate detection sensor 26a, a random number related to the normal pattern change display game (random number for determining whether a normal pattern is a hit) is obtained, and this random number is reserved and stored in the normal pattern reserve memory area of the RWM as reserved data up to the maximum number of reserved memories (for example, a maximum of 4).
[0109] When a normal symbol is selected in the normal symbol lottery and the normal symbol is displayed in a "normal symbol win" mode on the normal symbol display 63c, a normal power release game is then played. In the normal power release game, the normal electric accessory solenoid 45b is activated, the normal electric accessory 45 is opened, and the special symbol 2 start port 43 is opened, allowing game balls to flow in more easily. In the normal power release game, the special symbol 2 start port 43 is opened a predetermined number of times (for example, once) until a predetermined time (for example, 5.7 seconds) has elapsed or the number of game balls that have entered the special symbol 2 start port 43 reaches a predetermined number (for example, 6).
[0110] [3.5 An example of production] 8 is a diagram illustrating an example of a variable effect. The effect control board 120 receives a performance control command from the main control board 100 and controls the execution of the effect by the performance means. For example, in a special symbol variable display game, a variable effect is performed in synchronization with the special symbol variable display game based on the control of the effect control board 120.
[0111] In the variable effect, for example, three decorative symbols 201 (left symbol 201a, middle symbol 201b, right symbol 201c) are scrolled in the center of the LCD unit 57, and a predetermined effect sound is output from the speaker 29. The left pattern 201a, the middle pattern 201b, and the right pattern 201c each have a plurality of patterns (for example, a "1" pattern to a "9" pattern), and the plurality of patterns are scrolled and displayed on the LCD unit 57, and eventually one of the plurality of patterns is displayed in a stopped state.
[0112] In addition, at the bottom of the LCD unit 57, there is provided a reserve display area 205 in which reserve displays 203 (203a to 203d) are displayed according to the number of reserved balls in the reserved data stored for the special pattern change display game currently being executed, and a display area 209 for displaying the reserve display corresponding to the special pattern change display game currently being executed as the reserve display 207.
[0113] A plurality of display patterns are provided for the reserve display 203 and the reserve display 207. The display pattern displayed on the reserve display 203 and the reserve display 207 is determined by the performance control unit 121 based on the results of the jackpot lottery, the pattern lottery, and the variation pattern lottery that are performed in advance by the main control unit 101 when a gaming ball enters the special pattern 1 starting hole 41 or the special pattern 2 starting hole 43. The hold display area 205 and the corresponding display area 209 display the hold display 203 and the corresponding hold display 207 in a display pattern determined by the performance control unit 121. As the display pattern, for example, patterns with different display colors such as default (white), blue, green, red, gold, etc. are provided. Note that the plurality of display patterns may differ not only in display color but also in shape. Also, the display pattern may change from the time it is first displayed in the reserved display area 205 until it is no longer displayed in the display area 209. The display pattern of the reserved display 207 that is finally displayed in the display area 209 indicates the likelihood of a jackpot.
[0114] 8(a), it is assumed that the previous special symbol variable display game has ended, and the left symbol 201a is a "1" symbol, the middle symbol 201b is a "2" symbol, and the right symbol 201c is a "3" symbol. Also, it is assumed that four reserved displays 203a to 203d are displayed in the reserved display area 205.
[0115] Thereafter, the presentation scenario and the decorative pattern 201 to be finally stopped for the next special pattern change display game are determined by the presentation control unit 121, and when the special pattern change display game starts, the display of the decorative patterns 201a to 201c changes as shown in Figure 8(b) (in the figure, the decorative pattern 201 during the changing display is indicated by a white arrow), and the reserve display 203 is shifted in the reserve display area 205, and the reserve display 203a that was displayed on the far left in the reserve display area 205 is displayed as the reserve display 207 in the display area 209.
[0116] As shown in Figure 8(c), after the left and right decorative patterns 201a and 201c temporarily stop at, for example, the same "7" pattern (after the so-called reach state is reached), when a predetermined SP performance image is displayed on the LCD unit 57 as shown in Figure 8(d), the hold display 203 and the hold display 207 are hidden and the decorative patterns 201a to 201c are displayed small, for example, in the upper right corner.
[0117] 8(e), for example, the decorative symbols 201a to 201c are stopped and displayed as the same "7" symbol, thereby informing the player that he has won the jackpot. Note that if the jackpot is not won, the decorative symbols 201a to 201c are not stopped and displayed together, and this informs the player that he has lost.
[0118] After the decorative symbols 201a to 201c are stopped and displayed as the same symbol, a jackpot game is started and a jackpot effect is executed, and as shown in Fig. 8(f), an image relating to the jackpot game (indicated as "Jackpot" in the figure) is displayed on the LCD unit 57, and a right-hit image 300 encouraging a right hit is displayed in the right-hit display area 301 at the top right of the LCD unit 57. This causes the player to make a right hit.
[0119] <4. Processing the main control board> Next, a description will be given of the processing performed by the main control unit 101 of this embodiment. The processing performed by the main control unit 101 is mainly a main processing (main control side main processing: FIG. 9) and a timer interrupt processing (main control side timer interrupt processing: FIG. 10) that is started by a regular interrupt.
[0120] [4.1 Main control side main processing] FIG. 9 is a flowchart showing the main processing on the main control side. When power is supplied from the power supply board 130 and the main control side main processing is started, the main control unit 101 executes the main control side main processing shown in Fig. 9. Specifically, in step S101, an internal register of the CPU is set.
[0121] In step S102, it is determined whether a power supply abnormality signal indicating a power supply abnormality is ON (abnormal). If the power supply abnormality signal is ON (Yes in step S102), the process returns to step S102. If the power supply abnormality signal is not ON (normal) (No in step S102), access to the RWM is permitted in step S103.
[0122] In step S104, it is determined whether the input signal (RWM clear signal) from the RWM clear switch 112a is ON. The input signal from the RWM clear switch 112a is ON when the RWM clear switch 112a is pressed, and is OFF when the RWM clear switch 112a is not pressed. If the input signal from the RWM clear switch 112a is not ON (No in step S104), it is determined in step S105 whether the backup flag is ON. The backup flag is a flag that indicates whether backup processing has been performed in the power supply check / backup processing in step S201, which will be described later, and is turned ON if backup processing has been performed.
[0123] If the backup flag is ON (Yes in step S105), backup restoration processing is performed in step S106, and the process proceeds to step S108. The backup restoration processing is a restoration process for resuming a game after power is turned on, based on the game information backed up in the RWM when the power was turned off. In addition, in the backup recovery process, a performance control command corresponding to the backup recovery is sent to the performance control board 120.
[0124] On the other hand, if the input signal from the RWM clear switch 112a is ON (Yes in step S104), or if the backup flag is not ON (No in step S105), an RWM clear return process is executed in step S107, and the process proceeds to step S108. This RWM clear return process initializes values in a predetermined area (usage area) including the work area in the RWM, and sends a performance control command to the performance control board 120 indicating that the RWM has been cleared and returned.
[0125] In step S108, startup initialization processing necessary for starting game operations is performed, such as initializing the values of registers of each unit including the main control unit 101. The startup initialization processing includes processing for sending a performance control command to the performance control board 120 to instruct the start of the game, processing for sending commands indicating the number of reserved balls for special pattern 1 and special pattern 2, and processing for turning on a launch control signal for the frame control board 110.
[0126] In step S109, an interrupt prohibition state is set, and in the following step S110, a random number update process is executed. In this random number update process, various random numbers used in the special symbol variation display game and the normal symbol variation display game are updated, and in step S111, an interrupt permission state is set, and the process returns to step S109.
[0127] In this way, the processing of steps S109 to S111 is repeated in an infinite loop. The main control unit 101 repeatedly executes the processing of steps S109 to S111 except while performing timer interrupt processing, which is executed intermittently.
[0128] [4.2 Main control side timer interrupt processing] FIG. 10 is a flowchart showing the main control side timer interrupt processing. The main control unit 101 starts the main control side timer interrupt processing shown in Figure 10 in response to an interrupt from the CTC every fixed time (4 ms), and interrupts during execution of the main control side main processing to execute the main control side timer interrupt processing.
[0129] When the main control unit 101 starts the main control timer interrupt process, it executes a power check / backup process in step S201. This power check / backup process mainly monitors the power level supplied from the power supply board 130, and if an abnormality such as a power outage occurs, it performs a backup process to store predetermined game information at the time of the power outage in the RWM so that game play can be resumed without any problems when the power is restored. When the main control unit 101 executes the backup process, it turns on the backup flag.
[0130] In step S202, a timer management process for managing timers used for game operation control is executed. Here, the values of various timers used for game operation control of the gaming machine 1 are updated (subtracted).
[0131] In step S203, input management processing is executed. In the input management processing, input data is created based on input information (ON / OFF signals and rising states (ON edge, OFF edge)) output from various sensors and switches, and the value of the winning counter is updated based on the created input data. The input information here is, for example, ON / OFF information of the detection signal output from detection switches such as the special symbol 1 start gate switch 41a, the special symbol 2 start gate switch 43a, the normal symbol start gate switch 47a, the big prize gate switch 49a, and the prize gate switch 53a (winning detection information), ON / OFF information of the detection signal output from the magnetic sensor 67, the radio wave sensor 69, and the vibration sensor 71, and the status signal (ON / OFF information of the door open sensor 73, the radio wave sensor 75, etc.) from the frame control board 110. As a result, whether a game ball has been detected at each winning gate is monitored for each interrupt. Furthermore, a "winning counter" is a counter provided for each winning slot, which counts the number of winning game balls (number of winning balls).
[0132] In step S204, a random number management process is executed within a timer interrupt, which periodically updates the random numbers associated with each variable display game. Here, in order to randomize the count value of the random number counter, the random numbers for determining special symbols and the random numbers for determining normal symbols are updated (+1 is added at each interrupt), and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random number for determining a jackpot is generated by the random number generation circuit, and is not updated here.
[0133] In step S205, an error management process is executed, in which the presence or absence of an error is monitored based on input data from various sensors and status signals from the frame control board 110. When an error occurs, the main control unit 101 handles the error by sending an error command corresponding to the type of error that occurred as a performance control command to the performance control board 120. When the performance control board 120 receives this error command, it issues an error notification according to the error type. Furthermore, when the currently occurring error is resolved, the main control unit 101 sends an error release command to the performance control board 120. When the performance control board 120 receives this error release command, it terminates the error notification that is currently being executed.
[0134] In step S206, a normal symbol management process is executed. In the normal symbol management process, the process necessary for executing the normal symbol variable display game is executed, such as acquiring and storing reserved data of normal symbols, drawing a normal symbol in the normal symbol variable display game, and determining the variable time for variably displaying the normal symbol on the normal symbol display device 63c based on the lottery result.
[0135] In step S207, a normal electric accessory management process is executed. In the normal electric accessory management process, processes required for executing a normal electric opening game, such as opening and closing control of the normal electric accessory solenoid 45b, are executed.
[0136] In step S208, a special symbol management process is executed. The special symbol management process mainly performs processes required to execute the special symbol variable display game, such as obtaining and storing reserved data for special symbol 1 and special symbol 2, drawing a jackpot lottery and a symbol lottery in the special symbol variable display game, and drawing a variation pattern of the special symbol based on the lottery results. Then, the main control unit 101 transmits a variation pattern designation command including information on the big win lottery result, the current game state, and the variation time to the performance control board 120 as a performance control command. In addition, the main control unit 101 transmits a decorative symbol designation command including information on the symbol type (whether it is special symbol 1 or 2) and the stop symbol (symbol lottery result) to the symbol control board 120 as a symbol control command. The details of the special symbol management process will be described later.
[0137] In step S209, a special electric accessory management process is executed. In the special electric accessory management process, the process required for executing a big win game is executed.
[0138] In step S210, a right-hit notification information management process is performed. In the right-hit notification information management process, a process is performed to notify a right-hit when a right-hit is advantageous, such as when the special symbol 2 start port 43 or the big prize port 49 is opened.
[0139] In step S211, an LED management process is executed. In the LED management process, output control of a control signal to the main display 63 is performed. The control signal is generated based on decisions made in the normal symbol management process (step S206), the special symbol management process (step S208), the right-hit notification information management process (step S210), etc., and is output to the main display 63 in this LED management process. This realizes a series of variable display operations (variable display and stop display) of special symbols and normal symbols on the main display 63, display of the number of reserved balls, etc.
[0140] In step S212, solenoid management processing is performed. In the solenoid management processing, a signal related to the control of the normal electric role solenoid 45b generated in the normal electric role management processing (step S207) is confirmed, and a signal related to the control of the special electric role port solenoid 51b generated in the special electric role management processing (step S209) is confirmed. Then, based on these signals, the operation / stop of the normal electric role solenoid 45b and the special prize port solenoid 51b is controlled, and the special symbol 2 start port switch 43a is opened or closed, or the special prize port 49 is opened or closed.
[0141] In step S213, it is determined whether the communication period (for example, 108 ms interval) for communication with the frame control board 110 has arrived. If it is not the communication period for communicating with the frame control board 110 (No in step S213), the main control side timer interrupt process ends. When the communication period for communication with the frame control board 110 has arrived (Yes in step S213), a received data acquisition process is performed in step S214 to receive signals (door open signal, power supply abnormality signal, etc.) transmitted from the frame control board 110.
[0142] In step S215, a control command corresponding to the gaming machine information ((hall control, fraud monitoring information)) of the gaming machine 1 is output to the frame control board 110, and the main control side timer interrupt processing is terminated. The gaming machine information includes, for example, information on the occurrence of a big win game, information on the start of the pattern change display game, information on the number of winnings and the number of winning balls, error information, etc.
[0143] When the above timer interrupt process is completed, the main control unit 101 repeats the above steps S109 to S111 until the next timer interrupt occurs.
[0144] [4.2.1 Special Design Management Processing] 11 is a flowchart showing the special symbol management process (step S208). As shown in FIG. 11, the main control unit 101 performs a start port check process 1 to check the special symbol 1 (special symbol 1 start port 41) in step S221, and then performs a start port check process 2 to check the special symbol 2 (special symbol 2 start port 43) in the following step S222. These start port check processes add the number of reserved balls with special patterns resulting from the entry of a game ball into the start port, store various random numbers, send reserved addition commands, etc. Also, the start port check process pre-reads and determines the results of the lottery regarding the jackpot that is executed at the start of fluctuation based on the various random numbers obtained. The pre-read determination includes a series of processes related to 'pre-read win / loss determination' that pre-reads and determines the results of the jackpot lottery, 'pre-read pattern determination' that pre-reads and determines the results of the pattern lottery, and 'pre-read fluctuation pattern determination' that pre-reads and determines the fluctuation pattern at the start of fluctuation.
[0145] After the start check process in steps S221 and S222 is completed, the state of the condition device operation flag is determined in step S223. This "condition device operation flag" is a flag for specifying whether or not a jackpot game is in progress. For example, if the flag is 5AH, it indicates that a jackpot game is in progress, and if the flag is 00H, it indicates that a jackpot game is not in progress. The condition device operation flag is set to 5AH in the special symbol confirmation time process (step S227) when a jackpot is won in the jackpot lottery, and is set to 00H at the end of the jackpot game in the special electric device management process (step S209).
[0146] If the condition device operation flag is not 5AH (No in step S223), in step S224, a special symbol operation status branching process is executed to branch the process related to the variable display operation of the special symbol according to the special symbol operation status (00H to 03H).
[0147] In the special symbol operation status branching process in step S224, depending on whether the special symbol operation status is "waiting (00H, 01H)", "changing (02H)", or "confirming (03H)", the process proceeds to the corresponding process. Note that the "special symbol operation status" is a value that indicates the behavior of the special symbol, and this value is changed depending on the processing state and stored in the special symbol operation status storage area of the RWM.
[0148] Specifically, if the special symbol operation status is "standby (00H, 01H)", the process proceeds to special symbol change start processing (step S225), if it is "changing (02H)", the process proceeds to special symbol change processing (step S226), and if it is "confirming (03H)", the process proceeds to special symbol confirmation time processing (step S227). Here, the above "standby" indicates that the special symbol is in a standby state for the next change, the above "changing" indicates that the special symbol is being displayed in a changing state, and the above "confirming" indicates that the special symbol has finished changing and is being displayed as a fixed symbol.
[0149] By the processing of the above steps S225, S226, and S227, a variable display operation that sets the start and stop of the variation of the special symbols is realized. Details of the special symbol variation start process in step S225 will be described later.
[0150] After completing any of the processes in steps S525 to S527, a special symbol display data update process is executed in step S228. In this special symbol display data update process, it is determined whether the special symbol is changing, and if it is changing, 7-segment display data for the special symbol changing is created, and if the special symbol is not changing, 7-segment display data for the special symbol stopped display is created. The special symbol display data created here is output to the special symbol 1 display 63a and the special symbol 2 display 63b by the LED management process (step S211) of Fig. 10.
[0151] If the condition device operation flag is 5AH, that is, if a jackpot game is being played (Yes in step S223), the process related to the variable display operation of the special symbols in steps S225 to S227 is not performed, and the special symbol display data update process is performed directly in step S228. In other words, if a jackpot game is being played, the variable display operation of the special symbols is not performed.
[0152] (Special pattern change start processing) FIG. 12 is a flowchart showing the special symbol variation start process (step S225) which is a process at the start of variation. As shown in Fig. 12, when the main control unit 101 starts the special symbol variation start process, in step S241, it determines whether the number of reserved balls of special symbol 2 (number of reserved balls of special symbol 2) is 0. If the number of reserved balls of special symbol 2 is not 0 (No in step S241), the process proceeds to step S246.
[0153] On the other hand, if the number of reserved balls for special symbol 2 is 0 (Yes in step S241), it is determined in step S242 whether the number of reserved balls for special symbol 1 (number of reserved balls for special symbol 1) is 0. If the number of reserved balls for special symbol 1 is not 0 (No in step S242), the process proceeds to step S246. The processing of steps S241 and S242 above determines the "priority change order" of which of the special symbol 1 reserved ball and the special symbol 2 reserved ball will be given priority for the variable display operation (which reserved ball will be consumed preferentially). In this embodiment, if there are reserved balls in both the special symbol 1 reserved ball and the special symbol 2 reserved ball, the special symbol 2 reserved ball will be consumed preferentially. In other words, the special symbol 2 variable display game is executed preferentially over the special symbol 1 variable display game. Note that the configuration is not limited to the above-mentioned priority change type, and the reserved balls may be consumed in the order in which they were won.
[0154] In addition, when the number of reserved balls for both the number of reserved balls for special chart 2 and the number of reserved balls for special chart 1 is 0 (Yes in steps S241 and S242), the state is "no reserved balls". Therefore, when it becomes "no reserved balls", in step S243, it is determined whether the special pattern operation status is "standby (00H)" which indicates the state of "no reserved balls".
[0155] If the special symbol operation status is not "waiting (00H)" (No in step S243), that is, if it is determined that the special symbol operation status is "waiting (01H)", the special symbol operation status is switched to "waiting (00H)" in step S244 (00H is stored in the special symbol operation status). Then, in step S245, a "demo display command" for displaying a customer waiting demo screen is sent to the performance control board 120 as a performance control command. This makes it possible to display a demo screen display for customer waiting (customer waiting demo screen) on the LCD unit 57. Thereafter, if the status is "standby (00H)" when the determination process of step S243 is executed, the main control unit 101 ends the special symbol variation start process without transmitting a demo display command again.
[0156] If the number of reserved balls for special chart 2 is not 0 (No in step S241), and if the number of reserved balls for special chart 1 is not 0 (Yes in step S242), processing related to the start of the change in the special pattern is performed (steps S246 to S254) for the reserved data (reserved balls) used for the current change display. Here, in the processing described below, if the answer is No in step S241, the processing will be for the Special Chart 2 reserved ball, and if the answer is No in step S242, the processing will be for the Special Chart 1 reserved ball. However, since the processing method is the same, in order to avoid repetition, we will explain the processing without distinguishing between the processing for the Special Chart 1 reserved ball and the processing for the Special Chart 2 reserved ball unless there is a particular need.
[0157] In step S246, the number of reserved balls is subtracted by 1 (the number of reserved balls related to the special symbol side used for this variable display operation - 1), and in the following step S247, a "reserved subtraction command" including the information on the number of reserved balls after subtraction is sent to the performance control board 120. With this reserved subtraction command, the performance control board 120 grasps the remaining number of reserved balls after the current number of reserved balls has been consumed, and shifts the currently displayed reserved display.
[0158] In step S248, special symbol operation confirmation data is set. This special symbol operation confirmation data is information that specifies the special symbol on the side of the current fluctuation start. For example, if special symbol 1 is the side of the fluctuation start, "00H (special symbol 1 fluctuation start designation)" is stored in a predetermined area (special symbol operation confirmation data storage area) of RWM, and if special symbol 2 is the side of the fluctuation start, "01H (special symbol 2 fluctuation start designation)" is stored in the predetermined area (special symbol operation confirmation data storage area) of RWM.
[0159] In step S249, the reserved data stored in the special symbol reserved memory area of the RWM is shifted, and in the following step S250, the reserved 4 memory area is cleared. In the processing of these steps S249 and S250, the reserved data (random numbers for jackpot determination, random numbers for special symbol determination, and random numbers for variable patterns) stored in the reserved memory area (reserved 1 memory area) corresponding to the reserved memory number n = 1 is read out and stored in the random number memory area for determination of the RWM, and the reserved data stored in the reserved memory areas (reserved 2 memory area, reserved 3 memory area, reserved 4 memory area) corresponding to the reserved n memory area (n = 2, 3, 4) are stored in the reserved memory areas corresponding to 'n-1' (step S249), and the reserved 4 memory area is cleared to provide an empty area (step S250).
[0160] In step S251, a process is performed to transmit a variable number remaining designation command and a game state command. Here, it is determined whether the "time reduction counter" that counts the number of time reductions in the time reduction state is 0, and if the number of time reductions is not 0, a "variable number remaining designation command" including the number of time reductions is transmitted to the performance control board 120. This "variable number remaining designation command" enables the performance control board 120 to execute a process to grasp and notify the number of time reductions. In addition, in step S251, a game state command specifying the current game state is sent to the performance control board 120.
[0161] In step S252, a jackpot random number determination process is executed to draw a jackpot. Details of the jackpot random number determination process will be described later.
[0162] In step S253, a special stop symbol creation process is executed to draw symbols. The details of the special stop symbol creation process will be described later.
[0163] In step S254, a variation pattern creation process is executed to draw a variation pattern. Details of the variation pattern creation process will be described later.
[0164] Here, the results of the jackpot lottery, pattern lottery, and variation pattern lottery at the start of the variation are stored in the RWM. The reason for this is that these lottery results are not only used in the special pattern management process (step S225), but are also data that will be used in subsequent special electric device management processes (step S209), etc. This is different from the process when determining whether to look ahead, in which the lottery results are not stored in the RWM.
[0165] Although an explanation using illustrations will be omitted, if the result of the jackpot lottery is a jackpot, following step S253, the necessary setting process is performed to specify the game state after the jackpot game (game state transition preparation process) as a setting process to transition the game state.
[0166] In step S255, 5AH is stored in the special symbol N changing flag (N=1, 2) which specifies that a changing display is in progress. The "special symbol N changing flag" is a flag which indicates whether the target special symbol out of special symbols 1 and 2 is changing, and when the flag is 5AH, it indicates that the target special symbol is changing, and when the flag is 00H, it indicates that the target special symbol is stopped. The special symbol 1 changing flag (N=1) corresponds to the special symbol 1, and the special symbol 2 changing flag (N=2) corresponds to the special symbol 2.
[0167] In step S256, a decorative symbol designation command is created based on the symbol lottery result, and in step S257, the decorative symbol designation command is transmitted. The decorative symbol designation command includes information on the symbol type (whether it is special symbol 1 or 2) and the symbols to be stopped (symbol lottery result). Therefore, in the performance control board 120, the decorative symbol designation command is mainly used when determining the combination of decorative symbols 201 to form a reach state, the combination of decorative symbols 201 to be finally stopped and displayed, and the preview performance corresponding to the symbols to be stopped in a symbol variable display game.
[0168] In step S258, the setting process at the start of the variation is executed, and the special symbol variation start process (step S225) is terminated. Here, the special symbol operation status is switched to "Variable (02H)" (02H is stored in the special symbol operation status), and the random number storage area for judgment is cleared.
[0169] (Jackpot random number determination process) Fig. 13 is a flowchart showing the jackpot random number determination process (step S252). Fig. 14 is a diagram showing an example of a jackpot determination table.
[0170] As shown in FIG. 13, when the main control unit 101 starts the jackpot random number determination process, it selects a jackpot determination table according to the symbol type (special symbol 1, special symbol 2) in step S261. Here, a predetermined area (address) of the RWM stores a jackpot determination table as shown in Fig. 14. The jackpot determination table is provided for each symbol type, but in this embodiment, the same value is set regardless of the reserved type. The jackpot determination table shows the reference values for low and high probability states. In determining whether a jackpot has occurred, the reference value is set within the range of values that the random number for determining a jackpot can take, and a jackpot determination (jackpot lottery) is made based on the results of comparing the magnitude relationship between the random number for determining a jackpot and the reference value. As an example, a method is used in which a jackpot is determined to have occurred if the value of the random number for determining a jackpot is greater than or equal to 0 and less than the reference value, and a miss is determined otherwise.
[0171] Two types of judgment reference values are set: a judgment reference value (205) used to judge a low probability state, and a judgment reference value (658) used to judge a high probability state. As a result, the probability of winning a jackpot in a low probability state (jackpot probability) is set to approximately 1 / 319.7, and the probability of winning a jackpot in a high probability state is set to approximately 1 / 99.6. In this way, the judgment reference value for a high probability state is set to a larger value than the judgment reference value for a low probability state, thereby increasing the probability of winning a jackpot when a high probability state is judged.
[0172] In addition, we have given an example of a case where the lower limit value for determining a jackpot in the jackpot random number determination is set to "0", that is, a jackpot determination result is obtained if the random number for jackpot determination is within the range of "0" to "determination reference value", but the lower limit value for determination can also be a number greater than "0".
[0173] In step S262, it is determined whether the current game state is a high probability state, and if it is not a high probability state (No in step S262), i.e., if it is a low probability state, the judgment standard value for the low probability state is obtained in step S263, and if it is a high probability state (Yes in step S262), the judgment standard value for the high probability state is obtained in step S264.
[0174] In step S265, it is determined whether the random number for jackpot determination is less than the determination reference value. If the random number for jackpot determination is less than the determination reference value (Yes in step S265), in step S266 the jackpot determination flag is updated to 5AH (jackpot) and the jackpot random number determination process is terminated. If the random number for jackpot determination is not less than the determination reference value (No in step S265), step S266 is skipped and the jackpot random number determination process (step S252) is terminated.
[0175] (Pattern lottery processing) Fig. 15 is a flowchart showing the special stop symbol creation process (step S253) Fig. 16 is a diagram showing an example of a symbol table.
[0176] As shown in Fig. 16, a symbol table is provided for each jackpot lottery result. In the symbol table, the selection rate of the stop symbols (jackpot symbols, losing symbols) is set for each jackpot lottery result. Here, in the pattern table, the numerical values stored for each type of pattern to be drawn represent the allocation value (value representing the allocation) of the selection rate, assuming that the random number for determining the special pattern can take on 200 possible values from 0 to 199. According to the symbol table for jackpots, if you win a jackpot with special symbol 1, "Jackpot 1" will be selected as the jackpot symbol with a selection rate of 200 / 200, meaning that it will always be determined. Also, if you win a jackpot with special pattern 2, the jackpot pattern will be determined as "Jackpot 2" with a selection rate of 140 / 200, and the jackpot type will be determined as "Jackpot 3" with a selection rate of 60 / 200.
[0177] Also, according to the losing symbol table, if a losing symbol is determined with special symbol 1, the losing symbol will be "Loss 1" with a selection rate of 180 / 200, "Loss 2" with a selection rate of 16 / 200, and "Loss 3" with a selection rate of 4 / 200. Also, if a miss is determined for special pattern 2, the miss patterns will be "Miss 1" with a selection rate of 180 / 200, "Miss 2" with a selection rate of 10 / 200, and "Miss 3" with a selection rate of 10 / 200.
[0178] When the main control unit 101 starts the special stop symbol creation process (step S253), it selects a symbol table corresponding to the symbol type in step S271.
[0179] In step S272, a random number for determining a special symbol and a jackpot determination flag are acquired. In step S273, a symbol table corresponding to the jackpot determination flag (jackpot / miss) is referenced, and the stop symbols (jackpot symbol, miss symbol) are determined by symbol lottery based on the random number for determining a special symbol.
[0180] In step S274, the special symbol determination data corresponding to the stop symbol determined in step S273 is stored in a predetermined area of the RWM, and the special stop symbol creation process (step S253) is terminated.
[0181] (Variation pattern creation process) FIG. 17 is a flowchart showing the variation pattern creation process (step S254). When the main control unit 101 starts the variation pattern creation process (step S254), it determines in step S281 whether the big win determination flag is 5AH, that is, whether a big win has been won.
[0182] If the big win determination flag is not 5AH (No in step S281), a miss fluctuation pattern table is selected in step S282, and the process proceeds to step S284. On the other hand, if the big win determination flag is 5AH (Yes in step S281), a big win fluctuation pattern table is selected in step S283, and the process proceeds to step S284.
[0183] In step S284, a random number for a fluctuation pattern is obtained. In step S285, the fluctuation pattern table selected in step S283 or step S284 is referenced, and a fluctuation pattern is determined based on the random number for the fluctuation pattern. In step S286, in order to notify the performance control board 120 of the fluctuation pattern selected in the fluctuation pattern lottery in step S284, a fluctuation pattern designation command including information on the fluctuation pattern (information on the jackpot lottery result, current game status, and fluctuation time) is sent to the performance control board 120 as a performance control command.
[0184] Fig. 18 is a diagram showing an example of a loss fluctuation pattern lottery table. Fig. 19 is a diagram showing an example of a big win fluctuation pattern lottery table. The fluctuation pattern table is stored in the RWM of the main control unit 101. In addition, although Figures 18 and 19 illustrate the fluctuation pattern table used in the normal state, in reality, a fluctuation pattern table used in the time-saving state or the high probability state is also provided. Furthermore, the fluctuation pattern tables shown in Figures 18 and 19 illustrate some of the fluctuation patterns that can be determined, and in reality, many other fluctuation patterns are also provided.
[0185] As shown in Figure 18, in the variation pattern lottery when a miss occurs, the variation patterns of the lottery candidates include "normal 3s," "normal 5s," "normal 10s," "normal 13s," "normal reach," "SP1 (miss)," "SP2 (miss)," "SP3 (miss)," "pseudo 2 + normal reach," "pseudo 2 + SP1 (miss)," "pseudo 2 + SP2 (miss)," "pseudo 2 + SP3 (miss)," "pseudo 3 + SP1 (miss)," "pseudo 3 + SP2 (miss)," and "pseudo 3 + SP3 (miss)." Also, as shown in Figure 19, in the variation pattern lottery at the time of a jackpot, the variation patterns of the lottery candidates include "SP1 (jackpot)", "SP2 (jackpot)", "SP3 (jackpot)", "pseudo 2 + SP1 (jackpot)", "pseudo 2 + SP2 (jackpot)", "pseudo 2 + SP3 (jackpot)", "pseudo 3 + SP1 (jackpot)", "pseudo 3 + SP2 (jackpot)", and "pseudo 3 + SP3 (jackpot)".
[0186] In this embodiment, the lottery for the variation pattern at the time of loss is carried out using a variation pattern table that differs for each loss symbol (loss 1, 2, 3). As mentioned above, the selection rates for each of the losing symbols, "Miss 1," "Miss 2," and "Miss 3," are different in the symbol lottery, with "Miss 1" having the highest selection rate and "Miss 2" and "Miss 3" having lower selection rates than "Miss 1." In other words, if the result of the jackpot lottery is a "Miss," in most cases "Miss 1" will be selected as the losing symbol.
[0187] When the losing symbol is "Miss 1", the lottery for the variation pattern is performed according to the number of reserved balls. For this reason, among the variation pattern tables, different tables are prepared for each number of reserved balls as the variation pattern table to be used when the losing symbol is "Miss 1".
[0188] Here, in the fluctuation pattern table, the numerical values stored for each fluctuation pattern to be selected represent the distribution value (value representing the distribution) of the selection probability when the random number for determining the fluctuation pattern can take on 10,000 possible values from 0 to 9999. For example, in the fluctuation pattern table for special pattern 1, in the table for "Miss 1" and "Number of reserved balls = 0", the stored value for "Normal fluctuation 10s" is "4000", the stored value for "Normal fluctuation 13s" is "4000", the stored value for "Normal reach" is "1000", and the stored value for "Pseudo 2 + Normal reach" is "1000". This means that the selection probability of "Normal fluctuation 10s" is "4000 / 10000", the selection probability of "Normal fluctuation 13s" is "4000 / 10000", the selection probability of "Normal reach" is "1000 / 10000", and the selection probability of "Pseudo 2 + Normal reach" is "1000 / 10000".
[0189] These variation patterns each specify a variation time and a fixed time (stop display time) for the special symbol 1. Therefore, the main control unit 101 causes the special symbol 1 display 63a to variably display the special symbol 1 for the variation time associated with the variation pattern determined here, and then causes the stop symbol determined by the symbol lottery to be stopped and displayed for the fixed time.
[0190] Furthermore, the performance control unit 121 performs performance (variation performance) based on the variation pattern determined by the main control unit 101. In practice, the performance control unit 121 determines the general flow of the performance based on the variation pattern, and then determines the details of the determined general performance by drawing lots or the like, thereby finally determining the performance scenario.
[0191] "Normal variation 3s," "normal variation 5s," "normal variation 10s," and "normal variation 13s" are variation patterns in which the decorative pattern 201 is displayed in a variable manner for 3 seconds, 5 seconds, 10 seconds, and 13 seconds, and then stopped so as not to reach a reach state, and these may be collectively referred to as "normal variation." "Normal reach" is a variation pattern in which the decorative symbol 201 is displayed in a variable manner for 13 seconds, and then the left symbol 201a and the right symbol 201c are temporarily stopped with the same decorative symbol (temporarily stopped in a reach mode), and then the center symbol 201b is stopped and displayed with a decorative symbol different from the left symbol 201a and the right symbol 201c. At this time, the left symbol 201a and the right symbol 201c are also stopped and displayed.
[0192] "SP1," "SP2," and "SP3" are variation patterns in which the decorative pattern 201 is displayed in a varying manner for 13 seconds, and then the left pattern 201a and the right pattern 201c are temporarily stopped with the same decorative pattern (temporarily stopped in a reach state), and then a super reach effect (SP effect) is executed, which has a story-like quality that makes the player wonder whether or not they have won the jackpot. In "SP1," "SP2," and "SP3," the same effects are executed up to a certain point when a jackpot is won or lost, and when the final result is announced, effects corresponding to the respective jackpot lottery results are executed.
[0193] In addition, since "normal reach," "SP1," "SP2," and "SP3" are variation patterns in which the decorative pattern 201 is temporarily stopped in a reach state, these may be collectively referred to as "reach variation."
[0194] "Pseudo 2+SP1," "Pseudo 2+SP2," and "Pseudo 2+SP3" are variation patterns in which the decorative pattern 201 is displayed in a variable manner and then temporarily stopped in a predetermined stopping manner once, and then as a main variation, the decorative pattern 201 is displayed in a variable manner again, and then the left pattern 201a and the right pattern 201c are temporarily stopped with the same decorative pattern (temporarily stopped in a reach manner), and then a super reach performance (SP performance) is executed. These are sometimes collectively referred to as "pseudo 2-reach fluctuations." Similarly, "pseudo 3+SP1", "pseudo 3+SP2", and "pseudo 3+SP3" are variation patterns in which the actual variation is executed after two pseudo variations of the decorative pattern 201. These may also be collectively referred to as "pseudo 3 reach variation".
[0195] As shown in Figures 18 and 19, the selectable variation patterns differ depending on the jackpot lottery result and the current game state. Also, different variation pattern designation commands are associated with the selectable variation patterns. Therefore, the performance control board 120 can grasp the jackpot lottery result, the current game state, and the variation pattern (variation time) by the variation pattern designation command.
[0196] <5. Processing of frame control board> Next, a description will be given of the processing performed by the frame control unit 111 of this embodiment. The processing performed by the frame control unit 111 is mainly a main processing (frame control side main processing: FIG. 20) and a timer interrupt processing (frame control side timer interrupt processing: FIG. 21) that is started by a regular interrupt.
[0197] [5.1 Main processing on frame control side] FIG. 20 is a flowchart showing the frame control side main process. When power is supplied from the power supply board 130 and the frame control side main process is started, the frame control unit 111 executes the frame control side main process. Specifically, in step S301, an internal register of the CPU is set.
[0198] In step S302, it is determined whether a power supply abnormality signal indicating an abnormality in the power supply is ON. If the power supply abnormality signal is ON (Yes in step S302), the process returns to step S302. If the power supply abnormality signal is not ON (is OFF) (No in step S302), access to the RWM is permitted in step S303.
[0199] In step S304, it is determined whether the input signal from the game ball count clear switch 112b is ON (the game ball count clear switch 112b is pressed). If the input signal from the game ball count clear switch 112b is not ON (No in step S304), in step S305, a checksum is calculated for the area related to the game ball count in the RWM, and it is determined whether the checksum is normal.
[0200] If the input signal from the game ball count clear switch 112b is ON (Yes in step S304) and if the checksum is not normal (No in step S305), in step S306, a game ball count clear process is executed to initialize the value of the area related to the game ball count in the RWM. On the other hand, if the input signal from the game ball count clear switch 112b is not ON (No in step S304) and the checksum is normal (Yes in step S305), the process proceeds to step S307 without executing the game ball count clear process.
[0201] In step S307, it is determined whether the input signal from the RWM clear switch 112a is ON (the RWM clear switch 112a is in a pressed state). If the input signal from the RWM clear switch 112a is not ON (No in step S307), in step S308, a checksum for the area related to gaming machine information in the RWM is calculated, and it is determined whether the checksum is normal.
[0202] If the input signal from the RWM clear switch 112a is ON (Yes in step S307) and if the checksum is not normal (No in step S308), in step S309, an RWM clear process is executed to initialize the values of the area related to gaming machine information in the RWM. On the other hand, if the input signal from the RWM clear switch 112a is not ON (No in step S307) and the checksum is normal (Yes in step S308), the process proceeds to step S310 without executing the RWM clear process.
[0203] In step S310, startup initialization processing is performed, such as initializing work areas that do not need to be backed up, setting the WDT and timer interrupts, and performing ball removal processing if the ball removal switch 112c is pressed.
[0204] In step S311, an interruption inhibit state is set, and in step S312, a power interruption abnormality check is performed.
[0205] In step S313, a firing stop control process is performed in which the firing control signal is switched ON / OFF based on a predetermined condition and the firing control signal is output to the firing control circuit 116.
[0206] In step S314, main control board communication processing is performed to receive a control command if there is one sent from the main control board 100, and to transmit a signal to the main control board 100 if there is one to send.
[0207] In step S315, a gaming machine information management process is performed to manage gaming machine information based on the control command transmitted from the main control board 100. In the gaming machine information management process, for example, the number of managed gaming balls is updated. Here, the number of gaming balls is added in response to the control command related to the number of prize balls transmitted from the main control board 100, the number of gaming balls is subtracted in response to the detection of a gaming ball by the subtraction calculation port switch 31c, and the number of gaming balls is added in response to the detection of a gaming ball by the foul ball switch 33c.
[0208] In step S316, an SC board communication process is performed to communicate with the SC board of the game ball lending device. The SC board communication process updates, for example, the number of managed game balls. Here, the number of game balls is added in response to a lending notification from the game ball lending device, and the number of game balls is subtracted in response to the operation of the counting switch 23.
[0209] In step S317, a game ball number display control process is performed to generate a control signal for lighting the game ball number display 21 to display the managed game ball number updated in steps S315 and S316.
[0210] In step S318, an in-area error removal process is executed, in step S319, a game ball circulation management process is executed to appropriately control the lifting device 33, in step S320, an out-area error removal process is executed, and in step S321, a fraud detection process is executed.
[0211] In step S322, values for calculating the game performance information to be displayed on the performance display 113 (number of game balls shot out, total number of prize balls, number of prize balls resulting from winning into the large prize opening 49, total number of prize balls resulting from winning into the special pattern 2 start opening 43 and the number of prize balls resulting from winning into the large prize opening 49, etc.) are calculated, and a performance information management process is performed to calculate the game performance information based on the calculated values.
[0212] In step S323, a performance indicator control process is performed to generate a control signal for lighting the performance indicator 113 to display the gaming performance information calculated in step S322. In step S324, interrupts are permitted, and the process returns to step S311.
[0213] Therefore, the frame control unit 111 repeatedly executes the processes of steps S311 to S324.
[0214] [5.2 Timer interrupt processing on the frame control side] FIG. 21 is a flowchart showing the timer interrupt process on the frame control side. The frame control unit 111 starts frame control side timer interrupt processing in response to an interrupt from the CTC at fixed time intervals (1 ms), and interrupts execution of frame control side main processing to execute the frame control side timer interrupt processing.
[0215] When the frame control unit 111 starts the frame control side timer interrupt process, it saves the register in step S401. In step S402, it performs counter management process of incrementing the values of the counters that count the first period (2 ms) and the second period (4 ms) by 1 and decrementing the timer every 1 ms.
[0216] In step S403, a lifting motor management process is performed to control the driving of the lifting motor 33a.
[0217] In step S404, it is determined whether it is the first period (2 ms) based on the value of the counter that counts the first period. If it is not the first period (2 ms) (No in step S404), steps S405 to S411 are skipped and the process proceeds to step S412. If it is the first cycle (Yes in step S404), in step S405, the control signals (game ball count display segment data, game ball count display common data) generated in step S317 are set in the SPI communication buffer, and game ball count display LED control processing is performed to update the common counter.
[0218] In step S406, a 1-byte timer subtraction process is performed to subtract from a timer consisting of 1 byte.
[0219] In step S407, a switch detection process is performed to detect the state of each switch connected to the frame control unit 111. In step S408, a subtraction mechanism control process is performed to monitor the ball feed solenoid 31a and the foul ball switch 33c and update the counter related to the number of managed game balls.
[0220] In step S409, the control signals (performance display segment data, performance display common data) generated in step S323 are set in the SPI communication buffer, and a performance indicator LED control process is performed to update the common counter.
[0221] In step S410, the state of each switch provided on the lifting device 33 is detected, and a game ball circulation switch detection process is performed to update various timers related to the circulation of game balls.
[0222] In step S411, an out-of-area error monitoring management process is executed to monitor an out-of-area error.
[0223] The processing of steps S405 to S411 up to this point is executed in a first cycle (every 2 ms).
[0224] In step S412, it is determined whether it is the second period (4 ms) based on the value of the counter that counts the second period. If it is not the second period (No in step S412), steps S413 to S415 are skipped and the process proceeds to step S416. If it is the second period (Yes in step S412), a test signal output process is performed in step S413 to output a test signal. Here, when the value of the shot ball counter, the value of the foul ball counter, or the step winning ball counter is other than 0, one pulse signal is output and the corresponding counter is decremented by 1.
[0225] In step S414, a 2-byte timer subtraction process is performed to subtract a timer consisting of 2 bytes. In step S415, a performance indicator display setting process is performed to switch the section displayed on the performance indicator 113. The processing of steps S412 to S415 up to this point is executed in a second cycle (every 4 ms).
[0226] In step S416, data from the output port is output. In step S417, SPI communication is performed. In SPI communication, for example, the control signals (game ball count display segment data, game ball count display common data) set in step S405 are serially output to the game ball count display 21. In addition, the frame control unit 111 serially outputs the control signals (performance display segment data and performance display common data, which will be described later) set in step S409 to the performance display 113. As a result, the game ball count display 21 and the performance display 113 light up and display the number of game balls and game performance information based on the transmitted control signals.
[0227] In step S418, the register is restored and the frame control side timer interrupt process is completed.
[0228] When the above timer interrupt process ends, the frame control unit 111 repeats the above steps S311 to S324 (see FIG. 20) until the next timer interrupt occurs.
[0229] <6. Processing of the performance control board> Next, we will explain the processing performed by the performance control board 120 of this embodiment. The processing performed by the performance control board 120 is mainly main processing (performance control side main processing: Figure 21) and timer interrupt processing (performance control side timer interrupt processing: Figure 21) that is started by a regular interrupt.
[0230] [6.1 Main processing on the performance control side] FIG. 21 is a flowchart showing the main processing on the performance control side. When the performance control unit 121 starts the performance control main process, it performs the initial setting process required before the start of the game operation in step S501. Here, the initial setting process includes, for example, setting a command reception interrupt, returning the movable body accessory 61 to its starting point, initial setting of the CTC, enabling timer interrupts, and initial setting of register values within the CPU including each part of the microcomputer.
[0231] After the above initial setting process is completed, the main loop process of steps S504 to S511 is performed at predetermined time intervals (16 ms), and otherwise the performance software random number update process of step S503 is repeatedly performed.
[0232] In step S502, the main loop update counter is referenced to determine whether the main loop update period (counter value > 15), which is the trigger for executing the main loop processing, has arrived. The main loop update counter is a counter that is incremented during the performance control side timer interrupt processing, which is executed every 1 ms and will be described later. In this embodiment, the main loop processing is performed every 16 ms, and in the determination processing of step S502, the main loop update counter value is determined. If the value is greater than "15" (Yes in step S502), it is determined that the timing for executing the main loop processing has arrived, and the processing of steps S504 to S511 is executed. Otherwise, in step S503, various performance lottery random numbers used in the lottery to determine the performance scenario are updated until the main loop update period arrives (No in step S502).
[0233] If the main loop update period has arrived (Yes in step S502), the main loop update counter is cleared in step S504, and demo / power-saving mode processing is executed in step S505. In the demo / power-saving mode processing, the demo performance (customer waiting performance) and the setting processing required for the power-saving mode are executed.
[0234] In step S506, a performance switch input process is executed, which monitors the operation state of the operation button 25, and when an operation is detected, a performance control process corresponding to the operation is executed.
[0235] In step S507, a command analysis process is performed. In the command analysis process, it is monitored whether a performance control command is stored in the command reception buffer, and if a performance control command is stored, the command is read out and the performance process corresponding to the read performance control command is executed. When a performance control command is sent from the main control board 100, it is stored in the command reception buffer of the RWM.
[0236] For example, when a variation pattern designation command and a decorative symbol designation command are received and stored in the reception buffer, the performance control unit 121 determines a performance scenario based on the information contained in the command in a command analysis process, and stores the performance scenario data (performance scenario data) in the scenario setting area of the RWM. Note that the performance scenario specifies a time schedule for when and for how long one or more types of performances should appear. Furthermore, as will be described in detail later, the performance control unit 121 determines whether or not to execute a preview performance, the type of preview performance to be executed, and the content of the preview performance to be executed based on the variation pattern designation command.
[0237] In step S508, a scenario update process is executed. In this scenario update process, the contents of the timers required for executing the effect scenario are updated, and the effect scenario is advanced based on the timer values. A typical example of the timer is the effect scenario timer, which manages the time schedule for the timing of effect occurrence. For example, during the variable period during which the decorative pattern 201 is displayed in a variable manner, which is essentially the same period as the variable period during which the special pattern is displayed in a variable manner, this timer manages the time schedule for what effect will be displayed, for how long, and by what means on that time axis. The effect scenario timer is also used in the LED drive data update process (step S510) and the movable body accessory operation update process (not shown), which will be described later.
[0238] In step S509, sound output processing is performed. In the sound output processing, data such as phrases and volume are output to the audio IC 125 based on the performance scenario data and the performance scenario timer, and sound effects are output from the speaker 29 via the audio IC 125. In this way, sound effects according to the performance scenario are realized.
[0239] In step S510, an LED drive data update process is executed, in which a control signal (LED data) for lighting up the performance LED 27 is created based on the performance scenario data and the performance scenario timer. In addition, based on the performance control commands (commands for the number of reserved balls for special and normal patterns, right-hit notification, etc.) sent from the main control board 100 and the performance scenario timer, a control signal (LED data) is created to light up and display the fourth pattern display 65.
[0240] In step S511, an LED output process is executed. In this LED output process, the control signal (LED data) created in the LED drive data update process is output to the LED driver 27a, and the fourth symbol display device 65 and the performance LED 27 are turned on and displayed through the LED driver 27a.
[0241] [6.2 Performance control side timer interrupt processing] 23 is a flowchart showing the timer interrupt process on the performance control side. The performance control unit 121 starts the timer interrupt process on the performance control side in response to an interrupt from the CTC every fixed time (1 ms), and interrupts the main process on the performance control side to execute the timer interrupt process on the performance control side.
[0242] When the performance control unit 121 starts the performance control timer interrupt process, it saves the contents of the register in the stack area in step S601, and then executes the button input status update process in step S602. In this button input status update process, it monitors the input status of the operation detection signal from the operation button 25, and when it confirms that it has received the operation detection signal, it stores the detection information in a predetermined area of the RWM.
[0243] In step S603, a movable body accessory operation update process is executed. In this movable body accessory operation update process, motor control data for the movable body motor 61a that operates the movable body accessory 61 is created based on the performance scenario data and the performance scenario timer.
[0244] In step S604, SOL·MOT output processing is performed. In this SOL·MOT output processing, the motor control data of the movable body motor 61a created in the movable body role operation update processing is output to the motor driver 61c. The motor driver 61c outputs a control signal based on the motor control data to the movable body motor 61a of the movable body role 61 to be operated, and controls its operation. In this way, a movable body performance by the movable body role 61 in accordance with the performance scenario is realized.
[0245] In step S605, an LCD command transmission process is performed. In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S508), the LCD command is transmitted to the VDP circuit 127, which executes image display control for the LCD unit 57. As a result, an image according to the performance scenario is displayed.
[0246] In step S606, an RTC information acquisition process is executed. In this RTC information acquisition process, date and time information (RTC information) kept by the RTC is acquired. This RTC information is used when producing effects based on the RTC information.
[0247] In step S607, the main loop update counter is incremented. This main loop update counter was reset in step S503 during the main processing on the performance control side, and is incremented here.
[0248] In step S608, the saved register contents are restored and the timer interrupt process is terminated. After that, the performance control unit 121 executes the performance control side main process until the next timer interrupt occurs.
[0249] <7. Preview performance> [7.1 Display of decorative pattern variations] FIG. 24 is a diagram illustrating the display of the decorative pattern 201 in various variation patterns. FIG. 25 is a diagram illustrating the display of the decorative pattern 201 in the case where the variation pattern is "normal 13s." FIG. 26 is a diagram illustrating the display of the decorative pattern 201 in the case where the variation pattern is "reach variation." In FIG. 25 and FIG. 26, the direction of the arrow indicates the direction of movement of the decorative pattern 201, and the length of the arrow indicates the speed of movement of the decorative pattern 201.
[0250] As described above, the decorative pattern 201 is variably displayed by the performance control unit 121 based on the variation pattern (variation pattern designation command) determined mainly by the main control unit 101. Here, the variation display of the decorative pattern 201 in the variation patterns "normal 3s," "normal 5s," "normal 10s," "normal 13s," and "reach variation" will be described.
[0251] The changing display of the decorative pattern 201 when the change pattern is "normal change" includes a start action executed when the decorative pattern 201 starts changing display, a high-speed change in which the changing display of the decorative pattern 201 is maintained at a high speed after the start action, a deceleration action in which the decorative pattern 201 slows down after the high-speed change, a stop action executed when the decorative pattern 201 stops after the deceleration action, and a standby action (swing) in which the decorative pattern 201 goes into a standby state after the stop action. In addition, when the variation pattern is "reach variation," the variation display of the decorative pattern 201 includes a start action, a high-speed variation, a deceleration action, a stop action, and a standby action, as well as a reach action that is executed when the left pattern 201a and the right pattern 201c temporarily stop in a reach state. However, not all of these actions may be included in all variable displays, and for example, the standby action may not be included.
[0252] The start action is displayed as shown in Figures 25(a), (b) and 26(a), (b), for example, in which all decorative patterns 201 move slightly upward from a stopped state and then accelerate downward. Here, the decorative pattern 201 is set to have a higher display priority (is set to a higher layer) than the background image 210. Therefore, the decorative pattern 201 is displayed in front of the background image 210. In the start action, the transparency of the decorative pattern 201 is set to 0 (opaque), so that the background image 210 behind the decorative pattern 201 is not visible. The start action is set to, for example, 1 second regardless of the variation pattern. The start action is the period from when the decorative pattern 201 is stopped to when it starts to fluctuate at high speed, and may be, for example, the decorative pattern 201 temporarily enlarged or simply moved downward, or may be in any display mode.
[0253] In the high-speed fluctuation, as shown in Figures 25(c), (d) and 26(c), (d), for example, all decorative patterns 201 are scrolled at high speed. At this time, the transparency of the decorative patterns 201 is set high (for example, 90%). Therefore, in the high-speed fluctuation, the background image 210 behind the decorative patterns 201 can be seen through the decorative patterns 201. Note that, hereinafter, the decorative patterns 201 with high transparency that are fluctuating at high speed may be referred to as high-transparency decorative patterns 201. The high-speed fluctuation continues for different periods of time depending on the fluctuation pattern (fluctuation time). Also, the high-speed fluctuation may continue for different periods of time depending on the left pattern 201a, the center pattern 201b, and the right pattern 201c. The high speed fluctuation may be any display mode, such as rotating around an axis in the vertical direction, as long as the decorative pattern 201 is displayed variably with high transmittance.
[0254] The deceleration operation is an operation in which the decorative pattern 201, which has been changed at high speed, decelerates toward a stop, as shown in Figures 25(e), (f) and 26(e), (f), etc. In the deceleration operation, the transparency of the decorative pattern 201 is set to 0 (opaque), so that the background image 210 behind the decorative pattern 201 is not visible. Note that the term "stopped" here refers to a state in which the decorative pattern 201 is displayed as a single pattern in approximately the same position, and includes a temporary stop in which the decorative pattern 201 is, for example, slightly shaking. In addition, during the deceleration operation, the transparency of the decorative pattern 201 may be changed to gradually decrease, and any display mode may be used as long as the decorative pattern 201 is decelerating.
[0255] 25(g), (h), (i) and 26(g), (h), etc., the stop action is an action movement when the decorative pattern 201 stops or temporarily stops, and for example, the decorative pattern 201 is displayed in a bounding manner. In the stop action, the transparency of the decorative pattern 201 is set to 0 (opaque), so that the background image 210 behind the decorative pattern 201 is not visible. The stop action is a section in which the decorative pattern 201 stops or temporarily stops, and may be any display mode, such as the decorative pattern 201 being displayed in a rotating manner (a display rotating around an axis in the vertical direction) or the decorative pattern 201 simply being stopped or temporarily stopped.
[0256] As shown in Figures 25(h) to (j) and Figures 26(h) and (i), the standby action may involve, for example, displaying the decorative symbols 201 in a swaying manner, or displaying the decorative symbols 201 in a rotating manner in a reach mode. The standby operation may be any display mode as long as the decorative pattern 201 is in a standby state.
[0257] In the "Determined" state in FIGS. 24 to 26, the decorative symbols 201 are kept completely stopped for 0.5 seconds, and the result of the big win lottery is notified to the player based on the combination of the decorative symbols 201.
[0258] In "normal 3s," when the change performance (special symbol change display game) starts, the start action of the left symbol 201a, the middle symbol 201b, and the right symbol 201c is performed for 1 second, followed by a high-speed change for 1 second, a deceleration action for 0.5 seconds, a stop action for 0.5 seconds, and a stop (confirmation) for 0.5 seconds. In this way, in "normal 3s," the start action, high-speed fluctuation, deceleration action, and stop action of the left pattern 201a, the middle pattern 201b, and the right pattern 201c all occur at the same timing.
[0259] In "normal 5s," when the change performance (special symbol change display game) starts, the starting actions of the left symbol 201a, the middle symbol 201b, and the right symbol 201c are performed for 1 second, and then the game transitions to high-speed change. Then, the left pattern 201a and the right pattern 201c undergo a 2.5-second high-speed fluctuation followed by a 0.5-second deceleration action, and then a 1-second stop action followed by a 0.5-second stop (confirmation). Furthermore, the middle symbol 201b undergoes a 0.5 second deceleration action after a 3 second high speed fluctuation, and then stops (confirms) for 0.5 seconds after a 0.5 second stop action. For this reason, in "normal 5s," the left pattern 201a and the right pattern 201c stop synchronously, and then the middle pattern 201b appears to stop immediately.
[0260] In "normal 10s," when the change performance (special symbol change display game) starts, the starting actions of the left symbol 201a, the middle symbol 201b, and the right symbol 201c are performed for 1 second, and then the game transitions to high-speed change. Then, the left image 201a undergoes a 5.5-second high-speed fluctuation, followed by a 1-second deceleration action, and then transitions to a 1.5-second swing after a 1-second stop action. In addition, the right pattern 201c undergoes a 6-second high-speed fluctuation followed by a 1-second deceleration action, and then transitions to a 1-second swing after a 1-second stop action. Furthermore, the middle symbol 201b undergoes a 6.5 second high speed fluctuation followed by a 1 second deceleration action, and then transitions to a 0.5 second swing action after a 1 second stop action. Then, the left pattern 201a, the middle pattern 201b, and the right pattern 201c all stop (confirm) for 0.5 seconds. For this reason, in "normal 10s," the left pattern 201a, the right pattern 201c, and the center pattern 201b are displayed as if they had stopped in that order after high-speed fluctuation.
[0261] In "Normal 13s," when the variation effect (special symbol variation display game) starts, the starting action of the left symbol 201a, the center symbol 201b, and the right symbol 201c is performed for 1 second, as shown in Figures 25(a) and 25(b). After that, as shown in Figures 25(c) and 25(d), the left symbol 201a, the center symbol 201b, and the right symbol 201c are rapidly varied. Then, after 7 seconds of high speed fluctuation, the left pattern 201a shifts to deceleration as shown in Fig. 25(e) (8 seconds after the start of fluctuation). Also, in the middle of the deceleration of the left pattern 201a (9 seconds after the start of fluctuation), the right pattern 201c shifts to deceleration as shown in Fig. 25(f). After that, 9.5 seconds after the start of the fluctuation, the left symbol 201a stops, as shown in Figure 25(g). Also, 10 seconds after the start of the fluctuation, the center symbol 201b decelerates. 10.5 seconds after the start of the fluctuation, as shown in FIG. 25(h), the left image 201a starts to sway, and the right image 201c stops. 11.5 seconds after the start of the fluctuation, the right pattern 201c starts to sway and the center pattern 201b stops, as shown in Figure 25(i). Then, 12.5 seconds after the start of the fluctuation, the left pattern 201a, center pattern 201b, and right pattern 201c all start to sway, as shown in Figure 25(j). 13 seconds after the start of the variation, as shown in FIG. 25(k), the left pattern 201a, the center pattern 201b, and the right pattern 201c are stopped (fixed) for 0.5 seconds.
[0262] In the "Reach Fluctuation", when the fluctuation effect (special symbol fluctuation display game) starts, the starting action of the left symbol 201a, the middle symbol 201b, and the right symbol 201c is performed for one second as shown in Figures 26(a) and 26(b). After that, as shown in Figures 26(c) and 26(d), the left symbol 201a, the middle symbol 201b, and the right symbol 201c are rapidly fluctuated. Then, after 7 seconds of high speed fluctuation, the left pattern 201a starts decelerating as shown in Fig. 26(e) (8 seconds after the start of fluctuation). Also, in the middle of the deceleration of the left pattern 201a (9 seconds after the start of fluctuation), the right pattern 201c starts decelerating as shown in Fig. 26(f). After that, 9.5 seconds after the start of the fluctuation, the left pattern 201a stops, as shown in Figure 26(g). Also, 10 seconds after the start of the fluctuation, the middle pattern 201b slow scrolls. Note that the slow scroll is an example of a deceleration action. 10.5 seconds after the start of the fluctuation, as shown in Figure 26(h), the left pattern 201a starts to sway and the right pattern 201c stops, with the same decorative pattern as the left pattern 201a. 11.5 seconds after the start of the variation, as shown in FIG. 26(i), a reach action is performed in which the left pattern 201a and the right pattern 201c rotate once around a vertical axis, for example. Then, when 13 seconds have passed since the start of the fluctuation, a reach effect (such as an SP effect) is executed, such as displaying an image of a reach effect, as shown in FIG. 26(j).
[0263] Thus, in "normal 13s" and "reach fluctuation," at least one of the left pattern 201a, the middle pattern 201b, and the right pattern 201c is in an opaque state in the section from the start of fluctuation to 1 second after the start of fluctuation and the section from 8 seconds after the start of fluctuation to 13 seconds after the start of fluctuation. More specifically, all of the decorative patterns 201 are in an opaque state in the section from the start of fluctuation to 1 second after the start of fluctuation and the section from 10 seconds after the start of fluctuation to 13 seconds after the start of fluctuation, one of the decorative patterns 201 is in a high transparency state and two are in an opaque state in the section from 8 seconds after the start of fluctuation to 9 seconds after the start of fluctuation, and two of the decorative patterns 201 are in a high transparency state and one is in an opaque state in the section from 9 seconds after the start of fluctuation to 10 seconds after the start of fluctuation.
[0264] On the other hand, during the seven seconds from one second after the start of the fluctuation to eight seconds after the start of the fluctuation, the left pattern 201a, the middle pattern 201b, and the right pattern 201c all fluctuate at high speed and have high transparency. Therefore, in this section, the decorative pattern 201 is difficult for the player to see, that is, the player is not conscious of the changing display of the decorative pattern 201, and various preview effects are performed because it is possible to focus the player's attention on the preview effects by performing preview effects. Hereinafter, this section may be referred to as the optimal performance section. Furthermore, the preview effects performed in this section are generally referred to as pre-reach preview effects, but here they will be simply referred to as preview effects.
[0265] [7.2 Examples of previews] 27 and 28 are diagrams showing time charts of preview effects performed in the optimal effect section. As shown in Fig. 27 and 28, the preview effects performed in the optimal effect section include a chance-up effect, a first step-up effect, a second step-up effect, a first button effect, a second button effect, a first background change effect, and a second background change effect. In addition, the preview effects performed in the optimal effect section also include a plurality of effects other than these effects (hereinafter referred to as general preview effects).
[0266] These preview effects have an introductory section, a performance section, and an ending section. Note that the preview effects may have no introductory section, a fade-in (FI) section before the introductory section, no ending section, or a fade-out (FO) section after the ending section.
[0267] The introduction section notifies the player that a preview effect will begin, and also provides preliminary effects such as what kind of preview effect will begin, what kind of hints or notices will be given in the preview effect, etc. Therefore, in the introduction section, there is almost no effect that suggests the likelihood of a jackpot.
[0268] The presentation section is the main section in the preview presentation, and a presentation that suggests or notifies the likelihood of a jackpot is performed. However, not only may a presentation that suggests the likelihood of a jackpot be performed in the entire presentation section, but also a presentation that suggests the likelihood of a jackpot may be performed in part of the presentation section. Also, in the presentation section, there may be a presentation that suggests or notifies, for example, of a development rather than suggesting the likelihood of a jackpot.
[0269] The end section is a section in which the player is notified that the preview performance is ending, and there is almost no performance that suggests the likelihood of a big hit.
[0270] In a typical preview performance, all performances are performed in the optimal performance section where the decorative pattern 201 has a high transmittance, as shown in Figure 27. That is, in a typical preview performance, the introductory section, performance section, and end section are configured to fit within the optimal performance section. For example, while the optimal performance section is 7 seconds, the introductory section is 1 second, the performance section is 4.5 seconds, and the end section is 1.5 seconds. This allows the player to view the general preview performance without being disturbed by the varying display of the decorative pattern 201.
[0271] However, if all preview effects are to be performed within the optimal effect section, the execution time of the effect section that indicates the reliability of the jackpot, which is what the player is most interested in, will be shortened, and the effect that indicates the reliability of the jackpot will not be able to be fully shown to the player.
[0272] Therefore, in the chance up effect, the first step up effect, the second step up effect, the first button effect, the second button effect, the first background change effect, and the second background change effect, a part of the effect is performed during the start action and deceleration action of the decorative symbol 201, thereby lengthening the execution time of the effect section indicating the reliability of the jackpot. Note that the first background change effect and the second background change effect may be collectively referred to simply as background change effect.
[0273] (Chance up effect) Figure 29 is a diagram showing an example of a chance-up effect. As shown in Figures 29(d) to 29(h), the chance-up effect is an effect that suggests the likelihood of a big win by displaying one of the item images 222 with different color patterns. The item images 222 are provided in five types (five patterns), for example, default (white), blue, green, red, and gold, and are set so that the likelihood of a big win increases in the order of default, blue, green, red, and gold.
[0274] 27 and 29, the chance-up effect starts during the starting action of the decorative pattern 201. When the chance-up effect starts, as shown in Fig. 29(a) to Fig. 29(c), a base image 221, which suggests that an item image 222 will be displayed, is displayed so as to overlap the decorative pattern 201 as a fade-in section and an introduction section. The fade-in period is, for example, 0.3 seconds, and the transparency of the base image 221 is gradually decreased, indicating the start of the introduction period. The fade-in period ends before the decorative pattern 201 switches to a high-speed fluctuation. In other words, the fade-in period ends before the decorative pattern 201 becomes highly transparent.
[0275] 29(b) and 29(c), the introduction section starts before the decorative pattern 201 switches to high-speed fluctuation (before the start action ends), and the base image 221 is displayed with a transparency of 0. The introduction section lasts, for example, 1 second, and ends immediately after the decorative pattern 201 switches to high-speed fluctuation.
[0276] The base image 221 is common regardless of the type of subsequently displayed item image 222. Therefore, even if the base image 221 is displayed, it does not indicate the likelihood of a big win.
[0277] Here, the base image 221 and the item image 222 are set to have a higher display priority (set to a higher layer) than the decorative pattern 201. Therefore, the base image 221 and the item image 222 are displayed in front of the decorative pattern 201. In the introduction section, if the base image 221 is displayed so as to overlap with the opaque decorative pattern 201, the player may find it difficult to see the base image 221, but this does not cause any particular problem because the base image 221 does not indicate the degree of expectation. Also, the decorative pattern 201 where the starting action is being performed is visible, so this does not cause any particular problem.
[0278] After the introduction section ends, the performance section begins. During the performance section, an item image 222 of one of the color modes is displayed on a base image 221, as shown in Figures 29(d) to 29(h). The color mode of the item image 222 displayed here is determined by lottery based on a variation pattern, as will be described in detail later. The effect section lasts for, for example, 5.5 seconds and ends before any of the decorative symbols 201 are switched to a deceleration motion. Therefore, the presentation section is within the optimum presentation section, and the base image 221 and item image 222 are displayed so as to overlap the highly transparent decorative pattern 201, and are not displayed so as to overlap the opaque decorative pattern 201. Therefore, during the effect section, the player can easily see the item image 222. In other words, the player can easily grasp the reliability during the effect section.
[0279] Here, white, blue, green, red, and gold are used as color forms to represent the item image 222. Of these color forms, gold is a color that is easily mistaken for yellow or orange. Therefore, when gold is displayed, various sizes of glitter Gr are displayed in and around the gold portion. Glitter Gr is an effect image that expresses luster; for example, to represent gold, yellow is appropriately combined with white and black.
[0280] After the end of the performance section, the end section starts. In the end section, the base image 221 and the item image 222 are displayed so as to gradually disappear (become more transparent) and are finally hidden, as shown in Figures 29(i) and 29(j). The end section lasts for, for example, 1.5 seconds, and ends after the optimum performance section ends and the left symbol 201a is switched to a deceleration operation, but before the right symbol 201c is switched to a deceleration operation. Therefore, the base image 221 and the item image 222 are initially displayed so as to overlap the highly transparent decorative pattern 201, and then are finally displayed together with the opaque left pattern 201a.
[0281] However, in the end section, the disappearance of the base image 221 and the item image 222 indicates the end of the chance-up effect, but does not indicate the degree of expectation. Therefore, even if the base image 221 and the item image 222 are difficult to see, no particular problem occurs because the player has already confirmed the degree of expectation in the effect section. Furthermore, since the display area of the left image 201a during the deceleration operation does not overlap with the base image 221 and the item image 222, the left image 201a during the deceleration operation is not difficult for the player to see.
[0282] However, in the end section, the left pattern 201a may be displayed so as to overlap the base image 221 and the item image 222. Even in such a case, the base image 221 and the item image 222 are hidden before the right pattern 201c switches to a deceleration operation, so that it is possible to prevent a situation in which the temporarily stopped left pattern 201a is not visible, and also to allow the player to know whether the left pattern 201a and the right pattern 201c will be in a reach state.
[0283] Then, after the end section ends and the base image 221 and the item image 222 are no longer displayed, that is, after the chance-up effect ends, the deceleration operation of the right symbol 201c starts as shown in FIG. 29(k).
[0284] In this way, in the chance-up effect, the total area of the base image 221 and the item image 222 displayed in the effect section is larger than the area of the base image 221 displayed in the introduction section. Therefore, the chance-up effect can improve visibility in the effect section.
[0285] In addition, the display priority in the chance-up effect is set to be lowest for the background image 210, next for the decorative pattern 201, and highest for the base image 221 and the item image 222. Therefore, the decorative pattern 201 is displayed before the background image 210, and the base image 221 and the item image 222 are displayed before the decorative pattern 201. By displaying the base image 221 and the item image 222 before the decorative pattern 201 in this way, the base image 221 can be easily confirmed even if the chance-up effect starts during the starting action of the opaque decorative pattern 201. Furthermore, by performing the effect section when the decorative pattern 201 is highly variable at high speed with high transparency, the base image 221 and the item image 222 can be confirmed even more easily. The display priorities of the background image 210, the decorative pattern 201, the base image 221, and the item image 222 are not changed from the start to the end of the chance-up effect.
[0286] In addition, in the introduction section and the performance section, the base image 221 and the item image 222 are displayed in stages in order, allowing time for the item image 222 to be displayed, thereby creating a sense of anticipation in the player. In addition, in the end section, the base image 221 and the item image 222 are both hidden, so that the chance-up effect can be quickly ended.
[0287] The item image 222 may be changed in stages, such as by changing the display size, position, color, etc. In this case, a certain amount of time is required to perform the effect, so it is more effective to extend the effect section.
[0288] (First step up performance) FIG. 30 is a diagram showing an example of the first step-up effect. The first step-up effect is an effect in which step effects are performed in order from one stage to three stages, and the expectation of a jackpot increases as the step effect stage progresses. In the step effect, the step effect is performed in three color forms, for example, blue, red, and gold, which have different expectation of a jackpot. In the first step-up effect, the expectation increases in the order of blue, red, and gold.
[0289] As shown in Figures 27 and 30, the first step-up effect starts during the start action of the decorative symbol 201. When the chance-up effect starts, as shown in Figures 30(a) to 30(b), as the first stage (SU1) effect section, for example, a conversation image 231 with a blue background is displayed so as to overlap the decorative symbol 201 with a transparency of 0. At this time, the content of the conversation (text) is not displayed in the conversation image 231.
[0290] Here, conversation image 231 and conversation images 232 and 233 described later are set to have a higher display priority (set to a higher layer) than decorative pattern 201. Therefore, conversation image 231 is displayed in front of decorative pattern 201. Furthermore, if text is displayed on the conversation image 231 that is displayed over the opaque decorative pattern 201, the text may be difficult to see, which may confuse the player. For this reason, in the section where the decorative pattern 201 is opaque, text is not displayed on the conversation image 231. Furthermore, the decorative pattern 201 where the start action is being performed is also visible, so this does not cause any particular problems.
[0291] When the decorative pattern 201 is switched to high speed variation, the content of the conversation (text) is displayed in the conversation image 231 as shown in FIG. 30(c). The first stage (SU1) effect section lasts, for example, three seconds. Therefore, the first stage effect section ends after the decorative pattern 201 is switched to high-speed fluctuation. Here, since only one type of blue step effect is provided in the first stage, it does not indicate the degree of expectation, but can be said to be an effect that mainly indicates whether or not the second stage step effect will be executed after this. In other words, the first stage step effect can be said to function as an introductory section in which a common effect is executed.
[0292] When the first step-up effect ends in one step, the end section begins immediately after the end of the first step effect. The end section lasts for one second. During the end section, for example, the transparency of conversation image 231 gradually increases and finally disappears.
[0293] On the other hand, if the first step-up effect continues beyond the second stage, the second stage (SU2) effect section starts when the first stage effect section ends. The second stage effect section lasts, for example, two seconds. Therefore, the second stage effect section is performed while the decorative pattern 201 is fluctuating at high speed. In the second stage performance section, as shown in Figures 30(d) to 30(g), a conversation image 232, for example, with a red or gold background, is displayed so as to overlap with a highly transparent decorative pattern 201. Here, if there is a time when the step performances of the first and second stages overlap, there is a time when the conversation image 231 of the first stage and the conversation image 232 of the second stage are displayed simultaneously, as shown in the figures. Furthermore, a plurality of glitter Gr are displayed on the gold conversation image 232. The glitter Gr may be displayed so as to extend beyond the text portion, or may also be displayed around the conversation image 232 (in the area outside the conversation image 232).
[0294] After that, blue conversation image 231 is hidden during the end section of the first stage. Note that Figures 30(d) and 30(e) illustrate a case where the first step-up effect ends in two stages. On the other hand, Figures 30(f) and 30(g) illustrate a case where the first step-up effect continues up to three stages.
[0295] If the first step-up effect ends in two stages, the end stage begins immediately after the second stage effect ends. The end stage lasts for one second. During the end stage, for example, the transparency of the conversation image 232 gradually increases and finally disappears.
[0296] The second-stage step effect is available in two colors, red and gold, and can be said to be an effect that suggests the degree of expectation. During the second-stage effect section, the decorative pattern 201 has high transparency while the conversation image 232 indicating the reliability is displayed (within the optimal effect section), making the conversation image 232 easy for the player to see. In other words, the player can easily grasp the reliability during the effect section.
[0297] If the first step-up effect continues up to three stages, the third stage (SU3) effect section starts when the second stage effect section ends. The third stage effect section lasts, for example, two seconds. Therefore, the third stage effect section is performed while the decorative pattern 201 is fluctuating at high speed. In the third stage performance section, as shown in Figures 30(h) to 30(j), conversation image 233, for example, with a red or gold background, is displayed so as to overlap highly transparent decorative pattern 201. Here, if there is a time when the second and third stage step performances overlap, there is a time when second stage conversation image 232 and third stage conversation image 233 are displayed simultaneously, as shown in the figure.
[0298] 30(h) and 30(i) show the case where the second conversation image 232 is displayed in red, while FIG. 30(j) shows the case where the second conversation image 232 is displayed in gold. Furthermore, a plurality of glitter Gr are displayed on the gold conversation image 233. The glitter Gr may be displayed so as to extend beyond the text portion, or may also be displayed around the conversation image 233 (in the area outside the conversation image 232).
[0299] 30(h) to 30(j), the third-stage conversation image 233 is displayed in red or gold if the second-stage conversation image 232 is red, and is displayed in gold if the second-stage conversation image 232 is gold. In this way, the third-stage conversation image 231 is displayed in a color mode that is the same as or has a higher expectation level than the second-stage conversation image 232.
[0300] When the third stage performance section ends, the end section starts immediately. In the end section, as shown in Figures 30(k) and 30(l), the third stage conversation image 233 is displayed so as to gradually disappear (become more transparent) and is finally hidden. The end section lasts for, for example, one second, and ends after the left symbol 201a switches to a deceleration motion and before the right symbol 201c switches to a deceleration motion. Therefore, the third stage conversation image 233 is initially displayed overlapping the highly transparent decorative pattern 201, and then is finally displayed together with the opaque left pattern 201a.
[0301] The third-stage step effect is available in two colors, red and gold, and can be said to be an effect that suggests the degree of expectation. In the third-stage effect section, the decorative pattern 201 has high transparency while the conversation image 233 indicating the reliability is displayed (within the optimal effect section), making the conversation image 233 easy for the player to see. In other words, the player can easily grasp the reliability during the effect section.
[0302] On the other hand, the third stage end section shows the end of the step effect, such as the disappearance of the conversation image 233, and does not indicate the degree of expectation. Therefore, even if the conversation image 233 is difficult to see, this does not cause any particular problem because the player has already confirmed the degree of expectation during the effect section. Furthermore, the display area of the left pattern 201a during the deceleration operation partially overlaps with the conversation image 233, but the conversation image 233 is hidden before the right pattern 201c switches to the deceleration operation, so it is possible to prevent the type of the temporarily stopped left pattern 201a from becoming unclear, and also to allow the player to know whether the left pattern 201a and the right pattern 201c are in a reach state. Note that the display areas of the left pattern 201a during the deceleration operation and the conversation image 233 may not overlap.
[0303] Then, after the end section of the third stage ends and conversation image 233 is no longer displayed, that is, after the first step-up effect ends, right pattern 201c starts decelerating as shown in FIG. 30(m).
[0304] In this way, in the first step-up effect, the end of the first-stage effect section and the end of the second-stage effect section are the timings at which it branches off as to whether or not the next-stage step effect will start. At these branching times, the decorative symbols 201 have a high transparency (within the optimal effect section), making it easy for the player to see whether or not the next-stage step effect will start. Meanwhile, by having the first-stage step effect start and the third-stage step effect end when at least one of the decorative symbols 201 is opaque, it is possible to lengthen the overall execution time of the first step-up effect, while at the branching times, it is possible to make it easy for the player to understand whether or not the next-stage step effect will start by making the decorative symbols 201 highly transparent (within the optimal effect section).
[0305] Although the first and second stages, and the second and third stages, are designed so that their performance sections do not overlap, they may be designed so that their performance sections overlap. Furthermore, if the final stage of the first step-up performance is one or two stages, the overall performance execution time is shorter than when the performance is executed up to the third stage, so all step performances may be executed during the high-speed fluctuation of the decorative pattern 201 (during the optimal performance section).
[0306] (Second step up performance) 31 is a diagram showing an example of the second step-up effect. The second step-up effect is an effect in which one or two step effects are performed in sequence, and the expectation of a jackpot increases as the step effect progresses. Therefore, the second step effect has fewer steps up to the final stage than the first step effect.
[0307] In the step effect, for example, three colors, blue, red, and gold, are used to produce effects with different color patterns with different jackpot expectations. In the second step-up effect, the expectations are set to increase in the order of blue, red, and gold.
[0308] As shown in Fig. 27 and Fig. 31(a) to Fig. 31(c), the second step-up effect starts after the starting action of the decorative symbol 201 ends and the decorative symbol 201 is switched to high-speed fluctuation. When the second step-up effect starts, as shown in Fig. 31(d) to Fig. 31(f), for example, a thin strip-shaped cut-in image 241 is displayed in the center as the first stage (SU1) effect section, superimposed on the highly transparent decorative symbol 201. The cut-in image 241 is an image in which a character is displayed superimposed on a blue, red, or gold strip, with the expectation level being set to be higher in the order of blue, red, and gold.
[0309] Here, the cut-in image 241 and a cut-in image 242 described later are set to have a higher display priority (set to a higher layer) than the decorative pattern 201. Therefore, the cut-in images 241 and 242 are displayed in front of the decorative pattern 201.
[0310] The first stage (SU1) effect section lasts for, for example, 3.5 seconds. Therefore, the first stage effect section starts and ends during the high speed fluctuation of the decorative pattern 201 (optimum effect section).
[0311] After the first stage of the performance section ends, the end section begins. The end section lasts for 1.5 seconds. During the end section, for example, the transparency of the cut-in image 241 gradually increases and finally disappears.
[0312] The second stage (SU2) effect section starts 2 seconds after the first stage effect section starts and before the first stage effect section ends. The second stage effect section lasts, for example, 3.5 seconds. Therefore, the second stage effect section starts and ends during the high-speed fluctuation of the decorative pattern 201 (optimal effect section). In the second stage effect section, as shown in FIG. 31(g) to FIG. 30(i), for example, a thick strip-shaped cut-in image 242 is displayed in the center so as to overlap the decorative pattern 201 with high transmittance. The cut-in image 242 is an image in which a character is displayed superimposed on a blue, red, or gold band, with the expectation levels being set higher for blue, red, and gold in that order. Furthermore, a plurality of glitter Gr are displayed in the gold cut-in images 241 and 242. The glitter Gr may be displayed so as to extend beyond the cut-in images 241 and 242.
[0313] The second-stage cut-in image 242 is displayed in a color form that has the same or a higher expectation level as the first-stage cut-in image 241. Specifically, if the first-stage cut-in image 241 is blue, the second-stage cut-in image 242 is displayed in blue, red, or gold, if the first-stage cut-in image 241 is red, the second-stage cut-in image 242 is displayed in red or gold, and if the first-stage cut-in image 241 is gold, the second-stage cut-in image 242 is displayed in gold.
[0314] Here, during the time when the first and second stage performance sections overlap, both the cut-in image 241 and the cut-in image 242 are displayed. However, the first and second stage performance sections may not overlap.
[0315] After the second stage effect section ends, the end section begins. During the end section, the second stage cut-in image 242 is displayed so as to gradually disappear (become more transparent) and is finally hidden, as shown in Figures 31(j) and 31(k). The end section is changed to, for example, 1.5 seconds, and ends after the left symbol 201a is switched to the deceleration operation and before the right symbol 201c is switched to the deceleration operation. Therefore, the second-stage cut-in image 242 is first displayed so as to overlap the highly transparent decorative pattern 201, and then is finally displayed together with the opaque left pattern 201a.
[0316] The step effects in the first and second stages are each provided with three color forms: blue, red, and gold, and can be said to suggest the degree of expectation. Furthermore, during the first and second stage effect sections, the decorative pattern 201 has a high transparency while the cut-in images 241 and 242 indicating the reliability are displayed (these are optimal effect sections), making the cut-in images 241 and 242 easy for the player to see. In other words, the player can easily grasp the reliability during the effect section.
[0317] On the other hand, in the second stage end section, the cut-in image 242 disappears, indicating the end of the step effect, and does not indicate the degree of expectation. Therefore, even if the cut-in image 242 is difficult to see, this does not cause any particular problem because the player has already confirmed the degree of expectation during the effect section. Furthermore, the display area of the left pattern 201a during the deceleration operation will partially overlap with the cut-in image 242, but since the cut-in image 242 is hidden before the right pattern 201c is switched to the deceleration operation, it is possible to prevent the type of the temporarily stopped left pattern 201a from becoming unclear, and also to allow the player to know whether the left pattern 201a and the right pattern 201c will be in a reach state.
[0318] Then, after the second stage end section ends and the cut-in image 242 is no longer displayed, that is, after the second step-up effect ends, the right pattern 201c starts decelerating as shown in FIG. 31(l).
[0319] In addition, when the second step-up effect ends at the first stage, the second step-up effect ends while the decorative pattern 201 is fluctuating at high speed.
[0320] In this way, since the second step-up effect has fewer step stages than the first step-up effect, by performing all effect sections when the decorative pattern 201 has high transmittance (within the optimum effect section), the player can concentrate on the effect without being distracted by the changing display of the decorative pattern 201.
[0321] (First button effect) 32 is a diagram showing an example of the first button effect. In the first button effect, an effect is produced in response to an operation on the effect button 25a.
[0322] As shown in Figures 28 and 32, the first button effect starts before the start action of the decorative symbol 201 starts and switches to high-speed variation. When the first button effect starts, as shown in Figures 32(a) to 32(c), selection images 251 indicating the likelihood of a jackpot, "Hot," "Chance," and "Unfortunate," are displayed in a rotating manner as an introductory section. "Unfortunate" has a blue background, "Chance" has a red background, and "Hot" has a gold background, and the likelihood of a jackpot is set high when "Unfortunate," "Chance," and "Hot" are selected in this order (blue, red, and gold, respectively). A plurality of glitter Gr are displayed in the "Super Hot" selection image 251. The glitter Gr may be displayed so as to extend beyond the selection image 251, or may be displayed so as to extend beyond the "Super Hot" characters.
[0323] The introduction period is, for example, one second and ends after the decorative pattern 201 is switched to high-speed variation. Therefore, the selected image 251 is initially displayed so as to overlap the opaque decorative pattern 201, and then finally displayed so as to overlap the highly transparent decorative pattern 201. Here, the selection image 251, the button image 252 described later, and the validity period bar 253 are set to have a higher display priority (set in a higher layer) than the decorative pattern 201. Therefore, the selection image 251 is displayed in front of the decorative pattern 201. At this time, the decorative pattern 201 on which the start action is being performed is also visible, so no particular problem occurs.
[0324] After the introduction section ends, the button valid section is set. The button valid section is a period during which the effect button 25a is validly accepted, and is set to, for example, 3.5 seconds. During the button valid section, as shown in FIG. 32(d), a button image 252 imitating the effect button 25a and a valid period bar 253 indicating the remaining button valid section are displayed. The valid period bar 253 is drawn with multiple scales that represent the divided button valid section, and is displayed so that the scale decreases every time a predetermined time elapses, thereby indicating the remaining button valid section.
[0325] When the effect button 25a is operated within the button valid period, a post-operation effect is executed in which a predetermined selection image 251 is displayed, as shown in Figures 32(e) and 32(f). In the figure, the "Super Hot" selection image 251 is displayed.
[0326] The post-operation effect lasts for, for example, 3.5 seconds. Therefore, if the effect button 25a is operated just before the end of the button valid period, the post-operation effect ends after the left pattern 201a is switched to a deceleration operation. Therefore, the first button effect is set to end 8.5 seconds after the start of the fluctuation.
[0327] If the effect button 25a is operated by the player before the end of the button valid period, a waiting period is set up after the end of the post-operation effect, and the selected image 251 is displayed as is during this waiting period. This makes it possible to synchronize the end timing of the first button effect no matter when the effect button 25a is operated during the button effective period.
[0328] In this way, the button effective zone in the first button effect and the display of the selected image 251 that the player is most interested in are mostly displayed when the decorative pattern 201 has high transmittance (within the optimal effect zone). Therefore, the player can easily grasp the selected image 251.
[0329] On the other hand, the display area of the selected image 251 overlaps with the left pattern 201a during the deceleration operation, but since the selected image 251 is hidden before the right pattern 201c is switched to the deceleration operation, it is possible to prevent the type of the temporarily stopped left pattern 201a from becoming unclear, and also to allow the player to know whether the left pattern 201a and the right pattern 201c will be in a reach state.
[0330] Then, after the post-operation performance section or the waiting section ends and the selected image 251 is no longer displayed, that is, after the second button performance ends, the right pattern 201c is switched to a deceleration operation, as shown in Figure 32(g).
[0331] (Second button effect) 33 is a diagram showing an example of the second button effect. In the second button effect, an effect is produced in response to an operation on the effect button 25a.
[0332] As shown in Figures 28, 33(a), and 33(b), the second button effect differs from the first button effect, which starts before the decorative pattern 201 is switched to high-speed fluctuation, in that it starts after the decorative pattern 201 is switched to high-speed fluctuation. When the second button effect starts, as shown in Figure 33(c), a message screen 261 stating "Push the button to choose your development destination!" is displayed as an introductory section. The introductory section lasts, for example, one second, and the message screen 261 is displayed so as to overlap the highly transparent decorative pattern 201. Here, the message screen 261 and the development image 262 described later are set to have a higher display priority (set to a higher layer) than the decorative pattern 201. Therefore, the message screen 261 is displayed in front of the decorative pattern 201.
[0333] After the introduction section ends, a button valid section is set. The button valid section is set to, for example, 3.5 seconds. During the button valid section, a button image 252 and a validity period bar 253 are displayed, as shown in FIG. 33(d).
[0334] When the effect button 25a is operated within the button valid area, a post-operation effect is executed in which a development destination image 262 suggesting the development destination (for example, "SP1") is displayed, as shown in Figures 33(e) and 33(f).
[0335] The post-operation effect lasts for, for example, 2.5 seconds. Therefore, if the effect button 25a is operated just before the end of the button valid period, the post-operation effect ends after the left pattern 201a is switched to a deceleration operation. Therefore, the second button effect is set to end 8.5 seconds after the start of the fluctuation.
[0336] If the player operates the effect button 25a before the end of the button valid period, a waiting period is set up after the end of the post-operation effect, and during this waiting period the development destination image 262 is displayed as is. This makes it possible to synchronize the end timing of the second button effect no matter when the effect button 25a is operated during the button effective period.
[0337] In this way, the display of the development image 262, which is of most interest to the player in the operation effective section and the second button effect, is mostly performed when the decorative pattern 201 has high transparency (within the optimum effect section). Therefore, the player can easily grasp the development. In addition, the second button effect has the same button effective period as the first button effect, but the execution time of the post-operation effect is shorter. Therefore, even if the introduction period is delayed, all effects can be completed before the right symbol 201c switches to deceleration. Furthermore, even if the introduction period is delayed, the player can easily confirm the result after operating the effect button 25a (i.e., the post-operation effect) and whether the left symbol 201a and the right symbol 201c will be in a reach state.
[0338] On the other hand, the display area of the development image 262 will eventually overlap with the left pattern 201a during the deceleration operation, but since the development image 262 is hidden before the right pattern 201c is switched to the deceleration operation, it is possible to prevent the type of the temporarily stopped left pattern 201a from becoming unclear, and it is also possible to know whether the left pattern 201a and the right pattern 201c will be in a reach state.
[0339] Then, after the post-operation performance section or the waiting section ends and the development destination image 262 is no longer displayed, that is, after the second button performance ends, the right pattern 201c is switched to a deceleration operation, as shown in Figure 33(g).
[0340] (Background change effect) Fig. 34 is a diagram showing types of background images 210. Fig. 35 is a diagram showing an example of a first background change effect. Fig. 36 is a diagram showing an example of a second background change effect. The background change effect is an effect in which the background image 210 is changed during the change effect (special pattern change display game).
[0341] 34, a plurality of background images 210 are provided, and each background image 210 belongs to one of a plurality of production stages (production modes). Here, in each production stage, a hold display 203, a background image 210, a decorative pattern 201, etc., drawn in accordance with a predetermined theme, are displayed on the LCD unit 57, and for example, a pattern stage, a school stage, and an off-campus stage are provided.
[0342] Furthermore, each production stage is provided with a plurality of background images 210. For example, the pattern stage is provided with a background image 210 of pattern 1 shown in Fig. 34(a) and a background image 210 of pattern 2 shown in Fig. 34(b). The school stage is provided with a classroom background image 210 shown in Fig. 35(c) and a gymnasium background image 210 shown in Fig. 34(d). The off-campus stage is provided with a town background image 210 shown in Fig. 34(e) and a park background image 210 shown in Fig. 34(f).
[0343] The performance control unit 121 executes a first background change performance when the performance stage is switched, and executes a second background change performance when the background image 210 is switched without switching the performance stage.
[0344] As shown in Figures 28 and 35, the first background change effect starts after the start action of the decorative pattern 201 has begun and before switching to high-speed variation. When the first background change effect starts, for example, a black background image 271, in which the background is black, is displayed, as shown in Figures 35(a) to 35(c). At this time, since the black background image 271 has a higher display priority than the decorative pattern 201 (because it is in the upper layer), the black background image 271 is displayed before the decorative pattern 201, and the decorative pattern 201 is not displayed. In addition, in the first background change performance, the performance LED 27 is lit in a lighting mode dedicated to the first background change performance, and a sound dedicated to the first background change performance is output from the speaker 29.
[0345] The first background change effect (effect section) lasts, for example, one second. Therefore, the first background change effect ends after the decorative pattern 201 is switched to a high-speed change. As shown in Figures 35(d) to 35(f), after the first background change effect ends, the changed background image 210 belonging to the switched effect stage is displayed.
[0346] In this way, when the changed background image 210 is displayed, the decorative pattern 201 changes at high speed and has high transmittance, so that the player can clearly understand the changed background image 210.
[0347] 28 and 36, the second background change effect starts after the start action of the decorative pattern 201 has started and before switching to high-speed variation. When the second background change effect starts, for example, a black background image 271 with a black background is displayed as shown in Fig. 36(a) and Fig. 36(b). At this time, since the black background image 271 has a lower display priority than the decorative pattern 201 (because it is a lower layer), the decorative pattern 201 is displayed before the black background image 271. Furthermore, in the second background change performance, there is no lighting display of the performance LED 27 corresponding to the second background change performance, and there is no sound output corresponding to the second background change performance.
[0348] The second background change effect is performed for, for example, 0.5 seconds, which is shorter than the first background change effect. Therefore, the second background change effect ends at the same time as the decorative pattern 201 is switched to a high-speed change. As shown in Figures 36(d) to 36(f), after the second background change effect ends, the changed background image 210 belonging to the same effect stage as the effect stage before the switch is displayed.
[0349] Since the second background change performance changes the background image 210 within the same performance stage, the performance interval is set shorter than that of the first change performance, resulting in a quick change of the background image 210. However, the background change performance may not be performed when the background image 210 is changed within the same performance stage.
[0350] Here, the first background change effect is executed, for example, once for every 30 spins of the special symbol change display game (change effect), whereas the second background change effect is executed, for example, once for every 4 spins of the special symbol change display game (change effect). In this way, the second background change effect, which is executed more frequently, can be made less flashy than the first background change effect, thereby giving an overall sense of calmness, and the subdued background change can produce a spacing effect.
[0351] The above-mentioned chance-up effect, first step-up effect, second step-up effect, first button effect, second button effect, and background change effect have been explained using examples of actual fluctuations without pseudo-fluctuations, but these effects may also be executed during pseudo-fluctuations. When these effects are executed during pseudo-fluctuations, they may be executed in the same way as in the case of actual fluctuations.
[0352] [7.3 Tables used to determine preview effects] 37 is a diagram showing a preview effect determination table. The preview effect determination table shown in FIG. When the performance control unit 121 receives a variation pattern designation command in the command analysis process of step S207 (see Figure 13) described above, it refers to the preview performance determination table to determine the type of preview performance (pre-reach preview performance) to be executed based on the variation pattern designation command.
[0353] The preview effect determination table has a selection rate for each variation pattern. The values stored in the preview effect determination table represent the distribution value of the selection rate assuming that the random number for the effect lottery can take on 100 possible values from 0 to 99.
[0354] In the preview effect determination table, "none" indicates that a preview effect will not be executed, "CU" indicates that a chance up effect will be executed, "1st SU" indicates that a 1st step up effect will be executed, "2nd SU" indicates that a 2nd step up effect will be executed, "1st button" indicates that a 1st button effect will be executed, "2nd button" indicates that a 2nd button effect will be executed, and "background change" indicates that a background change effect will be executed.
[0355] According to the preview effect determination table, if the variation pattern is "normal 3 seconds," "normal 5 seconds," or "normal 10 seconds," "none" is always determined. Therefore, if the variation pattern is one of these, the preview effect will not be executed.
[0356] Also, for example, if the variation pattern is "SP1 (miss)", there is a 5 / 100 chance that "none" will be determined, a 20 / 100 chance that "CU" will be determined, a 20 / 100 chance that "1st SU" will be determined, a 20 / 100 chance that "2nd SU" will be determined, a 15 / 100 chance that "1st button" will be determined, a 15 / 100 chance that "2nd button" will be determined, and a 5 / 100 chance that "background change" will be determined.
[0357] Then, when it is decided to execute the preview performance, the content of the performance is determined for each type of preview performance decided.
[0358] 38 is a diagram showing a chance-up effect determination table. The ROM of the effect control unit 121 stores the chance-up effect determination table shown in FIG.
[0359] When it is determined that a chance-up effect is to be executed, the effect control unit 121 determines the content of the chance-up effect based on the variation pattern by referring to a chance-up effect determination table. The chance-up effect determination table sets the selection rate of the chance-up effect content for each variation pattern. The values stored in the notice-up effect determination table represent the allocation value of the selection rate assuming that the effect lottery random number can take 100 numbers from 0 to 99.
[0360] In the chance-up effect determination table, "default" indicates that the item image 222 is displayed in the default color (white), "blue" indicates that the item image 222 is displayed in blue, "green" indicates that the item image 222 is displayed in green, "red" indicates that the item image 222 is displayed in red, and "gold" indicates that the item image 222 is displayed in gold.
[0361] For example, if the fluctuation pattern is "SP1 (miss)", there is a 10 / 100 chance that "default (white)" will be determined, a 10 / 100 chance that "blue" will be determined, a 20 / 100 chance that "green" will be determined, a 30 / 100 chance that "red" will be determined, and a 30 / 100 chance that "gold" will be determined. Also, when the fluctuation pattern is "SP1 (jackpot)", there is a 2 / 100 chance that "default (white)" will be determined, a 3 / 100 chance that "blue" will be determined, a 5 / 100 chance that "green" will be determined, a 30 / 100 chance that "red" will be determined, and a 60 / 100 chance that "gold" will be determined.
[0362] As shown in Figure 38(b), the overall probability of a big win for the chance-up effects is set to about 3%, and the occupancy rate at the time of a big win is set to about 10%. Here, the expectation level indicates the probability of winning a jackpot when the effect is executed, and the occupancy rate indicates the probability of execution when a jackpot is won. Therefore, when the chance-up effect is executed, there is about a 3% chance of winning a jackpot, and when a jackpot is won, it is executed about 10% of the time.
[0363] Furthermore, when the item image 222 is the default (white) color, the expectation rate is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. Furthermore, when the item image 222 is blue, the expectation rate is set to about 2%, and the occupancy rate is set to less than about 0.3%. Furthermore, when the item image 222 is green, the expectation rate is set to about 5%, and the occupancy rate is set to about 0.5%. Furthermore, when the item image 222 is red, the expectation rate is set to about 40%, and the occupancy rate is set to about 3%. Furthermore, when the item image 222 is gold, the expectation rate is set to about 60%, and the occupancy rate is set to about 6%.
[0364] 39 is a diagram showing a first step-up effect determination table. The ROM of the effect control unit 121 stores the first step-up effect determination table shown in FIG.
[0365] When it is decided to execute the first step-up effect, the effect control unit 121 refers to the first step-up effect decision table and decides the content of the first step-up effect based on the variation pattern. The first step-up effect determination table has a selection rate for the content of the first step-up effect set for each variation pattern. The values stored in the first step-up effect determination table represent the distribution values of the selection rate assuming that the random number for effect lottery can take 100 values from 0 to 99.
[0366] In the first step-up effect determination table, "1 stage (blue)" indicates that only 1 stage of step effect is performed and blue conversation image 231 is displayed. "2 stages (blue, red)" indicates that 2 stages of step effect is performed, with blue conversation image 231 displayed in the first stage and red conversation image 232 displayed in the second stage. "2 stages (blue, gold)" indicates that 2 stages of step effect is performed, with blue conversation image 231 displayed in the first stage and gold conversation image 232 displayed in the second stage. "3 levels (blue, red, red)" indicates that a three-level step effect is performed, with blue conversation image 231 displayed in the first level, red conversation image 232 displayed in the second level, and red conversation image 233 displayed in the third level. "3 levels (blue, red, gold)" indicates that a three-level step effect is performed, with blue conversation image 231 displayed in the first level, red conversation image 232 displayed in the second level, and gold conversation image 233 displayed in the third level. "3 levels (blue, gold, gold)" indicates that a three-level step effect is performed, with blue conversation image 231 displayed in the first level, gold conversation image 232 displayed in the second level, and gold conversation image 233 displayed in the third level.
[0367] For example, if the fluctuation pattern is "SP1 (miss)", there is a 10 / 100 chance that "1 level (blue)" will be determined, a 30 / 100 chance that "2 levels (blue, red)" will be determined, a 15 / 100 chance that "2 levels (blue, gold)" will be determined, a 20 / 100 chance that "3 levels (blue, red, red)" will be determined, a 15 / 100 chance that "2 levels (blue, red, gold)" will be determined, and a 10 / 100 chance that "3 levels (blue, gold, gold)" will be determined. Also, when the fluctuation pattern is "SP1 (jackpot)", there is a 5 / 100 probability that "1 stage (blue)" will be determined, a 10 / 100 probability that "2 stages (blue, red)" will be determined, a 20 / 100 probability that "2 stages (blue, gold)" will be determined, a 15 / 100 probability that "3 stages (blue, red, red)" will be determined, a 25 / 100 probability that "2 stages (blue, red, gold)" will be determined, and a 25 / 100 probability that "3 stages (blue, gold, gold)" will be determined.
[0368] As shown in Figure 39(b), the first step-up effect has an overall expectation of a big win of about 3%, and an occupancy rate of about 10% when a big win occurs. The expectation of blue color in the final stage is set to less than about 0.1%, and the occupancy rate is set to less than about 0.1%. In addition, the expected probability of being red in the final stage is set to about 40%, and the occupancy rate is set to about 3%. In addition, the expected probability of being gold in the final stage is set to about 60%, and the occupancy rate is set to about 6%.
[0369] Furthermore, as shown in FIG. 39(c), the expectation level when the final stage is one stage is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. In addition, if the final stage is two stages, the expected rate is set to about 20%, and the occupancy rate is set to about 3%. In addition, if the final stage is three stages, the expected rate is set to about 50%, and the occupancy rate is set to about 6%.
[0370] 40 is a diagram showing a second step-up effect determination table. The ROM of the effect control unit 121 stores the second step-up effect determination table shown in FIG.
[0371] When it is decided to execute the second step-up effect, the effect control unit 121 refers to the second step-up effect decision table and decides the content of the second step-up effect based on the variation pattern. The second step-up effect determination table has a selection rate for the content of the second step-up effect set for each variation pattern. The values stored in the second step-up effect determination table represent the distribution values of the selection rate assuming that the random number for effect lottery can take 100 values from 0 to 99.
[0372] In the second step-up effect determination table, "1 stage (blue)" indicates that only 1 stage of step effect is performed and a blue cut-in image 241 is displayed. "1 stage (red)" indicates that only 1 stage of step effect is performed and a red cut-in image 241 is displayed. "1 stage (gold)" indicates that only 1 stage of step effect is performed and a gold cut-in image 241 is displayed. "Two-stage (blue, blue)" indicates that a two-stage step effect is performed, with a blue cut-in image 241 displayed in the first stage and a blue cut-in image 242 displayed in the second stage. "Two-stage (blue, red)" indicates that a two-stage step effect is performed, with a blue cut-in image 241 displayed in the first stage and a red cut-in image 242 displayed in the second stage. "Two-stage (blue, gold)" indicates that a two-stage step effect is performed, with a blue cut-in image 241 displayed in the first stage and a gold cut-in image 242 displayed in the second stage. "Two-stage (red, red)" indicates that a two-stage step effect is performed, with a red cut-in image 241 displayed in the first stage and a red cut-in image 242 displayed in the second stage. "Two-stage (red, gold)" indicates that a two-stage step effect is performed, with a red cut-in image 241 displayed in the first stage and a gold cut-in image 242 displayed in the second stage. "2 stages (gold, gold)" indicates that a two-stage step effect is performed, with a gold cut-in image 241 displayed in the first stage and a gold cut-in image 242 displayed in the second stage.
[0373] For example, if the fluctuation pattern is "SP1 (miss)", there is a 15 / 100 chance that "1 level (blue)" will be determined, a 15 / 100 chance that "1 level (red)" will be determined, a 10 / 100 chance that "1 level (gold)" will be determined, a 20 / 100 chance that "2 levels (blue, blue)" will be determined, a 10 / 100 chance that "2 levels (blue, red)" will be determined, a 5 / 100 chance that "2 levels (blue, gold)" will be determined, a 15 / 100 chance that "2 levels (red, red)" will be determined, a 5 / 100 chance that "2 levels (red, gold)" will be determined, and a 5 / 100 chance that "2 levels (gold, gold)" will be determined. Also, when the fluctuation pattern is "SP1 (jackpot)", there is a 5 / 100 probability that "1 stage (blue)" will be determined, a 10 / 100 probability that "1 stage (red)" will be determined, a 15 / 100 probability that "1 stage (gold)" will be determined, a 10 / 100 probability that "2 stages (blue, blue)" will be determined, a 10 / 100 probability that "2 stages (blue, red)" will be determined, a 15 / 100 probability that "2 stages (blue, gold)" will be determined, a 15 / 100 probability that "2 stages (red, red)" will be determined, a 10 / 100 probability that "2 stages (red, gold)" will be determined, and a 10 / 100 probability that "2 stages (gold, gold)" will be determined.
[0374] As shown in Figure 40(b), the second step-up effect has an overall expected probability of a big win of about 3%, and an occupancy rate at the time of a big win of about 10%. The expectation that the cut-in images 241 and 242 will ultimately be blue is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. Furthermore, the expectation that the cut-in images 241 and 242 will ultimately be red is set to about 40%, and the occupancy rate is set to about 4%. Furthermore, the expectation that the cut-in images 241 and 242 will ultimately be gold is set to about 60%, and the occupancy rate is set to about 6%.
[0375] Furthermore, as shown in FIG. 40(c), the expectation level when the final stage is one stage is set to about 20%, and the occupancy rate is set to about 4%. In addition, if the final stage is two stages, the expected rate is set to about 50%, and the occupancy rate is set to about 6%.
[0376] 41 is a diagram showing a first button effect determination table. The ROM of the effect control unit 121 stores the first button effect determination table shown in FIG.
[0377] When it is determined that the first button effect is to be executed, the effect control unit 121 determines the content of the first button effect based on the variation pattern by referring to the first button effect determination table. The first button effect determination table contains a selection rate for the content of the first button effect for each variation pattern. The values stored in the first button effect determination table represent the distribution values of the selection rates assuming that the random number for effect selection can take on 100 possible values from 0 to 99.
[0378] In the first button effect determination table, "Unfortunate (white)" indicates that the unfortunate selection image 251 is displayed. "Chance (red)" indicates that the chance selection image 251 is displayed. "Super Hot (gold)" indicates that the super hot selection image 251 is displayed.
[0379] For example, if the fluctuation pattern is "SP1 (miss)", there is a 10 / 100 chance that "Disappointing (white)" will be determined, a 60 / 100 chance that "Chance (red)" will be determined, and a 30 / 100 chance that "Super Hot (gold)" will be determined. Also, when the fluctuation pattern is "SP1 (jackpot)", there is a 5 / 100 chance that "Unfortunate (white)" will be determined, a 35 / 100 chance that "Chance (red)" will be determined, and a 60 / 100 chance that "Super Hot (gold)" will be determined.
[0380] As shown in Figure 41(b), the first button effect is set to have an overall expectation of a jackpot of about 3%, and an occupancy rate of about 10% when a jackpot occurs. In addition, the expected probability of "unfortunate (white)" is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. In addition, the expected probability for "Chance (red)" is set to approximately 40%, and the occupancy rate is set to approximately 4%. In addition, if it is "Super Hot (Friday)", the expected probability is set to about 60%, and the occupancy rate is set to about 6%.
[0381] 42 is a diagram showing a second button effect determination table. The ROM of the effect control unit 121 stores the second button effect determination table shown in FIG.
[0382] When it is determined that the second button effect is to be executed, the effect control unit 121 determines the content of the second button effect based on the variation pattern by referring to the second button effect determination table. The second button effect determination table contains a selection rate for the second button effect content for each variation pattern. The values stored in the second button effect determination table represent the distribution values of the selection rate assuming that the effect lottery random number can take on 100 possible values from 0 to 99.
[0383] In the second button effect determination table, "···" indicates that a development-destination image 262 that does not indicate a development destination is displayed. "SP1" indicates that a development-destination image 262 indicating that the development destination is SP1 is displayed. "SP2" indicates that a development-destination image 262 indicating that the development destination is SP2 is displayed. "SP3" indicates that a development-destination image 262 indicating that the development destination is SP3 is displayed.
[0384] For example, if the fluctuation pattern is "SP1 (miss)", "SP1" will be determined with a 100 / 100 probability, and nothing else will be determined. Also, if the fluctuation pattern is "SP1 (jackpot)", "SP1" will be determined with a probability of 100 / 100, and nothing else will be determined.
[0385] As shown in Figure 42(b), the second button effect is set to have an overall expectation of a jackpot of about 3%, and an occupancy rate of about 10% when a jackpot occurs. The expected probability of "..." is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. In addition, the expected rate for "SP1" is set at approximately 40%, and the occupancy rate is set at approximately 3%. In addition, the expected rate for "SP2" is set at approximately 50%, and the occupancy rate is set at approximately 3%. In addition, the expected rate for "SP3" is set at approximately 60%, and the occupancy rate is set at approximately 4%.
[0386] 43 is a diagram showing a background change effect determination table. The background change effect determination table shown in FIG.
[0387] When it is decided to execute a background change performance, the performance control unit 121 refers to the background change performance decision table and decides the content of the background change performance (first background change performance or second background change performance) based on the change pattern. The background change effect determination table has a selection rate for the content of the background change effect set for each variation pattern. The values stored in the background change effect determination table represent the distribution value of the selection rate assuming that the effect lottery random number can take on 100 possible values from 0 to 99.
[0388] In the background change effect determination table, "1" indicates the first background change effect. "2" indicates the second background change effect. Therefore, if "1" is determined, the effect stage will be changed, and if "2" is determined, only the background image 210 will be changed without changing the effect stage.
[0389] For example, if the fluctuation pattern is "SP1 (miss)", there is a 30 / 100 probability that "1st" will be determined, and a 70 / 100 probability that "2nd" will be determined. Also, if the fluctuation pattern is "SP1 (jackpot)", "1st" is determined with a probability of 65 / 100, and "2nd" is determined with a probability of 35 / 100.
[0390] As shown in Figure 43(b), the overall probability of a big win for the background change effects is set to about 1%, and the occupancy rate at the time of a big win is set to about 10%. The expected probability of being "first" is set to about 10%, and the occupancy rate is set to about 9%. In addition, the expected probability of being "second" is set to about 0.1%, and the occupancy rate is set to about 1%.
[0391] In this way, when the first background change effect is executed, the expectation of a jackpot is set to be higher than when the second background change effect is executed, so it can be said that the background change effect is an effect that suggests the expectation of a jackpot.
[0392] [7.4 Variations in preview performance] 44 and 45 are diagrams showing modified examples of advance notice effects (pre-reach advance notice effects). Note that although the chance-up effect is given as an example in Fig. 44 and Fig. 45, the same applies to the first step-up effect, the second step-up effect, the first button effect, the second button effect, and the background change effect.
[0393] The effect contents of the chance up effect, first step up effect, second step up effect, first button effect, second button effect, and background change effect described above are examples, and other effect contents may also be used.
[0394] Furthermore, these preview effects are configured to end after the left symbol 201a switches to a decelerating motion and before the center symbol 201b switches to a decelerating motion. However, as shown in Modification 1 of FIG. 44, these preview effects may end before the left symbol 201a switches to a decelerating motion. Also, as shown in Modification 2 of FIG. 44, they may end after the left symbol 201a and the right symbol 201c switch to a decelerating motion and before the center symbol 201b switches to a decelerating motion (or slow scrolling). Even in these cases, it is better for the presentation section to end within the presentation optimum section in order to suggest the degree of expectation and make the decorative symbol 201 easier to see. In this way, the advance notice performance (advance notice performance before reach) may end before all of the decorative symbols 201 are in a standby state. As a result, the advance notice performance ends before the stop action of the right symbol 201c or the reach action of the left symbol 201a and the right symbol 201c, so it is possible to easily confirm whether the left symbol 201a and the right symbol 201c will be in a reach state.
[0395] In addition, in these preview performances, we have explained an example in which the display area of the images involved in the preview performance (for example, item image 222, conversation images 231, 232, 233, cut-in images 241, 242, selection image 251, development destination image 262, etc.) is larger than that of the decorative pattern 201 in most performances. However, the image related to the preview performance may have a smaller display area than the decorative pattern 201. If the image related to the preview performance is smaller than the decorative pattern 201 and is displayed so as to overlap with the opaque decorative pattern 201, the image related to the preview performance will be more difficult to see, so it is more effective to start the performance section after the decorative pattern 201 has a high transparency.
[0396] In addition, in these preview effects, a performance section is provided after the introductory section. However, it is also possible to end the preview effect with only the introductory section (so-called false).
[0397] Also, although the case where the execution time of the start action of all decorative symbols 201 is the same has been described, the execution time of the start action of the decorative symbols 201 may be different. For example, as shown in variant example 3 of Figure 45, even if the starting action of the left pattern 201a is 0.5 seconds, the starting action of the right pattern 201c is 1 second, and the starting action of the middle pattern 201b is 1.5 seconds, the performance section can be started after all decorative patterns 201 are switched to high-speed fluctuation. Also, as shown in variant example 4 of Figure 45, if the execution time of the starting action of the decorative pattern 201 is long, for example 2 seconds, the preview performance may be started after the decorative pattern 201 is switched to high-speed fluctuation so that the player can see the starting action of the decorative pattern 201.
[0398] In the above example, a fade-in section was provided only in the step-up performance, but fade-in sections may also be provided in other preview performances, and fade-in sections do not necessarily have to be provided in all preview performances.
[0399] <8.Special performance> Next, the special effects will be explained. The special effects are effects that are performed during the reach effect (after the left pattern 201a and the right pattern 201c have reached the reach state), and by being performed, the expectation of a big win increases. Therefore, the special effects can be said to be a type of advance notice effect.
[0400] Figure 46 shows an SP effect in which no special effect is executed, and Figure 47 shows an SP effect in which a special effect is executed.
[0401] As shown in Figure 46, in a variable performance in which an SP performance is executed, as shown in Figure 46(a), the left pattern 201a and the right pattern 201c are temporarily stopped in a reach state, and then an SP performance according to the variable pattern is executed.
[0402] In the SP performance, for example, a battle performance is executed in which an ally character and an enemy character (character A in the figure) fight against each other.
[0403] When the SP effect (battle effect) starts, the LCD unit 57 displays the ally characters as shown in Figure 46(b), and then displays the words "VS Character A" as shown in Figure 46(c), indicating that character A will fight against character A together with character A. At this time, the words "VS Character A" can be displayed in any color, such as white, red, or gold, to indicate the likelihood of a jackpot. The likelihood increases in the order of white, red, and gold. The battle effects are performed both when a jackpot is won and when a miss occurs, so not only does the color of the "VS Character A" text change, but suggestive effects are also performed at various times during the effect to indicate the likelihood of a jackpot.
[0404] After that, as shown in FIG. 46(d), an image (video) of a scene in which the ally character and character A fight is displayed, and then an announcement effect is performed to announce whether or not a jackpot has been won.
[0405] In the notification effect at the time of a jackpot, after the victory effect in which the ally character defeats character A as shown in Figure 46(e) is played, decorative patterns 201a, 201b, and 201c are temporarily stopped and displayed as the same decorative pattern as shown in Figure 46(f), and the result of the final jackpot lottery is announced.
[0406] On the other hand, when a win is lost, as a notification effect, a defeat effect is performed in which an ally character is defeated by character A, as shown in Figure 46(g), and then, as shown in Figure 46(h), the middle pattern 201b is temporarily stopped with the left pattern 201a and a decorative pattern different from the left pattern 201a, and the fact that the win is lost is notified.
[0407] In the SP effect in which a special effect is executed, as shown in Figure 47(a), the left pattern 201a and the right pattern 201c are temporarily stopped in a reach state, and then a special effect such as that shown in Figures 47(b) to 47(g) is executed.
[0408] The image of the special effect (special effect image) is displayed in substantially the entire display area of the LCD unit 57. Here, substantially the entire display area of the LCD unit 57 refers to the entire display area that is visible to the player, and the special effect does not have to be displayed in areas that are not visible to the player.
[0409] In the examples shown in Figures 47(b) to 47(g), the special effect is an effect in which a phoenix is summoned. In this way, the special effect is an effect in which a story unfolds through multiple scenes. For this reason, the execution time of the special effect is set to a certain extent. Specifically, it is set to, for example, 15 seconds, which is longer than the execution time of the above-mentioned pre-reach notice effect, so that the player can enjoy the special effect for a long period of time.
[0410] At this time, the special effect is displayed in a gold color across the entire display area. Therefore, while the special effect is being performed, a large number of glitter Gr will be displayed throughout the display area. The glitter Gr may also be displayed so as to overlap the text, as shown in FIG. 47(d). In this case, the glitter Gr may be displayed so as to extend beyond the text. The Glitter Gr displayed in the special effect has the same effect as the Glitter Gr displayed in the pre-reach preview effect when it is in gold color mode.
[0411] By executing the special effects in gold, the player can feel a sense of expectation of winning a jackpot. For this reason, the special effects are set to have a high expectation of winning a jackpot.
[0412] In addition, in the special effects, if it is clear that the effects are being performed in gold overall, it is also possible to mix in other colors, such as black, that do not suggest the likelihood of a jackpot. In this case, the overall gold display area is made larger than the black display area.
[0413] After the special effect is executed, the battle effect is resumed as shown in Figures 47(h) to 47(l). Therefore, when the special effect is executed, the normal variable effect (SP effect) is temporarily interrupted, the special effect is interrupted and executed, and then the normal variable effect is restored and the effect is resumed.
[0414] 48A and 48B are diagrams showing a special effect determination table. The ROM of the effect control unit 121 stores the special effect determination table shown in FIG.
[0415] When it is determined in step S507 that the SP effect is to be executed, the effect control unit 121 refers to the special effect determination table and determines whether or not to execute the special effect based on the variation pattern. The special effect determination table sets the selection rate for the content of the background change effect for each variation pattern. The values stored in the special effect determination table represent the distribution value of the selection rate assuming that the random number for effect lottery can take on 100 possible values from 0 to 99.
[0416] In the special effect determination table, "execute" indicates that the special effect is executed, and "not execute" indicates that the special effect is not executed.
[0417] For example, if the fluctuation pattern is "SP1 (miss)", there is a 10 / 100 probability that "execution" will be determined, and there is a 90 / 100 probability that "non-execution" will be determined. Also, if the fluctuation pattern is "SP1 (jackpot)", there is a 70 / 100 probability that "execution" will be determined, and a 30 / 100 probability that "non-execution" will be determined.
[0418] As shown in Figure 48(b), the probability of a big win is set to about 60% for the special effects as a whole, and the occupancy rate at the time of a big win is set to about 70%.
[0419] <9.Configuration Example> An example of the configuration of the gaming machine 1 will be described below.
[0420] The gaming machine 1 of the embodiment has the following (Configuration A1). (Configuration A1) The gaming machine 1 includes a display means capable of displaying a predetermined image, a judgment means for judging whether or not a special game advantageous to the player is to be played, a decorative pattern variation means for variably displaying a plurality of decorative patterns on the display means based on the judgment result of the judgment means, and a preview effect execution means for executing a preview effect suggesting the judgment result. The variable display of the decorative pattern includes a start action in which the decorative pattern starts to display a variable display, a variable action in which the variable display of the decorative pattern is maintained after the start action, a deceleration action in which the decorative pattern slows down after the variable action, a stop action action in which the decorative pattern performs a stop action after the deceleration action, and a standby action in which the decorative pattern goes into a standby state after the stop action action. In the variable action, the transparency of the decorative pattern is higher than that in the start action, the deceleration action, the stop action action and the standby action. The preview performance is executed by superimposing the decorative pattern on the decorative pattern in a display area where the decorative pattern is variably displayed on the display means, and is composed of an expectation performance section where the expectation performance is executed in one of a plurality of modes where the expectation of the special game being played is different, and a common performance section which precedes the expectation performance section and where a common performance is executed in a common mode regardless of the mode of the expectation performance. The common effect section starts before the decorative symbols are switched to the variable operation, and the expectation effect section starts after the decorative symbols are switched to the variable operation.
[0421] In this (configuration A1) concept, the display means corresponds to the LCD unit 57, the judgment means corresponds to the main control unit 101 that performs the special pattern management processing in step S208, and the decorative pattern variation means and the preview performance execution means correspond to the performance control unit 121. Furthermore, the starting motion corresponds to a starting action, the fluctuating motion corresponds to a high-speed fluctuation, and the waiting motion corresponds to a swing or a reach action. The expectation level effect section corresponds to the effect section, and the common effect section corresponds to the introduction section. The multiple modes with different expectation levels correspond to blue, red, and gold color modes. The preview effect corresponds to, for example, the chance-up effect (see FIG. 29) or the first step-up effect (see FIG. 30). When the preview effect is the first step-up effect, the common effect section corresponds to the first step-up effect.
[0422] For example, in the chance-up effect, the introduction section starts before the decorative pattern 201 is switched to high-speed fluctuation (during the start action), and the effect section starts after the decorative pattern 201 is switched to high-speed fluctuation. When the decorative pattern 201 is fluctuating at high speed, the transparency is high, making it easy to see other effects. By executing the effect section after the start of this effect optimum section, it becomes possible to make the item image 222, which suggests the degree of expectation, clearly visible to the player. In addition, by starting the introduction section before the decorative pattern 201 switches to high-speed fluctuation (during the start action), it is possible to ensure a long execution time for the performance section, and the performance announcing the expectation level can be extended. Thus, the gaming machine 1 can improve the presentation effect.
[0423] The gaming machine 1 of the embodiment has the following (Configuration A1-2) in addition to (Configuration A1). (Configuration A1-2) The preview performance ends after the decorative pattern is switched to a deceleration motion.
[0424] For example, in the chance-up effect, the end section starts before the deceleration motion of the left symbol 201a is switched to and ends after the switch. Furthermore, since the end section is mainly intended to notify that the chance-up effect has ended and does not indicate reliability, even if the item image 222 superimposed on the opaque decorative pattern 201 becomes somewhat difficult to see, no problem occurs in terms of the effect. Furthermore, by executing the end section until after the left pattern 201a has switched to a deceleration operation, it is possible to ensure a long execution time for the presentation section in the presentation optimum section, allowing the presentation that notifies the expectation level to be carried out for a longer period of time, thereby improving the presentation effect.
[0425] The gaming machine 1 of the embodiment has the following (Configuration A1-3) in addition to (Configuration A1) and (Configuration A1-2). (Configuration A1-3) The preview performance ends before all decorative symbols are switched to standby operation.
[0426] The chance-up effect ends before all the decorative symbols 201 are switched to the standby operation. Even if any of the decorative patterns 201 overlaps with the item image 222 and becomes difficult to see in the end section, the chance-up effect ends before all the decorative patterns 201 stop, so it is possible to avoid a situation where the stopped decorative patterns 201 become unclear.
[0427] The gaming machine 1 of the embodiment has the following (Configuration A1-4) in addition to (Configuration A1), (Configuration A1-2), and (Configuration A1-3). (Configuration A1-4) The plurality of decorative symbols have different execution times for the start operations, and the expectation performance section starts after all the decorative symbols are switched to the variable operations.
[0428] As shown in Variation 3 of Figure 45, even if the execution time of the start action of the decorative symbols 201 is different, the effect section of the chance-up effect starts after all of the decorative symbols 201 are switched to high-speed fluctuation. Therefore, the item image 222 is displayed so as to overlap the decorative symbols 201 with high transparency. In other words, the item image 222 can be prevented from overlapping with the non-transparent decorative symbols 201.
[0429] This makes it easier to see the item image 222 indicating the degree of expectation, reducing the chances that the player will not be able to grasp the color of the item image 222.
[0430] The gaming machine 1 of the embodiment has the following (Configuration A2). (Configuration A2) The gaming machine 1 includes a display means capable of displaying a predetermined image, a judgment means for judging whether or not a special game advantageous to the player is to be played, a decorative pattern variation means for variably displaying a plurality of decorative patterns on the display means based on the judgment result of the judgment means, and a preview effect execution means for executing a preview effect suggesting the judgment result. The variable display of the decorative pattern includes a start action in which the decorative pattern starts to display a variable display, a variable action in which the variable display of the decorative pattern is maintained after the start action, a deceleration action in which the decorative pattern slows down after the variable action, a stop action action in which the decorative pattern performs a stop action after the deceleration action, and a standby action in which the decorative pattern goes into a standby state after the stop action action. In the variable action, the transparency of the decorative pattern is higher than that in the start action, the deceleration action, the stop action action and the standby action. The advance notice performance is executed by superimposing the decorative symbols on the decorative symbols in a display area where the decorative symbols are variably displayed on the display means, and includes a stage performance in which the expectation of the special game being played increases as the performance stage progresses. In the stage performance, the first stage begins before the decorative pattern is switched to the changing action, and the second stage and beyond begin after the decorative pattern is switched to the changing action.
[0431] In this (configuration A2) concept, the display means corresponds to the LCD unit 57, the judgment means corresponds to the main control unit 101 that performs the special pattern management processing in step S208, and the decorative pattern variation means and the preview performance execution means correspond to the performance control unit 121. Furthermore, the starting motion corresponds to a starting action, the fluctuating motion corresponds to a high-speed fluctuation, and the waiting motion corresponds to a swing or a reach action. The expectation level effect section corresponds to the effect section, and the common effect section corresponds to the introduction section. The preview effect corresponds to the first step-up effect (see FIG. 30).
[0432] For example, in the first step-up performance, the first stage starts before the decorative pattern 201 is switched to high-speed fluctuation (during the starting action), and the second stage starts after the decorative pattern 201 is switched to high-speed fluctuation. When the decorative pattern 201 is fluctuating at high speed, the transparency is high, making it easy to see other effects. By executing the second stage after this state begins, the player can easily confirm whether or not the two-stage step effect will be executed, and it is also possible to properly show the step effect (conversation image 231) from the second stage onwards, which suggests the degree of expectation, to the player. Furthermore, by starting the first stage before the decorative pattern 201 switches to high-speed fluctuation (during the starting action), it is possible to ensure a long execution time for the entire first step-up performance, and the performance announcing the degree of expectation can be extended. Thus, the gaming machine 1 can improve the presentation effect.
[0433] The gaming machine 1 of the embodiment has the following (Configuration A2-2) in addition to (Configuration A2). (Configuration A2-2) If the stage performance ends at the first stage without the second stage being performed, the first stage will start after the decorative pattern is switched to a variable operation.
[0434] As a result, when the step effect ends at the first stage, the effect execution time is short, so it is possible to perform all of the effect during the high-speed fluctuation of the decorative pattern 201. Therefore, by performing the entire first step-up effect during the high-speed fluctuation of the decorative pattern 201, all of the effect can be clearly seen by the player without overlapping with the opaque decorative pattern 201, and the effect of the effect can be improved.
[0435] The gaming machine 1 of the embodiment has the following (Configuration A2-3) in addition to (Configuration A2) (Configuration A2-2). (Configuration A2-3) The preview performance includes a second stage performance, which has fewer stages leading up to the final stage than the stage performance. The second stage performance begins after the decorative pattern switches to a changing motion, as in the first stage.
[0436] In the case of this (Configuration A2-3) concept, the second stage performance corresponds to the second step-up performance. The second step-up effect has only two final stages, compared to the first step-up effect, which has three final stages. Therefore, the second step-up effect can ensure sufficient performance time even if all step performances are performed in the optimal performance section. Therefore, by performing the entire second step-up performance during the high speed fluctuation of the decorative pattern 201, all of the performance can be clearly shown to the player without overlapping with the opaque decorative pattern 201, thereby improving the performance effect.
[0437] The gaming machine 1 of the embodiment has the following (Configuration A3). (Configuration A3) The gaming machine 1 includes an operation means operable by a player, a display means capable of displaying a predetermined image, a determination means for determining whether or not a special game advantageous to the player should be played, a decorative pattern variation means for varyingly displaying a plurality of decorative patterns on the display means based on the determination result of the determination means, and a preview effect execution means for executing a preview effect suggesting the determination result. The variable display of the decorative pattern includes a start action in which the decorative pattern starts to display a variable display, a variable action in which the variable display of the decorative pattern is maintained after the start action, a deceleration action in which the decorative pattern slows down after the variable action, a stop action action in which the decorative pattern performs a stop action after the deceleration action, and a standby action in which the decorative pattern goes into a standby state after the stop action action. In the variable action, the transparency of the decorative pattern is higher than that in the start action, the deceleration action, the stop action action and the standby action. The preview performance is executed by superimposing a decorative pattern on a display area where the decorative pattern is variably displayed on the display means, and is composed of an effective operation section where operation of the operation means is effective, an introduction performance section where an introduction performance is performed before the effective operation section, and a post-operation performance section where a post-operation performance is performed after the operation means is operated within the effective operation section. The introduction performance section starts before the decorative pattern is switched to the variable operation, and the operation effective section starts after the decorative pattern is switched to the variable operation.
[0438] In the case of this (configuration A3) concept, the operation means corresponds to the effect button 25a, the display means corresponds to the LCD unit 57, the judgment means corresponds to the main control unit 101 that performs the special pattern management processing of step S208, and the decorative pattern variation means and the preview effect execution means correspond to the effect control unit 121. Furthermore, the starting motion corresponds to a starting action, the fluctuating motion corresponds to a high-speed fluctuation, and the waiting motion corresponds to a swing or a reach action. The post-operation performance section corresponds to the post-operation performance, and the introduction performance section corresponds to the introduction section. The preview effect corresponds to the first button effect (see FIG. 32).
[0439] In the first button performance, the introduction section starts before the decorative pattern 201 is switched to high-speed fluctuation (during the start action), and the operation effective section starts after the decorative pattern 201 is switched to high-speed fluctuation. When the decorative pattern 201 is fluctuating at high speed, the transparency is high, making it easy to see other effects. By executing the effective operation period after the start of this optimal effect period, it is possible to make the player clearly understand that the effect button 25a is active. In addition, by starting the introduction section before the decorative pattern 201 is switched to high-speed fluctuation (during the start action), it is possible to ensure a long execution time for the operation effective section and the post-operation performance section, and the post-operation performance can be extended. Thus, the gaming machine 1 can improve the presentation effect.
[0440] The gaming machine 1 of the embodiment has the following (Configuration A3-2) in addition to (Configuration A3). (Configuration A3-2) The preview performance ends after the decorative pattern switches to a decelerating motion. In the first button effect, the post-operation effect is performed at the timing when the effect button 25a is operated within the operation valid period, so the post-operation effect starts at various timings. On the other hand, the execution time of the post-operation effect is constant. Therefore, it is necessary to set up a time configuration with a comparatively large margin for executing the post-operation effect. Therefore, by ending the first button effect after the deceleration operation of the decorative pattern 201 has switched, it is possible to secure a longer execution time for the post-operation effect regardless of the timing of the operation of the effect button 25a, thereby improving the effect of the effect.
[0441] The gaming machine 1 of the embodiment has the following (Configuration A4). (Configuration A4) The gaming machine 1 includes a display means capable of displaying a predetermined image, a determination means for determining whether or not a special game advantageous to the player is to be played, a decorative pattern variation means for varying and displaying a plurality of decorative patterns on the display means based on the determination result of the determination means, and a background display means for displaying one of a plurality of background images on the display means and, when changing the background image, executing a change effect to switch the background image displayed on the display means. The variable display of the decorative pattern includes a start action in which the decorative pattern starts to display a variable display, a variable action in which the variable display of the decorative pattern is maintained after the start action, a deceleration action in which the decorative pattern slows down after the variable action, a stop action action in which the decorative pattern performs a stop action after the deceleration action, and a standby action in which the decorative pattern goes into a standby state after the stop action action. In the variable action, the transparency of the decorative pattern is higher than that in the start action, the deceleration action, the stop action action and the standby action. The change performance is started before the decorative pattern is switched to the changing operation, and the switched background image is displayed after the decorative pattern is switched to the changing operation.
[0442] In this (configuration A4) concept, the display means corresponds to the LCD unit 57, the judgment means corresponds to the main control unit 101 that performs the special pattern management processing in step S208, and the decorative pattern variation means and background display means correspond to the performance control unit 121. Furthermore, the starting motion corresponds to a starting action, the fluctuating motion corresponds to a high-speed fluctuation, and the waiting motion corresponds to a swing or a reach action. The post-operation performance section corresponds to the post-operation performance, and the introduction performance section corresponds to the introduction section. The change effect corresponds to the background change effect (see FIG. 34).
[0443] The background change performance starts before the decorative pattern 201 is switched to high-speed variation (during the start action), and the changed background image 210 is displayed after the decorative pattern 201 is switched to high-speed variation. When the decorative pattern 201 is fluctuating at high speed, the transparency is high, making it easy to see other effects. By switching to the changed background image 210 after the start of this optimal effect section, the changed background image 210 can be clearly seen by the player. Furthermore, by starting the background change effect before the decorative pattern 201 is switched to high-speed variation (during the start action), it is possible to make the changed background image 210 look longer. Thus, the gaming machine 1 can improve the presentation effect.
[0444] The gaming machine 1 of the embodiment has the following (Configuration B1). (Configuration B1) The gaming machine 1 includes a determination means for determining whether or not to play a special game advantageous to a player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance that suggests the result of the determination. The preview performance includes a first preview performance, a second preview performance, and a third preview performance. The first advance notice performance can be performed in a first color mode, a second color mode which has a higher expectation of a special game being played than the first color mode, or a third color mode which has a higher expectation than the second color mode. The second preview performance can be performed in the second color mode or the third color mode, but is not performed in the first color mode. The third preview performance is a performance in which a story unfolds through multiple scenes, and can be performed in the third color mode, but cannot be performed in other color modes. The third preview performance has a longer execution time than the first preview performance and the second preview performance.
[0445] In the case of this (Configuration B1) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. In addition, the first preview effect corresponds to the effect section of the chance up effect (see Figure 29), the second preview effect corresponds to the second and third stages of the first step up effect (see Figure 30), and the third preview effect corresponds to the special effect (see Figure 47). The first color embodiment corresponds to blue, the second color embodiment corresponds to red, and the third color embodiment corresponds to gold.
[0446] The duration of the chance up effect section is 5.5 seconds, the duration of the second and third stages of the first step up effect is 2.5 seconds each, and the duration of the special effect is 15 seconds. Therefore, the duration of the special effect is longer than the duration of the chance up effect section and the second and third stages of the first step up effect.
[0447] Since the execution time of the special effects is long, if special effects are produced in multiple color modes, the effort required to create the effects will be enormous and the production costs will increase compared to producing the chance-up effects or the second and third stages of the first step-up effects, which have a short execution time.
[0448] Furthermore, if a special effect that takes a long time to execute is executed in a color with low expectations, such as blue or green, the player will feel annoyed as he or she is forced to watch an effect with low expectations for a long time.
[0449] Therefore, by executing the special effects that take a long time to execute only in gold, which has a high expectation, it is possible to reduce the production time and production costs, and also to improve the effect of the effects without making the player feel bothered.
[0450] The gaming machine 1 of the embodiment has the following (Configuration B1-2) in addition to (Configuration B1). (Configuration B1-2) The first color mode, the second color mode, and the third color mode are color modes that are used both when a special game is being played and when a special game is not being played.
[0451] The expected probability of blue is a few percent, the expected probability of red is about 40%, and the expected probability of gold is about 60%. Therefore, blue, red, and gold can appear even when a jackpot is won or when a loss is determined. On the other hand, there are also colors such as rainbow that only appear when a jackpot is won.
[0452] Here, the chance-up effect, first step-up effect and special effect are executed in a color mode that appears whether a big win is won or a loss is determined, so that the player can enjoy the effects while looking forward to the subsequent developments, further improving the effect of the effects.
[0453] The gaming machine 1 of the embodiment has the following (Configuration B1-3). (Configuration B1-3) The gaming machine 1 includes a determination means for determining whether or not to play a special game advantageous to a player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance that suggests the result of the determination. The preview performance includes a first preview performance, a second preview performance, and a third preview performance. The first preview performance is executed by one of a plurality of color patterns that have different expectation levels for the special game to be played. The second preview performance is executed using one of the color modes used in the first preview performance that is less than the number of color modes used in the first preview performance. The third preview performance is a performance in which a story unfolds through multiple scenes, and is executed in a color mode that has a relatively high expectation among the color modes used in the second preview performance, and is not executed in other color modes. The third preview performance has a longer execution time than the first preview performance and the second preview performance.
[0454] In the case of this (Configuration B1-3) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. In addition, the first preview effect corresponds to the effect section of the chance up effect, the second preview effect corresponds to the second and third stages of the first step up effect, and the third preview effect corresponds to the special effect.
[0455] The chance up effect is performed in one of five color forms: default (white), blue, green, red, and gold; the second and third stages of the first step up effect are performed in one of two color forms: red and gold; and the special effect is performed only in gold, which has the highest expectation, and is not performed in blue or red color forms.
[0456] The duration of the chance up effect section is 5.5 seconds, the duration of the second and third stages of the first step up effect is 2.5 seconds each, and the duration of the special effect is 15 seconds. Therefore, the duration of the special effect is longer than the duration of the chance up effect section and the second and third stages of the first step up effect.
[0457] Since the execution time of the special effects is long, if special effects are produced in multiple color modes, the effort required to create the effects will be enormous and the production costs will increase compared to producing chance-up effects or the second and third stages of the first step-up effect, which have a short execution time.
[0458] Furthermore, if a special effect that takes a long time to execute is executed in a color with low expectations, such as blue or green, the player will feel annoyed as he or she is forced to watch an effect with low expectations for a long time.
[0459] Therefore, by executing the special effects that take a long time to execute only in gold, which has a high expectation, it is possible to reduce the production time and production costs, and also to improve the effect of the effects without making the player feel bothered.
[0460] The gaming machine 1 of the embodiment has the following (Configuration B2). (Configuration B2) The gaming machine 1 includes a display means capable of displaying a predetermined image, a determination means for determining whether or not to perform a special game advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance in which a preview performance image suggesting the determination result is displayed on the display means. The preview performance includes a first preview performance, a second preview performance, and a third preview performance. The first advance notice performance can be performed in a first color mode, a second color mode which has a higher expectation of a special game being played than the first color mode, or a third color mode which has a higher expectation than the second color mode. The second preview performance can be performed in the second color mode or the third color mode, but is not performed in the first color mode. The third preview performance is a performance in which a story unfolds through multiple scenes, and can be performed in the third color mode, but cannot be performed in other color modes. The third preview performance has a preview performance image displayed on the display means with a larger area than the first preview performance and the second preview performance.
[0461] In the case of this (Configuration B2) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. In addition, the first preview effect corresponds to the effect section of the chance up effect (see Figure 29), the second preview effect corresponds to the second and third stages of the first step up effect (see Figure 30), and the third preview effect corresponds to the special effect (see Figure 47). The first color embodiment corresponds to blue, the second color embodiment corresponds to red, and the third color embodiment corresponds to gold. The preview effect image corresponds to the base image 221, the item image 222, the conversation images 231, 232, 233, and the special effect image.
[0462] The chance-up effect and the first step-up effect are displayed in a part of the display area of the LCD unit 57. On the other hand, the special effect is displayed in the entire display area of the LCD unit 57.
[0463] Special effects take up a large display area, which means that they require a lot of time and effort to produce. Also, if a special effect with a large display area is executed in a color with low expectations, such as blue or green, the player will feel annoyed by being shown a large image of an effect with low expectations.
[0464] Therefore, by executing the special effects with a large display area only in gold, which has a high expectation, it is possible to reduce the production time and production costs, and also to improve the effect of the effects without making the player feel bothered.
[0465] The gaming machine 1 of the embodiment has the following (Configuration B2-2) in addition to (Configuration B2). (Configuration B2-2) In the third preview performance, the preview performance image is displayed in almost the entire area of the display means.
[0466] This means that it takes a lot of time and effort to create special effects. Also, players are excited about special effects that are displayed on almost the entire surface of the LCD unit 57. For this reason, special effects are only displayed in gold, which creates high expectations.
[0467] The gaming machine 1 of the embodiment has the following (Configuration B2-3). (Configuration B2-3) The gaming machine 1 includes a display means capable of displaying a predetermined image, a determination means for determining whether or not to perform a special game advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance in which a preview performance image suggesting the determination result is displayed on the display means. The preview performance includes a first preview performance, a second preview performance, and a third preview performance. The first preview performance is executed by one of a plurality of color patterns that have different expectation levels for the special game to be played. The second preview performance is executed using one of the color modes used in the first preview performance that is less than the number of color modes used in the first preview performance. The third preview performance is a performance in which a story unfolds through multiple scenes, and is executed in a color mode that has a relatively high expectation among the color modes used in the second preview performance, and is not executed in other color modes. The third preview performance has a preview performance image displayed on the display means with a larger area than the first preview performance and the second preview performance.
[0468] In the case of this (Configuration B2-3) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. In addition, the first preview effect corresponds to the effect section of the chance up effect, the second preview effect corresponds to the second and third stages of the first step up effect, and the third preview effect corresponds to the special effect.
[0469] The chance up effect is performed in one of three color forms of blue, red and gold, the first step up effect is performed in one of two color forms of red and gold, and the special effect is performed only in gold, which has the highest expectation, and is not performed in the blue or red color forms.
[0470] The chance-up effect and the first step-up effect are displayed in a part of the display area of the LCD unit 57. On the other hand, the special effect is displayed in the entire display area of the LCD unit 57.
[0471] Special effects take up a large display area, which means that they require a lot of time and effort to produce. Also, if a special effect with a large display area is executed in a color with low expectations, such as blue or green, the player will be annoyed by being shown a large image of an effect with low expectations.
[0472] Therefore, by executing the special effects with a large display area only in gold, which has a high expectation, it is possible to reduce the production time and production costs, and also to improve the effect of the effects without making the player feel bothered.
[0473] The gaming machine 1 of the embodiment has the following (Configuration B3). (Configuration B3) The gaming machine 1 includes a determination means for determining whether or not to play a special game advantageous to a player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance that suggests the result of the determination. The preview performance includes a first preview performance and a second preview performance. The first advance notice performance can be performed in a first color mode, a second color mode which has a higher expectation of a special game being played than the first color mode, or a third color mode which has a higher expectation than the second color mode. The second preview performance is a performance in which a story unfolds through multiple scenes, and can be performed in the third color mode, but is not performed in other color modes. The second preview performance is more anticipated when it is performed than the first preview performance.
[0474] In the case of this (Configuration B3) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. Moreover, the first preview effect corresponds to the effect section of the chance-up effect (see FIG. 29), and the second preview effect corresponds to the special effect (see FIG. 47). The first color embodiment corresponds to blue, the second color embodiment corresponds to red, and the third color embodiment corresponds to gold.
[0475] The expected probability of chance-up effects is approximately 10% overall, and the expected probability of special effects is approximately 60%.
[0476] Since the special effects are set to have a high level of expectation, even if special effects are produced in multiple color modes, it will increase the effort and cost, and it will become difficult to create a difference in the level of expectation for each color mode, which could result in a reduced effect of the effect.
[0477] Therefore, by performing highly anticipated special effects using only gold, it is possible to reduce production time and production costs and improve the effect of the effects.
[0478] The gaming machine 1 of the embodiment has the following (Configuration B3-2) in addition to (Configuration B3). (Configuration B3-2) When a special game is played, the effect execution means executes the second notice effect at a higher rate than the first notice effect according to the third color mode.
[0479] The share of gold chance-up effects is approximately 6%, and the share of special effects is approximately 70%.
[0480] By performing such a high-occupancy special effect using only gold, it is possible to reduce production time and production costs, and also to improve the effect of the effect.
[0481] The gaming machine 1 of the embodiment has the following (Configuration B3-3). (Configuration B3-3) The gaming machine 1 includes a determination means for determining whether or not to play a special game advantageous to a player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means can execute a preview performance that suggests the result of the determination. The preview performance includes a first preview performance and a second preview performance. The first preview performance is executed by one of a plurality of color patterns that have different expectation levels for the special game to be played. The second preview performance is a performance in which a story unfolds through multiple scenes, and is executed in a color mode that has a relatively high expectation among the color modes used in the first preview performance, and is not executed in other color modes. The second preview performance is more anticipated when it is performed than the first preview performance.
[0482] In the case of this (Configuration B3) concept, the determining means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the effect executing means corresponds to the effect control unit 121. In addition, the first preview effect corresponds to the effect section of the chance up effect, and the second preview effect corresponds to the special effect.
[0483] The chance up effect is performed in one of three color forms: blue, red, and gold, and the special effect is performed only in gold, which has the highest expectation, and is not performed in the blue or red color forms.
[0484] The expected probability of chance-up effects is approximately 10% overall, and the expected probability of special effects is approximately 60%.
[0485] Since the special effects are set to have a high level of expectation, even if special effects are produced in multiple color modes, it will increase the effort and cost, and it will become difficult to create a difference in the level of expectation for each color mode, which could result in a reduced effect of the effect.
[0486] Therefore, by performing highly anticipated special effects using only gold, it is possible to reduce production time and production costs and improve the effect of the effects.
[0487] The above describes the embodiments, but each of the configuration examples from (Configuration A1) to (Configuration B3-3) above can be combined in various ways, and by combining them in any way, it is possible to create a gaming machine 1 that combines the effects described for each configuration. In addition, it is possible to combine the configurations and operations described in the embodiments. Furthermore, the various specific examples given are merely one way of realizing each configuration, and various specific examples that are not specifically shown are also possible.
[0488] The present invention can also be applied to existing gaming machines in which gaming balls are not enclosed within the gaming machine 1. [Explanation of symbols]
[0489] 1. Gaming machines 101 Main control unit 121 Production Control Unit
Claims
1. a determination means for determining whether or not a special game advantageous to a player is to be played; a performance execution means for executing a performance based on a determination result of the determination means; Equipped with The effect execution means is capable of executing a preview effect that suggests the determination result, The preview performance includes a first preview performance and a second preview performance, The first notice performance can be performed in a first color mode, a second color mode having a higher expectation of the special game being performed than the first color mode, or a third color mode having a higher expectation than the second color mode, The second preview performance is a performance in which a story unfolds through a plurality of scenes, and can be executed in the third color mode, but cannot be executed in other color modes; The second preview performance has a higher expectation when executed than the first preview performance. Gaming machine.
2. When the special game is played, the effect execution means executes the second preview effect at a higher rate than the first preview effect according to the third color mode. The gaming machine according to claim 1.
3. a determination means for determining whether or not a special game advantageous to a player is to be played; a performance execution means for executing a performance based on a determination result of the determination means; Equipped with The effect execution means is capable of executing a preview effect that suggests the determination result, The preview performance includes a first preview performance and a second preview performance, The first preview performance is executed by one of a plurality of color modes having different expectation levels for the special game, The second preview performance is a performance in which a story unfolds through multiple scenes, and is performed in a color mode with a relatively high expectation among the color modes used in the first preview performance, and is not performed in other color modes, The second preview performance has a higher expectation when executed than the first preview performance. Gaming machine.
Citation Information
Patent Citations
Game machine
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Semiconductor device
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