Game machine
By employing a variable display and presentation control mechanism with character intervals, the gaming machine enhances player engagement during waiting periods, addressing the lack of entertainment in conventional machines.
Patent Information
- Application Number
- JP2024096330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2025-12-25
- Estimated Expiration
- 2044-06-14
AI Technical Summary
Conventional gaming machines lack engaging mechanisms to maintain player interest during waiting periods, leading to a decrease in entertainment value.
The gaming machine implements a variable display of identification information based on a start condition, allowing for special games with enhanced player benefits, and includes presentation control to alternate between different waiting and execution states, featuring character displays at specific intervals to enhance anticipation and engagement.
This approach significantly increases the entertainment value of playing the gaming machine by maintaining player interest through varied and anticipatory displays during waiting periods.
Smart Images

Figure 2025187486000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In the past, gaming machines were configured to transition to a customer waiting state if there was no pending or winning combination after the special symbol stopped changing. Then, on the main display device in the customer waiting state, after a certain period of time had passed while the stopped effect symbol accompanying the stopping of the special symbol change was displayed, a demo effect was displayed to encourage the player to continue playing (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-081001 Summary of the Invention [Problem to be solved by the invention]
[0004] In the conventional gaming machines described above, the main display device simply alternately displays the stopped effect symbols and the demo effect symbols while waiting for customers, so there is room for improvement in the appeal to players to continue playing while waiting for customers. In view of the above problems, the present invention aims to provide a gaming machine that can further increase the enjoyment of playing the gaming machine. [Means for solving the problem]
[0005] In order to solve the above problems, the present invention provides a gaming machine that executes a variable display of identification information based on the establishment of a start condition, and that can execute a special game that is advantageous to the player when the identification information stops in a predetermined special manner, and that is equipped with a presentation control means that controls the presentation while the variable display is being executed and while it is not being executed, and the presentation control means is capable of executing a first waiting presentation while the variable display is not being executed, and of executing a second waiting presentation after executing the first waiting presentation, and of executing a first variable presentation and a second variable presentation that has a higher expectation level than the first variable presentation while the variable display is being executed, and is capable of displaying a first character first during a predetermined period in the second waiting presentation and a second character after displaying the first character, and is capable of displaying the second character during the execution of the first variable presentation, and is capable of displaying the first character during the execution of the second variable presentation, and is characterized in that neither the first character nor the second character is displayed during a specific period in the second waiting presentation that is different from the predetermined period. [Effects of the Invention]
[0006] According to the present invention, the entertainment value of playing the gaming machine can be further increased. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a gaming machine 100 according to an embodiment of the present invention. [Figure 2] 1 is a perspective view of the gaming machine 100 showing the state in which the glass frame 150 and the inner frame 170 are open relative to the outer frame 160. FIG. [Figure 3] 1 is a diagram showing functional blocks of a gaming machine 100. FIG. [Figure 4] 10 is a diagram for explaining the main ROM 301b of the main control board 300. FIG. [Figure 5] FIG. 10 is a diagram showing an example of a big win / win determination table T1. [Figure 6] FIG. 10 is a diagram showing an example of a symbol determination table T2. [Figure 7]This is a diagram showing an example of the special 1 normal time fluctuation pattern table T4A and the special 2 special time fluctuation pattern table T4E. [Figure 8] 10 is a diagram for explaining the main RAM 301c of the main control board 300. FIG. [Figure 9] A block diagram showing details of the performance control board 320. [Figure 10] 10 is a diagram schematically illustrating a pre-determination information storage area 320c3 provided in the sub-RAM 320c. FIG. [Figure 11] FIG. 10 is a diagram illustrating the transition of game states. [Figure 12] 3 is an explanatory diagram showing a schematic flow of processing executed by the main control board 300. FIG. [Figure 13] An explanatory diagram showing a list of processes executed on the performance control board 320. [Figure 14] FIG. 10 is a diagram illustrating details of an information display 302c. [Figure 15] 1A to 1C are diagrams illustrating an example of the characters appearing in the gaming machine 100 of this embodiment and a screen of the main display device 131. [Figure 16] 10A and 10B are diagrams for explaining examples of screens during a demo waiting period and a customer waiting demo period. [Figure 17] FIG. 10 is a diagram for explaining details of the customer waiting demo period. [Figure 18] FIG. 10 is a diagram for explaining details of the character introduction during the customer waiting demo period. [Figure 19] This is a diagram showing an example of a variation presentation pattern determination table (jackpot) TS1A for special 1 variation. [Figure 20] This is a figure showing an example of a variation presentation pattern determination table (miss) TS1B for special 1 variation. [Figure 21] A diagram to explain example screens for each variable presentation pattern. [Figure 22] 10A to 10C are diagrams illustrating the timing of execution of a character cut-in effect and example screens. [Figure 23] This is a diagram showing an example of a performance pattern determination table TS2 for special 1. [Figure 24] This is a diagram to explain example screens for promotion effects during fluctuation and promotion effects during a jackpot. [Figure 25] 10 is a diagram for explaining details of special characters that appear in the gaming machine 100 of this embodiment. FIG. [Figure 26] 10 is a diagram for explaining the timing at which each character appearing in the gaming machine 100 of this embodiment is displayed during its change. [Figure 27] 10A and 10B are diagrams illustrating an example of a dialogue preview screen and types of dialogue. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, a gaming machine 100 will be described as one embodiment of the gaming machine of the present invention, with reference to the drawings as appropriate. Note that the embodiment described below does not limit the present invention, and not all of the elements and combinations thereof described in the embodiment are necessarily essential to the solution of the present invention.
[0009] (Explanation of gaming machine 100) First, the configuration of a gaming machine 100 according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a front view of the gaming machine 100 according to this embodiment. Figure 2 is a perspective view of the gaming machine frame of the gaming machine 100, showing a state in which the glass frame 150 and inner frame 170 are open relative to the outer frame 160. The gaming machine 100 is a pachinko gaming machine that launches gaming balls based on a player's launching operation, and when the gaming balls win in a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning.
[0010] In the following description, the left-right direction of the gaming machine 100 will also be referred to as the "X direction," and in particular, the right direction of the gaming machine 100 will also be referred to as the "+X direction," and the left direction of the gaming machine 100 will also be referred to as the "-X direction," as necessary. The up-down direction of the gaming machine 100 will also be referred to as the "Y direction," and in particular, the upward direction of the gaming machine 100 will also be referred to as the "+Y direction," and the downward direction of the gaming machine 100 will also be referred to as the "-Y direction." Furthermore, the depth direction of the gaming machine 100 will also be referred to as the "Z direction," and in particular, the direction toward the back of the gaming machine 100 will also be referred to as the "+Z direction," and the direction toward the front of the gaming machine 100 will also be referred to as the "-Z direction."
[0011] (Basic configuration of gaming machine 100) As shown in FIGS. 1 and 2 , the gaming machine 100 includes an outer frame 160 that is attached to an island facility in an amusement parlor, an inner frame 170 that is rotatably supported on the front side of the outer frame 160 relative to the outer frame 160, and a glass frame 150 that is rotatably supported on the front side of the inner frame 170 relative to the inner frame 170. A glass member 151 is attached to the glass frame 150 so that it can be attached and detached from the back side. A lock unit 190 is provided at a predetermined position on the glass frame 150 to enable the glass frame 150 and the inner frame 170 to be opened and closed relative to the outer frame 160 and to enable the upper unit 180 to be attached and detached. A glass frame opening switch (not shown) is provided at a predetermined position on the glass frame 150 to detect when the glass frame 150 is opened, and an inner frame opening switch (not shown) is provided at a predetermined position on the inner frame 170 to detect when the inner frame 170 is opened.
[0012] The inner frame 170 is provided with the main mechanisms, various parts, and circuit boards that make up the gaming machine 100, and also has a detachable gaming board unit 102. A gaming area 106 is provided between the glass member 151 and the gaming board unit 102. This gaming area 106 includes a gaming ball flow-down area where gaming balls flow down, and a display screen area for the main display device 131.
[0013] The game board unit 102 is composed of a game board 102A that constitutes the play area 106, a role unit 102B that has various movable role units, a main display device 131, a performance control board unit 102C that has a performance control board 320, and a main control board unit 102D that has a main control board 300. The game board 102A of the game board unit 102 has an opening 102AZ. The main display device 131 is placed in this opening 102AZ. This makes it easier for the player to view the main display device 131. In addition, the surface of the game board unit 102 facing the player is also called the front side, and the surface on the far side (the surface opposite the front side) is also called the back side.
[0014] An effect button unit 135 and an effect operation stick 136 are provided on the lower side of the glass frame 150. An upper tray 128 is provided on the back side of the effect operation stick 136, and a launch handle device 103 is provided to the lower right of the effect button unit 135. Furthermore, an upper unit 180 is provided on the upper side of the glass frame 150. The upper unit 180 is detachably attached to the glass frame 150, and can be easily replaced with a different design depending on the model title.
[0015] The upper tray 128 is a tray for storing game balls to be launched into the play area 106. The game balls stored in the upper tray 128 are led to a launch rail (not shown) and guided by the launch handle device 103 via the launch rail to a guide rail (not shown) at a predetermined launch strength, and are then launched into the play area 106 (game ball flow area). In this case, depending on the degree to which the player rotates the launch handle device 103, the game ball launched from the launch handle device 103 passes through the left route 106a or the right route 106b of the game ball flow area (play area) included in the play area 106. Specifically, if the player rotates the launch handle device 103 relatively weakly, the game ball launched from the launch handle device 103 may pass through the left route 106a. On the other hand, if the player rotates the launching handle device 103 relatively strongly, the gaming ball launched from the launching handle device 103 may pass through the right route 106b.
[0016] The effect button unit 135 is provided with an effect button that can be used to perform operations such as decision operations (operation input) during play, an effect button detection switch 137 for detecting the operation of the effect button, a button drive device including a button drive motor for changing the effect button between a normal state and a protruding state positioned higher than the normal state and a button vibration motor for changing the effect button between the normal state and a vibration state in which it vibrates in a predetermined manner, and a button light-emitting LED for changing the effect button between an off state and a lit state in which it emits light in a predetermined manner, allowing the player to input predetermined information to the gaming machine 100. In addition, on the left side of the effect button unit 135, an effect operation stick 136 is provided, which is a joystick that is operated by the player to adjust the volume of the gaming machine 100, etc.
[0017] The game area 106 is provided with an upper role unit 154 at the back of the upper part, a lower role unit 156 at the bottom of the game ball flow area, and a light guide panel unit 181 having a light guide panel positioned between these units and the game board 102A so as to cover these movable role units and the main display device 131.
[0018] The upper and lower role units 154 and 156 are movable role units (so-called gimmicks) provided in the role unit 102B, and are configured to perform various effects by operating or moving in a predetermined manner depending on the progress of the game, etc. The light guide panel unit 181 includes a light guide panel made of a resin such as transparent acrylic, and a light emitting unit for illuminating the light guide panel. The light guide panel unit 181 allows the effect display displayed on the main display device 131 to be visible through the light guide panel, and can display patterns and the like by illuminating a portion of the panel with light incident from the light emitting unit. In this embodiment, the term "movable role unit" is interpreted to mean a moving role unit, and the term "role unit" is interpreted broadly to include both movable role units and immovable role units.
[0019] A first starting device 112 having a starting area into which a gaming ball can enter is provided in an area approximately below the center of the gaming area 106. This first starting device 112 is a winning device of a general winning device type, and when a gaming ball enters, a jackpot random number is obtained, a jackpot determination is made, and predetermined prize balls (e.g., three balls) are paid out. In addition, above the first starting device 112, a stage 140 is provided, which allows gaming balls to warp, mainly along the left route 106a of the gaming ball flow area, without passing between the nails, making it easier for the gaming ball to enter the first starting device 112. Note that a gaming ball that enters the stage 140 may remain in the stage 140 and then return to the gaming ball flow area through a predetermined notch in the stage 140.
[0020] Also, a second starting device 115 having a starting area into which a gaming ball can enter is provided in an area on the lower right side of the gaming area 106. The second starting device 115 is a so-called attacca-type electric device, and has a starting opening at its bottom and a movable piece 115b above the starting opening. This movable piece 115b is movable between a protruding state in which it protrudes from the gaming board 102A and a retracted state in which it is retracted into the gaming board 102A. When the movable piece 115b is in the retracted state, it guides the gaming ball from the starting opening into the second starting device 115, making it easier for the gaming ball to enter the second starting device 115. Conversely, when the movable piece 115b is in the protruding state, the gaming ball does not enter the starting opening, and the gaming ball cannot win a prize in the second starting device 115. That is, in the second starting device 115, when the movable piece 115b is in the protruding state, there is no chance of the game ball winning, and when the movable piece 115b is in the retracted state, the chance of the game ball winning increases. When a game ball wins, the second starting device 115, like the first starting device 112, obtains a jackpot random number and determines whether or not there is a jackpot, and pays out, for example, the same prize balls (3 balls) as the first starting device 112.
[0021] In addition, in the area to the right of the gaming area 106, there are provided a normal symbol activation gate 113b having a normal area through which gaming balls can pass, a first large prize device 117 into which gaming balls can enter, and a second large prize device 127 into which gaming balls can enter. When a gaming ball passes through the normal symbol activation gate 113b, a winning random number and a normal symbol random number are obtained and a win determination is made. Note that even if a gaming ball passes through the normal symbol activation gate 113b, no prize balls based on that passage are paid out.
[0022] First special prize device 117 is a so-called attacca-type electric device, and has an opening at the bottom and movable piece 117b above the opening. Like movable piece 115b of second starting device 115, movable piece 117b is controlled to move between a protruding state in which it protrudes from game board 102A and a retracted state in which it is retracted into game board 102A. When movable piece 117b is in the retracted state, it guides a game ball from the opening into first special prize device 117, making it possible for the game ball to win in first special prize device 117 (this state is also called "open" or "open state"). When a game ball wins first special prize device 117, a predetermined number of prize balls (for example, 15 balls) are paid out. Conversely, when the movable piece 117b is in a protruding state, the gaming ball cannot enter the opening, and the gaming ball cannot enter the first special winning device 117 (this state is also called "blocked" or "blocked state").
[0023] Second special prize winning device 127 is a so-called attacca-type electric device, and has an opening at the bottom with movable piece 127b above the opening. Like movable piece 115b of second starting device 115 and movable piece 117b of first special prize winning device 117, movable piece 127b is controlled to move between a protruding state in which it protrudes from game board 102A, preventing the gaming ball from winning in second special prize winning device 127, and a retracted state in which it is retracted into game board 102A, allowing the gaming ball to win in second special prize winning device 127. When a gaming ball wins in second special prize winning device 127, a predetermined number of prize balls (for example, 10 balls) are paid out. A prize assisting device (not shown) is provided above second special prize winning device 127. This winning assistance device is designed so that when multiple game balls that have passed through the right route 106b of the game area 106 pass through the blocked movable piece 127b, they remain on the movable piece 127b for a predetermined time, and the movable piece 127b is opened at every predetermined time, allowing the multiple game balls that have remained to enter the second large winning device 127 at once, thereby increasing the player's interest.
[0024] At the bottom of the gaming area 106, there is provided an outlet 111 for discharging gaming balls that do not enter the first starting device 112, the second starting device 115, the first special prize device 117, or the second special prize device 127. Also, in the area on the right side of the gaming area 106, there is provided a cover 116 that covers the normal symbol activation gate 113b, the second starting device 115, the first special prize device 117, and the second special prize device 127 from the front side. This cover 116 has a guide portion that protrudes toward the gaming board 102A in order to guide gaming balls to the second starting device 115, the first special prize device 117, and the second special prize device 127.
[0025] A main display device 131, such as a liquid crystal display (LCD), is provided in the approximate center of the gaming area 106. This main display device 131 displays images during standby when no game is being played, and displays images according to the progress of the game. In particular, multiple effect symbols are displayed in a variable manner to indicate the result of a jackpot determination based on the winning of a gaming ball in the first starting device 112 or the second starting device 115. A jackpot is notified as a result of the jackpot determination when a specific effect symbol combination (e.g., 777) stops and is displayed as a fixed stop. In other words, when a gaming ball wins in the first starting device 112 or the second starting device 115, the effect symbols are displayed in a variable manner in accordance with the variable display of special symbols displayed on the first special symbol display device 120 and the second special symbol display device 122 (described later), and are displayed as a fixed stop in accordance with the fixed display of the special symbols after a predetermined variable time has elapsed. That is, the timing of the display of the varying effect symbols by the main display device 131 and the display of the varying special symbols by the first special symbol display device 120 and the second special symbol display device 122 is synchronized. Also, during the display of the varying effect symbols, various images, characters, etc. are displayed, or a preview effect of the reserved display related to the special symbol is displayed, thereby giving the player a sense of anticipation that they may win a jackpot. In this embodiment, the main display device 131 is used as a liquid crystal display device, but a plasma display, an organic EL display, a projector, a so-called 7-segment LED, a dot matrix, a rotating drum, or other display device may also be used.
[0026] The main display device 131 is disposed approximately in the center of the gaming board unit 102, and displays three effect symbols in a variable manner, thereby displaying various effects. The effects displayed on the main display device 131 are executed based on the variable effect patterns described below. Hereinafter, the effects displayed on the main display device 131 will also be simply referred to as "display effects." In the display effects on the main display device 131, if a player wins in the jackpot determination described below, i.e., in the case of a jackpot, three effect symbols are stopped and displayed to finally display a jackpot symbol arrangement (e.g., a repeating number such as "7, 7, 7") representing a jackpot. In addition, in the display effects, if a player loses in the jackpot determination described below, i.e., in the case of a loss, three effect symbols are stopped and displayed to finally display a loss symbol arrangement (e.g., a random number such as "2, 5, 1") representing a loss. This allows the player to recognize the result of the jackpot determination.
[0027] A display 125 is provided on the lower right side of the gaming area 106. The display 125 has a normal symbol display 118, a normal symbol reserved display 119, a first special symbol display 120, a second special symbol display 122, a first special symbol reserved display 123, and a second special symbol reserved display 124. Details of the display 125 will be described later.
[0028] When a player performs a so-called "left hit," in which the launch handle device 103 is rotated at a small rotation angle and maintained in a state where it is hit, the gaming ball is launched with a relatively weaker hitting force. In this case, the gaming ball flows down the left side of the gaming area 106. On the other hand, when a player performs a so-called "right hit," in which the player maintains a state where the launch handle device 103 is rotated at a large rotation angle, the gaming ball is launched with a relatively stronger hitting force. In this case, the gaming ball flows down the right side of the gaming area 106. Therefore, a "right hit" is required to cause the ball to enter the normal symbol activation gate 113b, the second starting device 115, the first big prize device 117, or the second big prize device 127.
[0029] The first starting device 112 is a starting device that is always open. On the other hand, the second starting device 115 is normally closed by a movable piece 115b. The movable piece 115b opens the second starting device 115 based on the result of a win determination, which is conditioned on the entry of a gaming ball into the normal symbol activation gate 113b. In this case, a state in which the gaming ball is likely to enter is created. When a gaming ball enters the first starting device 112 or the second starting device 115, a jackpot random number, various symbol random numbers (jackpot symbol random number, small jackpot symbol random number), reach random number, and variable pattern random number are obtained, and the following three determinations can be made: (1) Determination of whether to execute a jackpot game that is advantageous to the player (hereinafter also referred to as jackpot determination). (2) In the display 125, a determination of a pattern (hereinafter also referred to as a special pattern) indicating whether or not a jackpot has occurred to notify the result of the jackpot determination (hereinafter also referred to as a pattern determination). (3) In the display performance on the main display device 131, a determination of whether or not to perform a reach (hereinafter also referred to as a reach determination), and a determination of which variation pattern to use among a plurality of variation patterns (hereinafter also referred to as a variation pattern determination).
[0030] Here, a "jackpot game" is a special game consisting of multiple rounds of play (e.g., 10R), and each round is a special game in which the first large prize device 117 or the second large prize device 127 is opened in a predetermined time (e.g., 30 seconds). However, each round ends when a predetermined number of game balls (e.g., 10 balls) enter the first large prize device 117 or the like. Also, a "small prize game" is a game in which the first large prize device 117 or the second large prize device 127 is opened in a time period in which game balls can enter (e.g., 1.8 seconds). Furthermore, a "reach" refers to a state in which two of the three effect symbols displayed variably on the main display device 131 are displayed stationary, and these two effect symbols constitute two of the three effect symbols that make up the jackpot pattern array. For example, this refers to a case where two of the three effect symbols displayed variably on the main display device 131 are displayed stationary, and the two effect symbols are in the same state. In this case, the effect symbols that make up two of the three effect symbols that make up the jackpot symbol arrangement are also called reach symbols. In the following explanation, the determination that is made on the condition that a gaming ball that has passed through the first starting device 112 has won will also be called a "special 1 jackpot determination" or a "first special symbol determination," and the determination that is made on the condition that a gaming ball has won the second starting device 115 will also be called a "special 2 jackpot determination" or a "second special symbol determination."
[0031] Furthermore, when the gaming ball passes through the normal symbol activation gate 113b, a winning random number is obtained, and a determination is made as to whether or not to open the movable piece 115b of the second starting device 115. Hereinafter, the determination made on the condition that the gaming ball passes through the normal symbol activation gate 113b will also be referred to as a "winning determination" or "normal symbol determination." In the gaming machine 100 of this embodiment, the probability of a winning result in a normal symbol determination, i.e., the probability of determining to open the movable piece 115b, is designed to change depending on the gaming state of the gaming machine 100.
[0032] The first special prize device 117 has a movable piece 117b that is opened depending on the result of the special prize determination. The first special prize device 117 is normally blocked by this movable piece 117b. In contrast, if the result of the special prize determination is a special prize, a special prize game is executed in which the movable piece 117b is activated to open the first special prize device 117. Therefore, by performing a "right hit" during a special prize game, the player can obtain more prize balls than when a special prize game is not being played. The second special prize device 127 has a movable piece 127b that is activated in substantially the same manner as the first special prize device 117, and is opened during a special prize game depending on the result of the special prize determination.
[0033] (Explanation of display 125) The display 125 mainly displays information regarding jackpot symbol determination and normal symbol determination, and has a first special symbol display 120, a second special symbol display 122, a first special symbol reserve display 123, a second special symbol reserve display 124, a normal symbol display 118, and a normal symbol reserve display 119. Although not specifically shown, the display 125 is made up of a plurality of LEDs, and has an indication that makes it easy to determine that each LED corresponds to the above-mentioned respective displays such as the first special symbol display 120.
[0034] When a first special symbol determination is made, the first special symbol display 120 variably displays a special symbol and then displays it still, and notifies the result of the jackpot determination in the first special symbol determination by the special symbol that has been statically displayed. As the result of the jackpot determination, the first special symbol display 120 displays a jackpot symbol indicating a jackpot, or a losing symbol indicating that the result of the first special symbol determination is a losing symbol.
[0035] When the second special symbol determination is made, the second special symbol display 122 variably displays the special symbol and then displays it still, and notifies the result of the jackpot determination in the second special symbol determination by the special symbol that has been statically displayed. As the result of the jackpot determination, the second special symbol display 122 statically displays a jackpot symbol indicating a jackpot, or a losing symbol indicating that the result of the second special symbol determination is a losing symbol.
[0036] The gaming machine 100 of this embodiment is configured so that if a new gaming ball enters the first starting device 112 during, for example, the variable display of a special symbol related to the special symbol determination or during a jackpot game, the first special symbol determination and the variable display of the symbol are not immediately executed in response to the entry. Therefore, the gaming machine 100 is provided with a hold function that holds the first special symbol determination and stores four pieces of random number information for the first special symbol determination as a set of reserved information. The first special symbol reserve display 123 displays the number of reserved pieces of information for the first special symbol determination stored in this manner (first reserved number). Similarly, the gaming machine 100 is also provided with a hold function that holds the second special symbol determination and stores four pieces of random number information for the second special symbol determination as a set of reserved information in response to a new gaming ball entering the second starting device 115 during, for example, the variable display of a special symbol related to the special symbol determination or during a jackpot game. The second special symbol reserved display 124 displays the number of reserved information for determining the second special symbol stored in this way (second reserved number).
[0037] When a normal symbol determination is made, the normal symbol display 118 variably displays the normal symbol and then displays it in a static state, and the result of the win determination is announced by the normal symbol that has been statically displayed. Incidentally, even if the gaming ball passes through the normal symbol activation gate 113b, such as while the normal symbol display 118 is displaying a variable normal symbol, the gaming machine 100 is configured not to immediately execute the normal symbol determination and the variable display of the normal symbol related to the normal symbol determination. Therefore, the gaming machine 100 is provided with a hold function that holds the normal symbol determination and stores information on the normal symbol random number for the normal symbol determination as hold information. The normal symbol hold display 119 displays the number of hold information for the normal symbol determination stored in this manner.
[0038] The gaming machine 100 of this embodiment is equipped with a right-hit lamp (not shown) and a round lamp (not shown). The right-hit lamp lights up during the jackpot game state and the probability / time-limited game state described below, encouraging the player to hit the right (details will be described later). The round lamp is composed of two or more lamps, and transitions from an off state to an on state upon a jackpot. When lit, the round lamp indicates the number of rounds of play depending on the type of jackpot. For example, if there are two round lamps, lighting one round lamp indicates that four rounds of play will be performed (i.e., indicating a 4R jackpot), and lighting the other round lamp indicates that ten rounds of play will be performed (i.e., indicating a 10R jackpot).
[0039] (Internal configuration of gaming machine 100) The internal configuration of the gaming machine 100 will be described with reference to Figure 3. Figure 3 is a diagram showing the functional blocks of the gaming machine 100. The gaming machine 100 is equipped with a main control board 300, a payout control board 310, a performance control board 320, an image control board 330, a lamp control board 340, a launch control board 350, and a power supply board 360.
[0040] As shown in Fig. 3, the main control board 300 controls the basic operations of the gaming machine. The main control board 300 is equipped with a one-chip microcomputer 301. The one-chip microcomputer 301 includes a main CPU 301a, a main ROM 301b, and a main RAM 301c. The main control board 300 also has input and output ports (neither of which are shown) for main control.
[0041] Connected to this main control input port are a gate detection switch 303 that detects that a gaming ball has entered the normal symbol activation gate 113b, a first starter detection switch 304 that detects that a gaming ball has entered the first starter 112, a second starter detection switch 305 that detects that a gaming ball has entered the second starter 115, a first prize winning device detection switch 306a that detects that a gaming ball has entered the first special prize winning device 117, a second prize winning device detection switch 306b that detects that a gaming ball has entered the second special prize winning device 127, and a payout control board 310. Various signals are input to the main control board 300 via this main control input port.
[0042] Also connected to the output port for main control are pattern indicators 118, 120, 122 that display special and normal patterns that open and close the movable piece 115b etc., pattern reserve indicators 119, 123, 124 that display the number of reserved information for special pattern determination and the number of reserved information for normal pattern determination, a game information output terminal board 309 that outputs external information signals, a payout control board 310, and a performance control board 320. Various signals are output from the main control board 300 via this output port for main control.
[0043] The game information output terminal board 309 is a board for outputting external information signals generated in the main control board 300 to a hall computer or the like of an amusement parlor. The game information output terminal board 309 is connected to the main control board 300 by wiring, and the game information output terminal board 309 is provided with a connector for connecting to a hall computer or the like of an amusement parlor.
[0044] In the one-chip microcomputer 301 of the main control board 300, the main CPU 301a reads out the programs stored in the main ROM 301b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device or sends commands to other boards depending on the results of the arithmetic processing.
[0045] In addition, on the front side of the main control board 300, there are mounted an RWM (RAM) clear switch 302a for inputting a signal to clear the contents stored in the main RAM 301c or to update the setting value (probability of determining a jackpot), which is the stage of the advantageous degree of the game, a setting key switch 302b for inputting a signal to transition to a setting change mode or a setting confirmation mode, which will be described later, an information display 302c for displaying a base value B and a setting value that enable the actual performance of the gaming machine to be grasped, and other electronic components.
[0046] The information display 302c, which will be described in detail later, is composed of four 7-segment displays (302ca to 302cd) aligned horizontally. These four 7-segment displays 302ca to 302cd display the setting values and the base value B in the normal gaming state, which will be described later. When displaying the base value B, dynamic lighting is performed, and when displaying a two-digit setting value, static lighting is performed on the two 7-segment displays 302cc and 302cd from the right.
[0047] The payout control board 310 controls the payout of game balls. This payout control board 310 is equipped with a one-chip microcomputer consisting of a payout CPU, payout ROM, and payout RAM (not shown), and is connected to the main control board 300 for bidirectional communication. The payout CPU reads a program stored in the payout ROM and performs arithmetic processing based on input signals from a payout ball measurement switch 311, which detects whether game balls have been paid out, a door opening switch 312, and a timer, and transmits corresponding data to the main control board 300 based on the processing. The output side of the payout control board 310 is also connected to a payout motor 313 of a prize ball payout device that pays out a predetermined number of prize balls from the game ball storage unit to a player. Based on a payout number designation command transmitted from the main control board 300, the payout CPU reads a predetermined program from the payout ROM and performs arithmetic processing, and controls the payout motor 313 of the prize ball payout device to pay out a predetermined number of prize balls to a player. At this time, the payout RAM functions as a work area for data during the payout CPU's calculation processing.
[0048] The effect control board 320 mainly controls various display effects during game play, standby, etc. This effect control board 320 is equipped with a sub-CPU 320a, a sub-ROM 320b, and a sub-RAM 320c, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the effect control board 320. The sub-CPU 320a reads out programs stored in the sub-ROM 320b and performs arithmetic processing based on various commands received from the main control board 300, various units, the effect operation stick 136, the effect button detection switch 137, and input signals from the timer, and transmits corresponding data to the image control board 330 and the lamp control board 340 based on the processing. The effect control board 320 is also equipped with a selector switch 22 (not shown) for switching adjustment modes related to the volume of the effect sounds output from the audio output device 331 and the light intensity of the main display device 131 and various lighting devices (such as lighting devices for effect).
[0049] For example, upon receiving a variation start command from the main control board 300, the sub-CPU 320a determines a presentation pattern for causing the main display device 131, the audio output device 331, the presentation button unit 135, the upper unit 180, the upper role unit 154, the lower role unit 156, the role mechanism unit 158, the light guide panel unit 181, and the presentation lighting device 342 to execute a game presentation, and transmits a presentation pattern designation command for executing the presentation pattern to the image control board 330 and the lamp control board 340. Details of this presentation pattern determination will be described later. The sub-ROM 320b stores a presentation control program, data necessary for determining various game actions, and multiple tables. Details of these tables will be described later. The sub-RAM 320c functions as a data work area during the sub-CPU 320a's calculations, and stores game status, presentation patterns, presentation symbols, counting counters, firing operation information, and the like. The sub-RAM 320c has multiple memory areas. These storage areas will be described in detail later.
[0050] The image control board 330 includes an image CPU, control ROM, control RAM, CGROM, VRAM, and VDP (not shown) for controlling the image display of the main display device 131, as well as an audio CPU, audio ROM, and audio RAM. The image control board 330 is connected to the performance control board 320 for two-way communication, with the main display device 131 and audio output device 331 connected to its output side. The image CPU controls the VDP to display a predetermined image based on commands received from the performance control board 320. The control RAM functions as a data work area during the image CPU's arithmetic processing and temporarily stores data read from the control ROM. The control ROM also stores programs for the image CPU's control processing, animation patterns for displaying animations based on performance patterns, animation scene information, and the like. The CGROM stores a large amount of image data such as effect patterns and backgrounds to be displayed on the main display device 131, etc., and the image CPU reads out a predetermined program based on an effect pattern designation command sent from the effect control board 320, expands the predetermined image data stored in the CGROM into the VRAM, and controls the image data expanded in the VRAM to be displayed on the main display device 131, etc., thereby realizing a display effect. The audio ROM stores a large amount of audio data to be output from the audio output device 331, and the audio CPU reads out a predetermined program based on an effect pattern designation command sent from the effect control board 320, and controls the audio output of the audio output device 331, such as a speaker provided in the glass frame 150, thereby realizing an audio effect.
[0051] The lamp control board 340 controls various movable props (LEDs, etc.), the effect button unit 135 (button drive device, button light-emitting LED), and the light guide plate panel unit 181, as well as control of effect lighting devices 342 such as lamps built into the launch handle device 103 and lamps of decorative members provided in the glass frame 150. Specifically, the lamp control board 340 drives and controls the motors provided in each of the effect button unit 135, the upper prop unit 154, the lower prop unit 156, and the prop mechanism unit 158, thereby realizing a moving prop effect using the movable props (movable bodies) of the units. The lamp control board 340 also controls the light-emitting LEDs of the various movable props and the light-emitting parts of the light guide plate panel unit 181 to realize a light-emitting effect using the light guide plate panel, and controls the lighting / flashing of the effect lighting device 342 to realize a lighting effect using the effect lighting device 342. The lamp control board 340 is connected so as to be able to receive predetermined signals from the performance button unit 135, the upper unit 180, etc.
[0052] The launch control board 350 receives a touch signal from a touch sensor 351 provided on the launch handle device 103 and controls the energization of the launch solenoid 353 and the ball-feeding solenoid 354 based on the voltage supplied from the launch volume 352. The touch sensor 351 is composed of a capacitance-type proximity switch that utilizes a change in capacitance caused by a player touching the launch handle device 103. When it detects that the player has touched the launch handle device 103, it outputs a touch signal to the launch control board 350 to allow energization of the launch solenoid 353. The launch volume 352 is composed of a variable resistor, and divides a constant voltage (e.g., 5 V) applied to the launch volume 352 using the variable resistor, and supplies the divided voltage to the launch control board 350. The rotation speed of the launch solenoid 353 is set to approximately 99.9 (rotations / minute) based on a frequency based on the output cycle of a crystal oscillator provided on the launch control board 350. As a result, the number of game balls fired per minute is approximately 99.9 (balls / minute), since one game ball is fired per rotation of the firing solenoid. In other words, one game ball is fired approximately every 0.6 seconds. The touch signal from the touch sensor 351 and the voltage signal from the firing volume 352 are input to the performance control board 320. This makes it possible for the performance control board 320 to detect the firing of game balls.
[0053] The power supply board 360 is equipped with a backup power supply consisting of a capacitor, and supplies power supply voltage to the gaming machine 100. Specifically, it supplies power supply voltage to the main control board 300, the payout control board 310, the performance control board 320, and the launch control board 350. It also monitors the power supply voltage supplied to the gaming machine 100, and outputs a power interruption detection signal to the main control board 300 when the power supply voltage drops below a predetermined value. More specifically, when the power interruption detection signal becomes high level, the main CPU 301a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 301a becomes inoperative. Note that the backup power supply is not limited to a capacitor, and may be, for example, a battery, or a combination of a capacitor and a battery.
[0054] (Electrical configuration of main control board 300) The electrical configuration of the main control board 300 will be described with reference to Figs. 4 to 8. Fig. 4 is a diagram for explaining the main ROM 301b of the main control board 300. Fig. 5 is a diagram showing an example of a jackpot / win determination table T1. Fig. 6 is a diagram showing an example of a symbol determination table T2. Fig. 7 is a diagram showing an example of a special 1 normal time fluctuation pattern table T4A and a special 2 special probability fluctuation pattern table T4E in the fluctuation pattern determination table T4. Fig. 8 is an explanatory diagram for explaining the main RAM 301c of the main control board 300.
[0055] As shown in Figure 4, the main ROM 301b stores programs for game control and tables necessary for various games, such as a jackpot / win determination table T1, a pattern determination table T2, a reach determination table T3, and a variation pattern table T4.
[0056] The jackpot / win determination table T1 is a table for determining a jackpot based on a jackpot random number, and includes a special 1 jackpot determination table T1A that is referenced when determining whether the result of the stop of the variation of the special symbol in the first special symbol display device 120 is a jackpot or a miss (jackpot lottery), a special 2 jackpot determination table T1B that is referenced when determining the result of the stop of the variation of the special symbol in the second special symbol display device 122, and a win determination table T1C that is referenced in a win determination that determines whether the result of the stop of the variation of the normal symbol is a win. Note that the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B in the jackpot / win determination table T1 are configured such that different jackpot random numbers are set according to a plurality of setting values, and the probability of being determined as a jackpot differs for each setting value. Specifically, for example, in the special 1 jackpot determination table T1A when the gaming state is low probability, the setting value is set to four levels from "1" to "4," and the probability of determining a jackpot when the setting value is "1" is approximately 1 / 300, when the setting value is "2" it is approximately 1 / 290, when the setting value is "3" it is approximately 1 / 280, and when the setting value is "4" it is approximately 1 / 270. Also, in the special 1 jackpot determination table T1A when the gaming state is high probability, the setting value is set to four levels from "1" to "4," and the probability of determining a jackpot when the setting value is "1" is approximately 1 / 30, when the setting value is "2" it is approximately 1 / 29, when the setting value is "3" it is approximately 1 / 28, and when the setting value is "4" it is approximately 1 / 27. The same is true for the special 2 jackpot determination table T1B. When these set values are displayed on the information display 302c, the two 7-segment displays 302cc and 302cd will display "01" to "04".
[0057] Figure 5 shows examples of random number values that are determined to be a jackpot when the game state is low probability and high probability when the set value is "1".
[0058] The symbol determination table T2 is a table that is referred to when determining the special symbol to be stopped on the symbol display device 125 based on the jackpot symbol random number. Details of these determination tables will be described later.
[0059] The reach determination table T3 is a table that is referenced when making a reach determination based on the reach determination random number. The reach determination table T3 includes various tables that can be selected depending on the game state and the type of special symbol, such as a special 1 normal time reach determination table and a special 2 time-saving reach determination table. Specifically, for example, the special 1 normal time reach determination table is a table for selecting whether to execute a reach in a display effect based on a ball entering the first starting device 112 in a normal game state, and the special 2 time-saving reach determination table is a table for selecting whether to execute a reach in a display effect based on a ball entering the second starting device 115 in a time-saving game state. Details of various game states, such as a non-probability variable game state and a probability variable game state, will be described later.
[0060] The fluctuation pattern table T4 is a table for determining a fluctuation pattern based on a fluctuation pattern random number. The fluctuation pattern table T4 includes six fluctuation pattern tables: the special 1 normal time fluctuation pattern table T4A, the special 1 probability variable time fluctuation pattern table T4B, the special 1 time-saving time fluctuation pattern table T4C, the special 2 normal time fluctuation pattern table T4D, the special 2 probability variable time fluctuation pattern table T4E, and the special 2 time-saving time fluctuation pattern table T4F. These six fluctuation pattern tables can be selected depending on the game state and the type of special symbol. Specifically, the special 1 normal time fluctuation pattern table T4A is a table for selecting a fluctuation pattern of the first special symbol based on the ball entering the first starting device 112 in a non-probability variable game state and non-time-saving game state (normal state). The special 1 probability variation pattern table T4B is a table for selecting a variation pattern of the first special symbol based on a ball entering the first starting device 112 in a probability variation game state and a time-saving game state (probability variation state). The special 1 time-saving variation pattern table T4C is a table for selecting a variation pattern of the first special symbol based on a ball entering the first starting device 112 in a non-probability variation game state and a time-saving game state (time-saving state). The special 2 normal variation pattern table T4D is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting device 115 in a normal state. The special 2 probability variation pattern table T4E is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting device 115 in a probability variation state. The special 2 time-saving variation pattern table T4F is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting device 115 in a time-saving state.
[0061] Note that, when determining a variation pattern, only one of these variation pattern tables T4 is selected, and they are not selected simultaneously. These variation pattern tables T4 have various variation patterns. Specifically, they are variation patterns that combine various effects, such as pseudo consecutive effects, normal miss effects, normal reach (miss or win) effects, SP reach (miss or win) effects (development effects after the execution of a reach formation effect), effects in which a miss pattern arrangement is formed, and effects in which a jackpot pattern arrangement with a specific pattern is formed. Here, a pseudo consecutive effect (or pseudo continuous variation effect) is an effect in which, during the variable display of a special pattern, the effect pattern is displayed variable, temporarily stopped, and then displayed variable again, thereby repeating the variable display of the effect pattern in a pseudo manner. Note that, in this case, the effect pattern is temporarily stopped in the pseudo consecutive effect, but this is not limited to this. The effect pattern may not be temporarily stopped, but may be slowed down, and then displayed variable. Details of various variation patterns will be described later.
[0062] Here, various game states in this embodiment will be explained. First, there are a "low probability state (non-variable game state)" and a "high probability state (variable game state)" as states related to jackpot determination, and there are a "non-time-reduction game state" and a "time-reduction game state" as states related to the opening and closing of the movable piece 115b of the second starting device 115. Therefore, in this embodiment, there are provided a "normal state" which is a low probability state and a non-time-reduction game state, a "time-reduction state" which is a low probability state and a time-reduction game state, and a "variable game state" which is a high probability state and a time-reduction game state, and details will be described later. Note that the initial game state of the gaming machine 100 is set to the "normal state," and during jackpot play, it is also set to the "normal state," but since jackpot play is being executed, it becomes a game state different from the normal state.
[0063] First, a "low probability state (non-variable probability game state)" refers to a game state in which the jackpot probability is set low at approximately 1 / 300 when the setting value (for the jackpot probability), which is the level of game advantage, is "1" as described above. In contrast, a "high probability state (variable probability game state)" refers to a game state in which the jackpot probability is set high at approximately 1 / 30 when the setting value is "1" as described above, making it more advantageous for the player than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0064] Next, the "non-time-shortened gaming state" refers to a gaming state in which the probability of winning in the normal symbol determination, which is performed on the condition that the gaming ball has passed through the normal symbol activation gate 113b, is set low at 1 / 20, the average time for the variable display of the normal symbol is set to about 30 seconds, and the opening time of the second starting device 115 in the event of a win is set to 0.180 seconds. In contrast, the "time-shortened gaming state" refers to a gaming state in which the probability of winning in the normal symbol determination is set high at 19 / 20, the average time for the variable display of the normal symbol is set to about 3 seconds, and the opening time of the second starting device 115 in the event of a win is set to 3 to 6 seconds, making it easier for gaming balls to enter the second starting device 115 compared to the "non-time-shortened gaming state," thereby reducing the consumption of gaming balls and making it more advantageous for the player. The "time-saving game state" is set to be more advantageous than the "non-time-saving game state" in terms of the average fluctuation time of the normal symbols, the opening time of the second starting device 115, and the winning probability, but it is also possible to set only one of the average fluctuation time of the normal symbols, the opening time of the second starting device 115, and the winning probability to be more advantageous. Also, while the winning probability in the "non-time-saving game state" is 1 / 20, it is also possible to set the winning probability to 0 / 20 so that no winning is determined. In such a case, the auxiliary game is not executed in the "non-time-saving game state," and the game ball does not enter the second starting device 115 (win).
[0065] As shown in Fig. 5(a-1), in the special 1 jackpot determination table T1A, values of jackpot random numbers are set that correspond to the determination results (jackpot, miss) of the jackpot determination in each state of the low probability state and the high probability state based on the ball entering the first starting device 112. Then, although details will be described later, for example, if a jackpot is won in the jackpot determination, a jackpot symbol (special symbol A, etc.) is displayed, and if a miss occurs, a miss symbol (special symbol H) is displayed.
[0066] As shown in Fig. 5(a-2), in the special 2 jackpot determination table T1B, values of the jackpot random numbers are set corresponding to the determination results (jackpot, miss) of the jackpot determination in each of the low probability state and the high probability state based on the ball entering the second starting device 115. Note that the probability of winning a jackpot is the same for the jackpot determination based on the ball entering the first starting device 112 and the jackpot determination based on the ball entering the second starting device 115.
[0067] Here, the jackpot determination with reference to the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B will be explained. First, the main CPU 301a of this embodiment refers to the game state (low probability state or high probability state) at the time of the game ball's entry, and selects a table corresponding to each game state in the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B. Next, the main CPU 301a compares the jackpot random number (the random number range is a number from "0" to "599") obtained when the game ball enters the first starting device 112 or the second starting device 115 as described above with the setting of the special 1 jackpot determination table T1A or the special 2 jackpot determination table T1B, and determines a jackpot if they match, and determines a loss if they do not match.
[0068] As shown in FIG. 5(b), the hit determination table T1C has set therein values of hit random numbers corresponding to the determination results (win or miss) of the hit determination in each of the non-time-shortened game state and the time-shortened game state based on the passage of the gaming ball through the normal symbol activation gate 113b. Here, the hit determination with reference to the hit determination table T1C will be explained. First, the main CPU 301a of this embodiment refers to the game state (non-time-shortened game state or time-shortened game state) at the time of the winning of the gaming ball, and selects a table corresponding to each game state in the hit determination table T1C. Next, the main CPU 301a compares the hit random number (the range of the random number is from 0 to 19) obtained when the gaming ball passes through the normal symbol activation gate 113b as described above with the setting of the hit determination table T1C, and determines a win or a miss if they match.
[0069] As shown in Figure 6, the pattern determination table T2 includes a jackpot pattern determination table that is referenced when determining the stopping pattern (jackpot pattern) when the jackpot determination determines a jackpot, and a losing pattern determination table that is referenced when determining the stopping pattern (losing pattern) when the jackpot determination determines a loss.
[0070] As shown in FIG. 6(a-1), the jackpot symbol determination table has a first special symbol (special 1) that is referenced when a jackpot is determined in the jackpot determination based on the ball entering the first starting device 112, and a second special symbol (special 2) that is referenced when a jackpot is determined in the jackpot determination based on the ball entering the second starting device 115. Here, the symbol determination with reference to the jackpot symbol determination table will be explained. First, the main CPU 301a of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the jackpot symbol determination table in response to the entry of a gaming ball into the first starting device 112 or the second starting device 115. Next, the main CPU 301a compares the jackpot symbol random number (the random number range is a value from "0" to "99") obtained when the gaming ball enters the first starting device 112 or the second starting device 115 as described above with the setting of the jackpot symbol determination table. The main CPU 301a generates a symbol designation command that can specify the stop symbol data (type of special symbol) when the special symbol starts to vary.
[0071] Specifically, for example, when a jackpot is determined in the jackpot determination and the jackpot symbol random number acquired at the time of winning in the first starting device 112 is "0" to "9," the main CPU 301a determines "01 (special symbol A)" as the symbol to be stopped, causing the special symbol A to be stopped and displayed on the first special symbol display 120, and "E0H" and "01H" are generated as symbol designation commands. Also, for example, when a jackpot is determined in the jackpot determination and the jackpot symbol random number acquired at the time of winning in the second starting device 115 is "60" to "99," the main CPU 301a determines "06 (special symbol F)" as the symbol to be stopped, causing the special symbol F to be stopped and displayed on the second special symbol display 122, and "E1H" and "06H" are generated as symbol designation commands. In this way, after the special symbols are stopped and displayed on the display 125, jackpot games such as a 10R probability variable jackpot, a 4R probability variable jackpot, a 4R normal jackpot, and a 10R normal jackpot corresponding to each special symbol are initiated. As mentioned above, a jackpot game is made up of multiple round games, and a 10R jackpot is made up of more rounds than a short 4R jackpot, and has a longer total opening time of the first big winning device 117 or the second big winning device 127.
[0072] As shown in FIG. 6(a-2), the losing symbol determination table has a first special symbol (special 1) that is referenced when a jackpot determination based on a ball entering the first starting device 112 is determined to be a loss, and a second special symbol (special 2) that is referenced when a jackpot determination based on a ball entering the second starting device 115 is determined to be a loss. Here, the symbol determination with reference to the losing symbol determination table will be explained. First, the main CPU 301a of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the losing symbol determination table in response to a winning of a gaming ball into the first starting device 112 or the second starting device 115, and determines a stopped symbol. Note that the main CPU 301a generates a symbol designation command that can identify stopped symbol data (type of special symbol) when the special symbol starts to vary. Specifically, for example, if the jackpot determination based on winning the first starting device 112 is determined to be a miss, the main CPU 301a determines "00 (special pattern H)" as the stopping pattern, causing the special pattern H to be displayed stopped on the first special pattern display 120, and generating "E0H" and "00H" as performance pattern designation commands.
[0073] The details of the fluctuation pattern table will be explained using Figure 7. Figure 7(a-1) shows an example of a table (T4A) for selecting a fluctuation pattern of the first special symbol based on the ball entering the first starting device 112 in a normal state, and Figure 7(a-2) shows an example of a table (T4E) for selecting a fluctuation pattern of the second special symbol based on the ball entering the second starting device 115 in a probability variable state.
[0074] The fluctuation pattern is determined by referring to one of the six fluctuation pattern tables T4, T4A, T4B, T4C, T4D, T4E, and T4F, which are divided according to the current game state and the starting device that is the target of the ball entry, and one fluctuation pattern is determined based on the special pattern, number of reserved symbols, random number value for reach determination, and random number value for fluctuation pattern determined by the pattern determination table T2.
[0075] Furthermore, if the special symbol indicates a jackpot, the reach effect will always be performed, so the random number value for reach determination is not referenced, and if the special symbol indicates a jackpot, the number of reserved balls at the start of the fluctuation is also irrelevant, so the number of reserved balls is not referenced.
[0076] When the special symbol is a miss, the reach effect may or may not be performed, so whether or not the variation pattern is one in which the reach effect is performed is determined by referring to the random number value for reach determination, and if it is determined that the reach effect is not performed, the variation pattern is determined by referring to the number of reserved symbols at the start of the variation.
[0077] The random number value for reach determination is a random number value consisting of 100 values in the random number range from 0 to 99, and is used to determine whether or not to perform a reach performance by referring to the reach determination table T3 only when the special pattern determined by the pattern determination table T2, as described above, indicates a miss.
[0078] As shown in Figure 7 (a-1), when the special symbol is "special symbol A (10R probability variable jackpot)", three variation patterns can be determined as the variation pattern. Specifically, when the acquired random number value for the variation pattern is "0 to 59", a variation pattern for performing SP reach with a variation time of T10 is determined, and "E6H" and "10H" are generated as the variation pattern designation commands.
[0079] If the acquired random number value for the fluctuation pattern is "60 to 89", a fluctuation pattern that performs a special character effect with a fluctuation time of T11 is determined, and "E6H" and "11H" are generated as the fluctuation pattern designation commands; if the acquired random number value for the fluctuation pattern is "90 to 99", a fluctuation pattern that performs a full rotation reach with a fluctuation time of T12 is determined, and "E6H" and "12H" are generated as the fluctuation pattern designation commands.
[0080] Similarly, whether the special pattern is "Special Pattern B (4R special jackpot)" or "Special Pattern C (4R normal jackpot)", one variation pattern will be determined based on the obtained random number value for the variation pattern.
[0081] If the special symbol is a "miss," the random number value for reach judgment is used to determine whether or not to use a variation pattern that performs reach effects. Specifically, if the random number value for reach judgment is "0 to 19," a variation pattern that performs reach effects is determined, and if it is "20 to 99," a variation pattern that does not perform reach effects is determined.
[0082] Furthermore, when the special symbol is a "miss" and a variation pattern for performing a reach effect is determined, three variation patterns can be determined. Specifically, when the acquired random number value for the variation pattern is "0 to 69", a variation pattern for performing a normal reach with a variation time of T19 is determined, and "E6H" and "19H" are generated as variation pattern designation commands.
[0083] If the acquired random number value for the variation pattern is "70 to 89", a variation pattern that performs an SP reach with a variation time of T20 is determined, and "E6H" and "20H" are generated as variation pattern designation commands, and if the acquired random number value for the variation pattern is "90 to 99", a variation pattern that performs a character cut-in effect with a variation time of T21 is determined, and "E6H" and "21H" are generated as variation pattern designation commands. Details of "normal reach", "SP reach", "character cut-in effect", and "full rotation reach" will be described later.
[0084] Furthermore, when the special symbol is a "miss" and a fluctuation pattern that does not perform a reach effect is determined, two fluctuation patterns can be determined based on the number of reserved symbols at the start of the fluctuation. Specifically, when the number of reserved symbols is 0 or 1, a fluctuation pattern that performs a normal fluctuation with a fluctuation time of T22 is determined, and "E6H" and "22H" are generated as the fluctuation pattern designation commands, and when the number of reserved symbols is 2 or 3, a fluctuation pattern that performs a shortened fluctuation with a fluctuation time of T23 is determined, and "E6H" and "23H" are generated as the fluctuation pattern designation commands.
[0085] Here, the details of the fluctuation time will be explained. It is desirable to make the fluctuation time longer for a fluctuation pattern to which a smaller number is assigned as the random number value for the target fluctuation pattern. Specifically, for example, when the special pattern is special pattern A, it is desirable to make the fluctuation time longer for the fluctuation time T12 to which a smaller number ("90 to 99") is assigned as the random number value for the fluctuation pattern than for the fluctuation time T10 to which a larger number ("0 to 59") is assigned as the random number value for the fluctuation pattern.
[0086] This is because a shorter fluctuation time, which is more likely to be determined by the random number value for the fluctuation pattern, can prevent the player from feeling annoyed with the game. For players who want to know the results of the game quickly, the longer the time until the results are announced, the more annoyed they feel with the game, so a shorter fluctuation time, which is more likely to be determined, can eliminate the annoyance of the game and increase the player's interest in the game.
[0087] Next, as shown in Figure 7 (a-2), when the special symbol is "special symbol E (10R probability variable jackpot)", four variation patterns can be determined as the variation pattern. Specifically, when the acquired random number value for the variation pattern is "0 to 9", a variation pattern that performs a hit with a variation time of T27 is determined, and "E7H" and "13H" are generated as the variation pattern designation commands.
[0088] If the acquired random number value for the fluctuation pattern is "10 to 59", a fluctuation pattern that performs an SP reach with a fluctuation time of T28 is determined, and "E7H" and "14H" are generated as the fluctuation pattern designation commands; if the acquired random number value for the fluctuation pattern is "60 to 89", a fluctuation pattern that performs a character cut-in effect with a fluctuation time of T29 is determined, and "E7H" and "15H" are generated as the fluctuation pattern designation commands; if the acquired random number value for the fluctuation pattern is "90 to 99", a fluctuation pattern that performs a full rotation reach with a fluctuation time of T30 is determined, and "E7H" and "16H" are generated as the fluctuation pattern designation commands.
[0089] Similarly, when the special pattern is "Special Pattern D (4R guaranteed jackpot)", "Special Pattern F (10R regular jackpot)", or "Miss", one fluctuation pattern will be determined based on the obtained random number value for the fluctuation pattern.
[0090] 8(A), the main RAM 301c functions as a data work area during the calculation process of the main CPU 301a, and has multiple storage areas, such as a reserve information storage area 301cx (described later) and a reserve information determination area 301cy (determining a symbol pattern based on the reserve information). The main RAM 301c also has a storage area (not shown) for storing various flags (such as a high probability flag, a time-saving flag, and a jackpot flag (described later)) and various recorded values.
[0091] As shown in FIG. 8(B), the pending information storage area 301cx has four pending information areas (first pending information area, second pending information area, third pending information area, fourth pending information area) that can store pending information related to the first starting device 112 and pending order information at the time of acquisition in association with each other, and four pending information areas (first pending information area, second pending information area, third pending information area, fourth pending information area) that can store pending information related to the second starting device 115. In the pending information area corresponding to the first special symbol in the pending information storage area 301cx, the first pending information area is the first pending information area to be stored as a storage target, and if pending information is stored in the first pending information area, the second pending information area is the second pending information area to be stored as a storage target as a storage target as a storage target as a storage target as a storage target. The same applies to the pending information area corresponding to the second special symbol. Regarding whether or not pending information is stored, a "◯" is indicated for a pending information area in which pending information is stored, and a "-" is indicated for a pending information area in which no pending information is stored. Furthermore, the pending order information at the time of acquisition stored in the pending information area of the pending information storage area 301cx is information that indicates the pending order when the pending information was acquired. Specifically, the pending order information at the time of acquisition corresponds to the number of the pending information area in which the pending information is stored when acquired. For example, when pending information is acquired and the pending information is stored only in the first pending information area, the pending information will be stored in the second pending information area, and the pending order information at the time of acquisition is "2." When pending information is acquired and the pending information is stored in the first, second, and third pending information areas, the pending information will be stored in the fourth pending information area, and the pending order information at the time of acquisition is "4." In other words, in Figure 8(B), when the third pending information is acquired, pending information is already stored in the second pending information area and the third pending information area, and the third pending information is stored in the first pending information area, and the fourth pending information is stored in the fourth pending information area.
[0092] (Electrical configuration of performance control board 320) The electrical configuration of the performance control board 320 will be described with reference to FIGS. 9 and 10. FIG. 9 is a block diagram showing the details of the performance control board 320. FIG. 10 is an explanatory diagram schematically showing the pre-determination information storage area 320c3 provided in the sub-RAM 320c. The performance control board 320 determines a performance pattern based on commands (including variation patterns, etc.) transmitted from the main control board 300, and transmits a performance pattern designation command based on the performance pattern to the image control board 330 and the lamp control board 340. As described above, the main display device 131 and the like are electrically connected to the image control board 330, and the performance button unit 135 and the like are electrically connected to the lamp control board 340. With this configuration, the image control board 330 and the lamp control board 340 can execute display effects, audio effects, lighting effects, and role object movement effects based on the performance pattern designation commands transmitted from the performance control board 320.
[0093] As shown in FIG. 9, the sub-ROM 320b stores a core display effect designation table TS1, a display symbol determination table TS2, and a chance-up determination table TS3. The core display effect designation table TS1 is a table for designating one of the aforementioned shortened variation, normal variation, normal reach (miss or win), SP reach (miss or win), character cut-in effect (miss or win), and full rotation reach as the core effect (hereinafter also referred to as the core display effect) in the display effect based on a variation pattern designation command transmitted from the main control board 300. In this embodiment, multiple core display effects are associated with variation patterns, and the sub-CPU 320a of the effect control board 320 selects a core display effect by lottery. In this manner, the content of the effect can be changed even for the same variation pattern. Note that the variation patterns transmitted from the main control board 300 may be configured to correspond one-to-one with the core display effects. Alternatively, one core display effect may be associated with multiple variation patterns. The effect symbol determination table TS2 is a table for determining the combination of effect symbols for provisional stop display or fixed stop display in the display effect based on the effect pattern, and the reach symbol when a reach is executed. The chance up determination table TS3 is a table for determining a predetermined chance up effect in the display effect. Here, the chance up effect is an effect that executes a display effect of a type different from the normal effect, and increases the expectation of a jackpot compared to the normal effect.
[0094] As shown in Fig. 9, the sub-RAM 320c has a reserved memory area 320c1 and a preliminary determination information memory area 320c3. The sub-RAM 320c also has a flag memory area (not shown) in which predetermined flags (continuous execution effect flag, pseudo-continuous execution effect flag, etc.) are stored. The reserved memory area 320c1 is divided into eight areas: a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the first special symbol, and a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the second special symbol, and each of these areas can store one reserved flag. In the reserved area corresponding to the first special symbol in the reserved memory area 320c1, the priority order for storing the reserved flag is as follows: the first reserved area is the storage target with the highest priority, and if a reserved flag is stored in the first reserved area, the second reserved area is the storage target with the highest priority, then the third reserved area is the storage target with the highest priority, and finally the fourth reserved area is selected as the storage target. The same applies to the reserved area corresponding to the second special symbol.
[0095] As shown in FIG. 10, the pre-determination information storage area 320c3 is a storage area for storing pre-determination information (pre-determination special symbols, pre-determination variable patterns, and acquisition hold order information), and four storage areas (first storage area, second storage area, third storage area, and fourth storage area) are provided corresponding to the types of special symbols. Each storage area includes a jackpot determination information column for storing jackpot determination information based on the pre-determination special symbols, a jackpot symbol information column for storing jackpot symbol information based on the pre-determination symbols, a variable pattern information column for storing variable pattern information based on the pre-determination variable patterns, an acquisition hold order information column for storing acquisition hold order information, and a continuous performance presence / absence information column for storing continuous performance presence / absence information indicating whether or not continuous performance is activated. Note that the continuous performance presence / absence information includes continuous performance activation information and continuous performance non-activation information.
[0096] The hold command sent from the main control board 300 includes pre-determination information (pre-determination special symbol, pre-determination variable pattern, and acquisition hold order information). These pieces of pre-determination information are stored in association with each other in the pre-determination information memory area 320c3. In the storage area for the first special symbol, the priority order for storing pre-determination information is as follows: the first storage area is the storage target with the highest priority; if pre-determination information is stored in the first storage area, the second storage area is the storage target with the highest priority; then the third storage area is the storage target with the highest priority; and finally the fourth storage area is selected as the storage target. The same applies to the storage area for the second special symbol. For example, when pre-determination information is already stored in the third storage area for the first special pattern, and pre-determination information for a new first special pattern (special pattern A, variation patterns "E6H" and "10H", hold order information at time of acquisition "4") is to be stored (see Figure 10), information representing "4" is stored in the hold order information column at time of acquisition of the fourth storage area, information representing "10" is stored in the variation pattern information column of the fourth storage area, information representing "Special A" is stored in the jackpot pattern information column of the fourth storage area, and information representing "jackpot" is stored in the jackpot determination information column of the fourth storage area.
[0097] In FIG. 10, the pre-determination information for the first storage area relating to the first special symbol is stored as follows: "miss" information in the jackpot determination information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and "3" information in the acquisition hold order information field. The pre-determination information for the second storage area is stored as follows: "miss" information in the jackpot determination information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and "1" information in the acquisition hold order information field. The pre-determination information for the third storage area is stored as follows: "miss" information in the jackpot determination information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and "2" information in the acquisition hold order information field. Furthermore, the continuous effect activation information field stores continuous effect activation information indicating whether or not continuous effects are to be executed. In addition, in the continuous performance information column corresponding to the fourth storage area related to the first special pattern, "O" is displayed as continuous performance activation information, which is information indicating that continuous performance will be activated, and in the other storage areas, "-" is displayed as continuous performance non-activation information, which is information indicating that continuous performance will not be activated.
[0098] (Explanation of game status) Next, the transition of the game state as the game progresses will be described with reference to Fig. 11. Fig. 11 is a diagram for explaining the transition of the game state.
[0099] As shown in Fig. 11, in the gaming machine 100 of this embodiment, the game state transitions from the "normal game state" to the "jackpot game" and then to the "probability variable game state" or the "time-limited game state." If the jackpot won in the normal game state is a "probability variable jackpot (4R, 10R)," the game state transitions to the probability variable game state, and if the jackpot won in the normal game state is a "normal jackpot (4R)," the game state transitions to the time-limited game state.
[0100] If the jackpot won in the probability variable game state is a "probability variable jackpot (4R, 10R)", the game will transition back to the probability variable game state after the jackpot game, and if the jackpot won in the probability variable game state is a "normal jackpot (10R)", the game will transition to the time-saving game state after the jackpot game. In this embodiment, the game state will not transition from the probability variable game state unless a normal jackpot is won in the probability variable game state, but it may also be configured to transition from the probability variable game state to the normal game state or the time-saving game state when the number of times determined to be a miss that does not win a jackpot reaches a specified number (for example, 100 times).
[0101] Next, if the jackpot won in the time-saving game state is a "probable jackpot (4R, 10R)," the game will transition to the probable jackpot game state after the jackpot game, and if the jackpot won in the time-saving game state is a "normal jackpot (10R)," the game will transition back to the time-saving game state after the jackpot game. When the number of times that a jackpot is determined to be a miss in the time-saving game state reaches 100, the game will transition to the normal game state after the 100th fluctuation. Note that each time a miss is determined in the time-saving game state, the time-saving limit number of times is subtracted from 100, and when it reaches 0, the game will transition to the normal game state. However, if a normal jackpot is won before the time-saving limit number of times is subtracted and the game transitions back to the time-saving game state after the jackpot, the time-saving limit number of times is reset and the subtraction starts again from 100. In addition, in this embodiment, the maximum number of times for time reduction is set to only one type of 100 times, but this is not limited to this. For example, multiple types of maximum number of times for time reduction, such as 100 times and 50 times, may be set, and the maximum number of times may be allocated to a time-saving play state of 100 times or a time-saving play state of 50 times depending on the type of jackpot won.
[0102] In addition, one cycle is defined as the time when a jackpot (first jackpot) is won in the normal game state, the game state transitions, and the time when the game state is controlled to the normal game state again. For example, the number of consecutive jackpots corresponds to the number of times a jackpot is won in this one cycle, and the total number of balls won corresponds to the total number of game balls paid out during the jackpot in this one cycle.
[0103] (Processing list on main control board 300) Next, the processing executed by the main control board 300 will be described with reference to Fig. 12. Fig. 12 is an explanatory diagram showing an outline of the flow of the processing executed by the main control board 300.
[0104] 12, when power is supplied, the main CPU 301a of the main control board 300 executes main processing based on a program stored in the main ROM 301b. As main processing, the main CPU 301a executes a power recovery process for restoring the game state from power interruption to the state before power interruption, a setting change process for changing (updating) a setting value (probability of determining a jackpot in a jackpot determination) which is a stage of advantageous degree of game play based on operation of the setting key switch 302b, a RAM clear process for initializing the main RAM 301c based on operation of the RWM clear switch 302a, and a setting confirmation process for displaying the setting values saved in the memory area of the main RAM 301c on the information display 302c based on operation of the setting key switch 302b, as well as updating the initial values of various random numbers (for example, jackpot random numbers, etc.). Furthermore, the main CPU 301a repeatedly executes timer interrupt processes (random number update process, switch process, special symbol process, normal symbol process, big prize device opening control process, payout process, command transmission process) at regular intervals (for example, every 4 milliseconds) while the main process is being executed. The various processes are explained below.
[0105] The setting change process is a process of entering a setting change mode in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the right) and a predetermined operation of the RWM clear switch 302a (for example, pressing for 2 seconds or more), displaying the current setting value on the information display 302c, and changing the setting value in response to a predetermined operation of the RWM clear switch 302a (for example, pressing for 1 second or less) during the setting change mode. Also, in the setting change process, a predetermined operation of the setting key switch 302b during the setting change mode (for example, tilting the setting key 90 degrees to the left) can be used to end the setting change mode and set the changed setting value. Furthermore, the setting confirmation process is a process in which, when not in the setting change mode, the setting confirmation mode is entered in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the right), and the current setting value is displayed on the information display 302c, and while in the setting confirmation mode, the setting confirmation mode is ended in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the left), and the display of the setting value on the information display 302c is ended.
[0106] The random number update process is a process for updating various random numbers such as jackpot random numbers, win random numbers, reach random numbers, jackpot symbol random numbers, normal symbol random numbers, and variable pattern random numbers. The switch process is a process executed when a detection signal is input from each switch, and includes a starter switch process for acquiring a jackpot random number or the like and storing it as reserved information when a ball entering the first starter 112 or the second starter 115 is detected, a gate switch process for acquiring and storing a normal symbol random number when a gaming ball passes through the normal symbol activation gate 113b, and a special prize device switch process for detecting a gaming ball that has entered the first special prize device 117 or the second special prize device 127 while a jackpot game is being played (during a jackpot game state). The starter switch process includes a pre-determination process for performing a jackpot determination, a jackpot symbol determination, etc. based on the reserved information.
[0107] The special symbol processing is a process related to the special symbol according to the processing result in the above-mentioned switch processing (first starting device 112, second starting device 115) and the special symbol special electric processing data described later, and includes a reserved information shift process for shifting the reserved information in the reserved information storage area 301cx of the main RAM 301c and the reserved order information at the time of acquisition when the variable display of the special symbol is completed, a jackpot determination process for performing a jackpot determination based on the jackpot random number of the reserved information shifted to the reserved information determination area 301cy by the reserved information shift process and the win / jackpot determination table T1, and a jackpot determination process for determining whether or not a jackpot has been generated. The process includes a jackpot pattern determination process that determines a jackpot pattern (special pattern) based on the jackpot pattern random number included in the reserved information and the pattern determination table T2 when the result of the reach determination is a jackpot; a reach determination process that executes a reach determination based on the reach random number included in the reserved information and the reach determination table T3; a fluctuation pattern setting process that sets a fluctuation pattern based on the fluctuation pattern table and the fluctuation pattern random number of the reserved information; and a special pattern stop process that stops the fluctuation display of the first special pattern display 120 or the second special pattern display 122.
[0108] The special symbol stop process is a process that stops the variable display of the symbols being executed in the first special symbol display device 120 or the second special symbol display device 122 when the variable time specified in the set variable pattern has elapsed, and determines whether or not the display wait period (for example, 0.5 seconds) has elapsed, and if it is determined that the display wait period has elapsed, determines whether or not there is pending information stored in the pending information storage area 301cx of the main RAM 301c. If there is no pending information stored, it enters a variable standby period, and a standby command indicating that it is a variable standby period is sent to the performance control board 320.
[0109] The normal pattern processing is processing related to the normal pattern according to the processing result in the switch processing (normal pattern activation gate 113b), and includes a hit determination processing that performs a hit determination based on a hit random number and a hit / jackpot determination table T1, a normal pattern determination processing that determines a normal pattern based on a normal pattern random number and the normal pattern determination table when there is reserved information for a normal pattern, an operation pattern setting processing that sets the operation pattern of the movable piece 115b when a hit is determined in the normal pattern determination, and an opening / closing member control processing that controls the opening and closing of the movable piece 115b of the second starting device 115 based on the operation pattern set in the operation pattern setting processing.
[0110] The large prize device opening control process is a process related to the opening and closing control of the first large prize device 117 and the second large prize device 127 based on the special chart special power processing data, and includes an opening pattern setting process that sets an opening pattern during the initial opening performance of a large prize game, and a game state setting process that turns off the large prize game flag when the final ending performance of a large prize game ends, turns on a high probability flag indicating that the game is in a special prize game state, or a time-saving flag indicating that the game is in a time-saving game state, and sets the number of times that the time-saving game can be played to a predetermined number (for example, 100 times).
[0111] The payout process is a process for setting the number of prize balls to be paid out according to the detection result (winning of game balls) in the switch process, and instructing the payout control board 310 to pay out the prize balls. The command transmission process is a process for transmitting to the performance control board 320 various commands generated in the above-mentioned process and information required to determine the performance content.
[0112] (Processing list on the performance control board 320) Next, the processing executed by the performance control board 320 will be described with reference to Fig. 13. Fig. 13 is an explanatory diagram showing a list of processing executed by the performance control board 320.
[0113] As shown in Fig. 13, when power is supplied, the sub-CPU 320a of the performance control board 320 executes a performance main process based on a program stored in the sub-ROM 320b. As the performance main process, the sub-CPU 320a executes a power restoration notification process corresponding to the power restoration process executed by the main control board 300, a setting change notification process corresponding to the setting change process executed by the main control board 300, a RAM clear notification process corresponding to the RAM clear process executed by the main control board 300, and a setting check notification process corresponding to the setting check process executed by the main control board 300. In addition, while the performance main process is being executed, the sub-CPU 320a repeatedly executes performance timer interrupt processes (random number update process, command reception process, performance button process, command transmission process, etc.) at regular intervals (for example, every 2 milliseconds). The various processes are described below.
[0114] The power restoration notification process is a process that executes power restoration notifications such as displaying a power restoration screen on the main display device 131 for a predetermined period (e.g., 30 seconds) to make the player aware that the game control state will return to the state before the power was cut off while the power restoration process is being executed on the main control board 300, lighting up all of the performance lighting devices 342 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power restoration notification sound (buzzer sound) from the audio output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the power has been restored (from a power outage).
[0115] The RAM clear notification process is a process that executes a power-on notification such as displaying the initial power-on screen (background image and effect pattern) on the main display device 131 to let the user know that the game control state has been initialized while the RAM clear process is being executed on the main control board 300, lighting up the effect lighting device 342 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the memory area has been initialized.
[0116] Here, as will be described in detail later, various characters are displayed as the character portion 50b in the effect symbols displayed on the main display device 131. In the gaming machine 100 of this embodiment, there are at least character A, which is the main character, friend characters B, C, and D who are friends with character A, and enemy characters E, F, and G who are enemies of character A. There are seven types of effect symbols that can be displayed on the main display device 131, with the number portion 50a ranging from 1 to 7. Furthermore, character A is displayed in the 7 symbol where the number portion 50a of the effect symbols is 7, friend characters B, C, and D are displayed in the odd number symbols where the number portion 50a is 1, 3, and 5, and enemy characters E, F, and G are displayed in the even number symbols where the number portion 50a is 2, 4, and 6, respectively.
[0117] In the power restoration notification process and RAM clear notification process described above, when the gaming machine 100 is powered on, three effect symbols (left effect symbol 50, center effect symbol 51, and right effect symbol 52) are displayed in a predetermined combination (hereinafter, sometimes referred to as "initial results") on the main display device 131. The initial results include the above-mentioned "7 symbol" in one of the three effect symbols. In other words, the effect symbol in which character A is displayed as the character portion 50b is included in one of the three initial results. By including an effect symbol in which character A, the main character of the gaming machine 100, in the initial results that are displayed first after power is turned on, the main character can be effectively appealed to the player.
[0118] Furthermore, the combination of the three initial effect symbols includes more odd-numbered symbols than the above-mentioned even-numbered symbols. Specifically, combinations of effect symbols such as "237," "516," and "137" are displayed as initial results on the main display device 131. Having the initial results displayed after power-on include more odd-numbered symbols, which represent the main character and friend characters, rather than more even-numbered symbols, which represent the enemy characters of the gaming machine 100, leads to increased motivation for the player to play. Incidentally, having the combination of the three initial effect symbols include more odd-numbered symbols than even-numbered symbols, which represent the combination of the three effect symbols, includes only odd-numbered symbols.
[0119] The setting change notification process is a process for executing a setting change notification during a setting change mode while the main control board 300 is executing a setting change process, such as displaying a setting change screen on the main display device 131 or the like indicating that a setting value is being changed, lighting all of the lighting devices for effect 342 in a predetermined light color (e.g., white) while the setting is being changed, or outputting a setting change notification sound ("settings are being changed") from the audio output device 331 indicating that the setting is being changed. The setting confirmation notification process is a process for executing a setting confirmation notification during a setting confirmation mode while the main control board 300 is executing a setting confirmation process, such as displaying a setting confirmation screen on the main display device 131 or the like indicating that the setting is being confirmed, lighting all of the lighting devices for effect 342 in a predetermined light color (e.g., white) while the setting is being confirmed, or outputting a setting confirmation notification sound ("settings are being confirmed") from the audio output device 331 indicating that the setting is being confirmed.
[0120] The random number update process is a process for updating various random numbers used in the effects (for example, effect pattern determination random numbers, effect symbol determination random numbers, chance-up random numbers). The command reception process is a game state setting process for setting the game state based on a game state designation command, etc., a process based on various commands, etc. transmitted from the main control board 300, and includes a look-ahead process for determining whether or not to perform continuous effects, effects at the time of winning, icon change effects, etc. based on a hold command, a presentation pattern determination process for determining a presentation pattern based on the core display effect designation table TS1, the presentation symbol determination table TS2, and the chance-up determination table TS3, and a hold display command for storing a hold flag in the hold storage area 320c1 of the sub-RAM 320c when a hold command is received and for displaying a hold on the main display device 131. The process includes a hold process for setting a command, a pre-determination information shift process for shifting the pre-determination information in the pre-determination information storage area 320c3 of the sub-RAM 320c when a variation start command is received, a normal symbol effect process for performing an effect corresponding to the variation of a normal symbol on the main display device 131 according to the result of the normal symbol determination, a symbol determination process for displaying the currently varying effect symbol on the main display device 131 as a fixed stop based on a symbol determination command, and a jackpot process for performing an opening effect, ending effect, or round effect corresponding to an opening designation command in a jackpot game. The effect button process detects input via the effect button unit 135 (effect button detection switch 137) or the effect operation stick 136 and performs a predetermined effect. The command transmission process transmits various commands generated by the above processes to the image control board 330 and the lamp control board 340.
[0121] Here, the continuous effect is an effect that can be executed on the main display device 131, and is an effect that can be executed during a variable effect across multiple variable displays of special symbols. This continuous effect may consist of only one type of effect, or may include multiple types of effects. If the continuous effect includes multiple types of effects, one of the multiple types of effects may be selected and executed. Also, it may be executed for one variable display of a special symbol. Furthermore, the winning effect is an effect that can be executed when a gaming ball enters a starting device (e.g., the first starting device 112), and may consist of only one type of effect, or may include multiple types of effects. If the winning effect includes multiple types of effects, one of the multiple types of effects may be selected and executed. Furthermore, the icon change effect is an effect that suggests the expectation (possibility) of a special game being executed by displaying a reserved icon or the icon displayed on the main display device 131 in a special display mode (special icon) that is different from the normal display mode (normal icon). Special display modes (special icons) come in various colors, sizes, and shapes. For example, while normal icons are white, special icons are blue, green, red, gold, etc., and the expectation level increases in the order of white → blue → green → red → gold.
[0122] In addition to the above-described processing, the sub-CPU 320a also performs a presentation mode update process as the main presentation processing. Specifically, the sub-CPU 320a determines whether update conditions (such as a change in game state, winning a mode update lottery, or execution of a SP / SPSP reach effect resulting in a loss) for the presentation mode (presentation stage) that defines presentation elements (such as background images, presentation images, and background music) in the audio output device 331, main display device 131, and the like, are met, and performs processing to update the presentation mode to one of multiple presentation modes if the update conditions are met. The "presentation modes" include presentation modes A to C that are set in the normal game state (low-probability non-time-shortened game state), presentation mode D that is set in the probability variable game state (high-probability time-shortened game state), and presentation mode E that is set in the time-shortened game state (low-probability time-shortened game state). When the game is controlled to the normal game state upon power-on (for example, after changing the settings, clearing the RWM, or checking the settings), the presentation mode that is initially set is always presentation mode A. In addition, for "BGM," there are provided variable BGMs 1 to 3 that are output during the variable display of each of presentation modes A to C in the normal game state, variable BGM 4 that is output during the variable display of presentation mode D in the probability variable game state, and variable BGM 5 that is output during the variable display of presentation mode E in the time-saving game state. Furthermore, as BGM that is output during the execution of various reach presentations, normal reach BGM, SP reach BGM, full rotation reach BGM, etc. are also provided. Note that the setting of the variable BGM can be changed according to the player's operation; for example, it is possible to set variable BGM 4 to be output during presentation mode A.
[0123] (Explanation of information display 302c) Next, the information display 302c of this embodiment will be described with reference to FIG. 14. FIG. 14 is a diagram illustrating the details of the information display 302c. Here, the base value B is a numerical value calculated by dividing the total number of prize balls paid out in a specific section of the normal game state (low-probability non-time-saving game state) by the number of outs (the total number of game balls shot out). The number of outs is the number of game balls detected by an out ball detection switch (not shown). For example, the number of game balls detected by the out ball detection switch is game balls that have entered the out hole 111, a starting device such as the first starting device 112, a winning device such as the first big winning device 117, or a general winning hole (not shown).
[0124] As shown in FIG. 14(a), first, various counters (a base calculation out counter, a base calculation prize ball counter, and a total out counter) provided in the main RAM 301c are used to control the display of the base value B on the information display 302c. The base calculation out counter counts the number of outs in a specific interval. For example, each time a game ball is detected by the out ball detection switch, a value of "1" is added to the base calculation out counter. The base calculation prize ball counter counts the number of prize balls in a specific interval. For example, the base calculation prize ball counter is incremented by a value of "10" when a game ball enters a general prize slot, by a value of "15" when a game ball enters a prize device such as the first big prize device 117, and by a value of "3" when a game ball enters a starting device such as the first starting device 112. The total out counter counts the number of outs since the power was first turned on (hereinafter, sometimes referred to as the "total number of outs"). The main CPU 301a then calculates a base value B for a specific interval by multiplying the result of dividing the value of the base calculation prize ball counter by the value of the base calculation out counter by the value "100," and stores (stores) the base value B for that interval each time a predetermined interval ends. In this embodiment, the base value B is stored each time the number of outs reaches 60,000. Specifically, the main CPU 301a calculates and stores the base value B from the current values of the base calculation prize ball counter and the base calculation out counter each time the total out counter is incremented by the value "60,000," and initializes the base calculation prize ball counter and the base calculation out counter. In this embodiment, the period during which the base calculation out counter and the base calculation prize ball counter are incremented is referred to as a "counting period," and periods other than the counting period are sometimes referred to as a "non-counting period."
[0125] As shown in Figure 14(b), next, 60,000 outs are counted in section 3, then 60,000 outs are counted in the following section 2, then 60,000 outs are counted in the following section 1, and then section L (where the number of outs is less than 60,000 (0 to 59,999)) begins. Here, the base value B for section 3 is set to "B3", the base value B for section 2 is set to "B2", the base value for section 1 is set to "B1", and the base value B for section L is set to "BL". In such a section L, the information display 302c displays the base value BL for section L (real time), the base value B1 for section 1, the base value B2 for section 2, and the base value B3 for section 3, switching in this order approximately every 5 seconds. Furthermore, when the number of outs in section L reaches 60,000, the base value BL of section L is stored as the base value B of the newest section, the base value B1 of section 1 is stored as the base value B of the next newest section, the base value B2 of section 2 is stored as the base value B of the third newest section, and the base value B3 of the oldest section 3 is discarded. In other words, when one section ends (60,000 outs are counted), the base value B of that section is saved as the base value B of the previous section, and the base value B of the oldest section is discarded. In this embodiment, these base values B are continuously displayed on the information display 302c, including the period during which play is possible.
[0126] As shown in FIG. 14(c), the information display 302c is composed of four seven-segment displays 302ca to 302cd. As described above, the two seven-segment displays 302cc and 302cd display the two-digit base value B in the order of base value BL, base value B1, base value B2, and base value B3, switching approximately every five seconds. If the base value B is greater than the numeric value "100," "99." is displayed (the dot display section lights up). Furthermore, the two seven-segment displays 302ca and 302cb display identification information "bL," "b1," "b2," and "b3," which correspond to the base values B displayed on the two seven-segment displays 302cc and 302cd and enable identification of which interval of the base value B is displayed. Specifically, on the two 7-segment displays 302ca and 302cb of the information display 302c, the identification information "bL" is displayed during the period when the base value BL of section L is displayed, the identification information "b1" is displayed during the period when the base value B1 of section 1 is displayed, the identification information "b2" is displayed during the period when the base value B2 of section 2 is displayed, and the identification information "b3" is displayed during the period when the base value B3 of section 3 is displayed.
[0127] Here, the display mode on the information display 302c in each of sections L to 3 will be explained in more detail. For example, when the total number of outs is less than 60,000 and the identification information "b1," "b2," and "b3" are displayed, the base value B may not be calculated. When the total number of outs is less than 60,000, each identification information is displayed in a flashing manner on the seven-segment displays 302ca and 302cb, and the special symbol "--" is displayed in a lit state on the seven-segment displays 302cc and 302cd. Furthermore, when the total number of outs is greater than 60,000 and less than 120,000, the base value B1 is calculated, but the base value B2 for the identification information "b2" and the base value B3 for the identification information "b3" may not be calculated. In this way, when the total number of outs is greater than or equal to 60,000 but less than 120,000, during the period when the identification information "b1" is displayed, the identification information is displayed lit and the base value B1 is displayed lit, but during the period when the identification information "b2" and "b3" are displayed, each identification information is displayed flashing and the special symbol "--" is displayed lit. Furthermore, when the total number of outs is greater than or equal to 120,000 but less than 180,000, the base value B1 and base value B2 are calculated, but the base value B3 for the identification information "b3" may not be calculated. In this way, when the total number of outs is greater than or equal to 120,000 but less than 180,000, during the period when the identification information "b1" or "b2" is displayed, the identification information is displayed lit and the base value B1 or base value B2 is displayed lit, and during the period when the identification information "b3" is displayed, the identification information is displayed flashing and the special symbol "--" is displayed lit. As described above, in this embodiment, although the real-time base value BL is displayed during the period in which the identification information "bL" is displayed, if the number of normal outs in section L is not sufficiently large, it may be difficult to calculate an accurate (original) base value B. In such a case, for example, if the number of normal outs in section L is less than 6,000, the identification information "bL" may be displayed in a flashing manner, and if the number of normal outs is 6,000 or more, the identification information "bL" may be displayed in a lit state.With this type of display mode, whether the number of normal outs in section L is sufficiently high is essentially notified, allowing the administrator of the gaming machine 100 to evaluate the base value B after taking into consideration whether the number of normal outs in section L is sufficient.
[0128] Incidentally, before a player actually plays, an administrator typically checks the operation of the gaming machine 100. This check includes checking whether gaming balls are properly detected by various detection switches (such as an out ball detection switch). When this check is performed, for example, in a configuration in which the base calculation prize ball counter and the base calculation out counter are incremented immediately after the gaming machine 100 is first powered on, the base value B calculated immediately after the first power-on may differ from the base value B calculated during actual play. In such a case, in this embodiment, the base calculation prize ball counter and the base calculation out counter may not be incremented until the total out counter reaches a predetermined value (e.g., the value "300"). This prevents the base value immediately after the first power-on from differing.
[0129] Here, we will specifically explain the counting process, which is one of the processes executed in the main processing on the main control board 300, and which counts the number of prize balls and the number of outs to calculate a base value B in the normal game state (low-probability non-time-shortened game state), and the base display process, which displays the base value B on the information display 302c. When the counting process is executed, the main CPU 301a adds a numerical value "10" (the number of prize balls corresponding to the normal prize opening) to the base calculation prize ball counter when a game ball enters a normal prize opening and is detected by the normal prize opening detection switch in the normal game state, adds a numerical value "3" when a game ball is detected by the first start device detection switch 304 or the second start device detection switch 305, and adds a numerical value "15" when a game ball is detected by the first prize opening detection switch 306a or the second prize opening detection switch 306b. Furthermore, when a gaming ball is detected by the out ball detection switch in the normal gaming state, the main CPU 301a adds a value "1" to the base calculation out counter. Note that in gaming states other than the normal gaming state, no values are added to the base calculation prize ball counter and the base calculation out counter. After executing the counting process, the main CPU 301a calculates a base value from the normal prize ball count and normal out count counted in the above-mentioned counting process, and executes a base display process, which is a process for displaying the identification information and the base value B on the information display 302c. By executing this base display process, the identification information and the base value B are displayed on the information display 302c in the manner described above.
[0130] (Description of Characters in This Embodiment) The characters appearing in the gaming machine 100 in this embodiment will be described. Fig. 15(a) is a diagram for explaining the classification of characters used in this embodiment. Fig. 15(b) is a diagram showing a display example in which characters are used in the performance symbols 50, 51, and 52 displayed on the main display device 131.
[0131] As shown in FIG. 15(a), eight characters appear in the gaming machine 100 of this embodiment: Character A, Character B, Character C, Character D, Character E, Character F, Character G, and a special character.
[0132] Character A is the main character 401 (hereinafter, may be referred to as "main character" or "character A") in the gaming machine 100 of this embodiment. The main character is the character that players playing the gaming machine 100 most look forward to seeing appear.
[0133] Character B, Character C, and Character D are companion characters 402 that support the main character in every way (hereinafter, they may be collectively referred to as "companion characters," or individually as "character B," "character C," and "character D").
[0134] Characters E, F, and G are enemy characters 403 that are rivals and in conflict with the main characters (hereinafter, they may be collectively referred to as "enemy characters," or individually as "character E," "character F," and "character G").
[0135] The special character is a character that has a special role in the gaming machine 100 of this embodiment, and is a special character 404 that is different from the main character (hereinafter, may be referred to as a "special character").
[0136] As described above, the characters that appear in the gaming machine 100 of this embodiment are broadly classified into four categories: "main character 401," "friend character 402," "enemy character 403," and "special character 404," and there are a total of eight characters.
[0137] As shown in Figure 15(b), the main display device 131 displays a left performance pattern 50, a middle performance pattern 51, and a right performance pattern 52 superimposed on a background image, and the lower left corner of the main display device 131 displays a hold icon display area 53 and an icon display area 54, and the lower right corner of the main display device 131 displays a small pattern 55, a special 1 hold number 56, and a special 2 hold number 57.
[0138] The hold icon display area 53 is an area that displays hold icons corresponding to the number of hold information stored in the hold information storage area 301cx in the main RAM 301c, and up to four can be displayed. Furthermore, when hold information is shifted to the hold information determination area 301cy as a result of the execution of a symbol determination, the hold icon displayed in the hold icon display area 53 is displayed in the icon display area 54 as the icon. It is desirable that the hold icon display area 53 and the icon display area 54 have different display modes, such as different sizes, so that the player can easily distinguish between hold information before symbol determination is executed and hold information after symbol determination has been executed. Furthermore, the display modes, such as the size of the hold icon and the icon themselves, may be different.
[0139] Small symbol 55 is displayed so that the player can easily understand that the number is changing, special 1 reserved number 56 is a display indicating the number of reserved special 1s in numbers, and special 2 reserved number 57 is a display indicating the number of reserved special 2s in numbers. Since small symbol 55, special 1 reserved number 56, and special 2 reserved number 57 are intended to allow the player to easily understand that the number is changing and that there is reserved information, respectively, it is desirable that they remain displayed without being hidden during the change. Small symbol 55 is also composed of multiple symbol rows, each corresponding to left effect symbol 50, center effect symbol 51, and right effect symbol 52. For example, in Figure 15(b), left effect symbol 50 is displayed as "1," center effect symbol 51 is displayed as "4," and right effect symbol 52 is displayed as "7," so the small symbols are also displayed as "147" from left to right.
[0140] (Explanation of the production design) As shown in Figure 15(b), the effect patterns (left effect pattern 50, center effect pattern 51, right effect pattern 52) are composed of a number section 50a, a character section 50b, and a frame section 50c. The number section 50a is an identification section for identifying each effect pattern, and the character section 50b and the frame section 50c are decorative sections for decorating the effect patterns.
[0141] In the gaming machine 100 of this embodiment, there are seven types of number sections 50a in the effect symbols (left effect symbol 50, center effect symbol 51, right effect symbol 52), from 1 to 7. Also, different characters are decorated as character sections 50b for the number sections 50a of 1 to 7. This is to allow the player to easily distinguish that the effect symbols with number sections 50a of 1 to 7 are different effect symbols. The same character may be decorated as character section 50b for each of the number sections 50a of 1 to 7. In this case, it is desirable to vary the display mode of the character, such as the pose or expression, for each effect symbol. Also, the characters in the effect symbols may be different for odd and even numbers in the number section 50a, or different characters may be used for numbers other than 7. (Hereinafter, a performance symbol where the number in the number section 50a is 1 will be referred to as a 1 symbol, a performance symbol where the number is 2 will be referred to as a 2 symbol, a performance symbol where the number is 3 will be referred to as a 3 symbol, a performance symbol where the number is 4 will be referred to as a 4 symbol, a performance symbol where the number is 5 will be referred to as a 5 symbol, a performance symbol where the number is 6 will be referred to as a 6 symbol, a performance symbol where the number is 7 will be referred to as a 7 symbol, a performance symbol where the number is odd will be referred to as an odd symbol, and a performance symbol where the number is even will be referred to as an even symbol.)
[0142] Regarding the character portions 50b in the effect symbols (left effect symbol 50, center effect symbol 51, right effect symbol 52), in the gaming machine 100 of this embodiment, the main character is decorated on the 7 symbol, the companion characters are decorated on the 1, 3, and 5 symbols, and the enemy characters are decorated on the 2, 4, and 6 symbols, and special characters are not used in the character portions 50b in the effect symbols. Details will be described later, but by deliberately not using special characters in the character portions 50b of the effect symbols that the player always sees, the player is made aware that they are special.
[0143] In addition, the frame portion 50c of the 7 symbol, which uses the main character as the character portion 50b, is gold-based with a gold pattern, the frame portions 50c of the 1, 3, and 5 symbols, which use companion characters, are red-based with a red pattern, and the frame portions 50c of the 2, 4, and 6 symbols, which use enemy characters, are blue-based with a blue pattern (not shown). By using different display modes such as colors for each classification of characters that appear, the relationships and classifications of the characters can be evoked from the performance patterns. The shape and size of the frame portion 50c may be different for each classification of characters.
[0144] Furthermore, for the character parts 50b of the 1st, 3rd, and 5th designs using friend characters, character C is decorated on the 1st design, character B on the 3rd design, and character D on the 5th design, respectively, and for the character parts 50b of the 2nd, 4th, and 6th designs using enemy characters, character F is decorated on the 2nd design, character G on the 4th design, and character E on the 6th design. Note that although the above is an example, it is not limited to this, and it is sufficient that any of the friend characters, character B, character C, and character D, are decorated as the character parts 50b of the 1st, 3rd, and 5th designs, and any of the enemy characters, character E, character F, and character G, are decorated as the character parts 50b of the 2nd, 4th, and 6th designs.
[0145] (Details of the variable waiting period) When the sub-CPU 320a of the effect control board 320 receives a standby command sent by the main CPU 301a of the main control board 300 in the special symbol stop processing described above, it starts measuring the time until the customer waiting demo effect is executed. In other words, if the hold information is not stored when the special symbol stops and the variable display ends, it moves to the variable standby period.
[0146] 16(a) shows the change in the state of the gaming machine 100 during the variable standby period. As shown in FIG. 16(a), when the variable display of the special symbol stops, and the number of reserved balls such as special 1 reserved is "0", and no gaming balls have entered the first starting device 112, the gaming machine transitions to the variable standby period. When the variable standby period is initiated, the demo standby period B1 and the customer waiting demo period B2 are alternately repeated, such as demo standby period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second demo standby period B1 (100 seconds) → second customer waiting demo period B2 (80 seconds) →...
[0147] The duration of the demo waiting period B1 is set so that the first demo waiting period B1 is longer than the second and subsequent demo waiting periods B1, but the durations of the second and subsequent demo waiting periods B1 are the same. This is because, for example, if a situation persists in which the variable display of special symbols does not begin because a gaming ball has not entered the first starting device 112 despite the player operating the launch handle 103, and the customer waiting demo effect begins immediately after the transition to the variable waiting period, the player may feel uncomfortable playing. Therefore, the duration of the first demo waiting period B1 must be set long enough for a gaming ball to enter the first starting device 112, and it is desirable to set the first demo waiting period B1 to a long time. On the other hand, the customer waiting demo effect should be shown as often as possible to players who are not currently playing in order to increase their motivation to play. Therefore, by making the duration of the second and subsequent demo waiting periods B1 shorter than the first demo waiting period B1, the second and subsequent customer waiting demo periods B2 arrive earlier, thereby increasing the interest of players who are not playing the game. Note that the first customer waiting demo period B2 and the second and subsequent customer waiting demo periods B2 are the same length.
[0148] Furthermore, the demo waiting period B1 may not be set from the second time onwards (the time of the demo waiting period B1 from the second time onwards may be set to "0"). Since the customer waiting demo period B2 from the second time onwards comes immediately after the first customer waiting demo period B2, it is possible to increase the interest of players who are not playing the game.
[0149] Here, the demo standby period B1 is the period during which the sub-CPU 320a of the performance control board 320, which has received a standby command, measures the time until the customer waiting demo performance begins. Specifically, when the sub-CPU 320a transitions to the variable standby period, it sets the time until the customer waiting demo performance begins to "100" in the sub-RAM 320c and begins a countdown. When the time until the customer waiting demo performance begins reaches "0," the customer waiting demo performance begins. However, if the variable display of special symbols begins during the countdown, for example, due to a game ball entering the first starting device 112, the countdown is interrupted and the time until the customer waiting demo performance begins set in the sub-RAM 320c is reset.
[0150] The customer waiting demo period B2 is a period during which a customer waiting demo effect is displayed on the main display device 131. As will be described in detail later, the customer waiting demo effect displays an introduction to the currently changing effects executed in the gaming machine 100 and an introduction to the characters that appear.
[0151] Fig. 16(b) is a diagram showing an example of a screen during fluctuation just before transitioning to the fluctuation waiting period. Fig. 16(c) is a diagram showing an example of a screen during the demo waiting period B1. Fig. 16(d) is a diagram showing an example of a screen during the customer waiting demo period B2.
[0152] As shown in Figure 16 (b), during the fluctuation before transitioning to the fluctuation waiting period, on the main display device 131, the left effect pattern 50 and the right effect pattern 52 are displayed temporarily stopped and superimposed on the background image, and the center effect pattern 51 is displayed in a scrolling manner. Also, since the reserved information for Special 1 and Special 2 is not stored, the reserved icon is not displayed in the reserved icon display area 53, and the reserved number 56 for Special 1 and the reserved number 57 for Special 2 are each displayed as "0". Furthermore, the icon display area 54 displays the icon 54a for the fluctuation that is being executed, and the small pattern 55 is displayed in a manner (scrolling manner) that indicates that the fluctuation is in progress.
[0153] As shown in FIG. 16(c), during the demo standby period B1, the main display device 131 displays the left effect symbol 50, the center effect symbol 51, and the right effect symbol 52 ("147" is displayed) superimposed on the background image, and the small symbol 55 is displayed in the stopped state "147" corresponding to the effect symbol. Also, since the variation standby period is in progress, the icon is not displayed in the icon display area 54. Furthermore, in front of the background image and the effect symbol, a volume adjustment image 58 is displayed, suggesting that the volume of background music, etc. can be adjusted by operating the effect operation stick 136. In addition to the volume adjustment image 58, a light intensity adjustment image suggesting that the light intensity of the effect lighting device 136, etc. can be adjusted by operating the effect operation stick 136, or a customization image suggesting that the frequency of appearance of various effects executed during the variation can be adjusted, etc., may be displayed. Furthermore, it is desirable that the volume adjustment image 58 be displayed in a position that does not overlap with the small pattern 55, the special 1 reserved number 56, and the special 2 reserved number 57.
[0154] As shown in FIG. 16(d), during the customer waiting demo period B2, the main display device 131 displays the customer waiting demo effect described below, and displays "0" superimposed on the customer waiting demo background image to indicate that no hold information is stored in the special 1 hold number 56 and the special 2 hold number 57. Meanwhile, the effect symbols (left effect symbol 50, center effect symbol 51, right effect symbol 52), small symbol 55, hold icon display area 53, and icon display area 54 are not displayed during the customer waiting demo period B2. It is desirable to hide displays that are likely to impede the player's visibility of the customer waiting demo effect. The special 1 hold number 56 and the special 2 hold number 57 may also be hidden. Furthermore, displays that are unlikely to impede the visibility of the customer waiting demo effect may be maintained, such as by displaying only the special 1 hold number 56, the special 2 hold number 57, and the small symbol 55.
[0155] (Details of the customer waiting demonstration) Next, we will explain the details of the customer waiting demo effect that is executed during the customer waiting demo period B2 in the gaming machine 100. As shown in Figure 17, the customer waiting demo effect is composed of five parts: "effect introduction," "character introduction," "machine name," "manufacturer name," and "warning."
[0156] FIG. 17(a) is a diagram showing an example of a "effect introduction" screen. The effect introduction is an effect that sequentially introduces to the player high expectation effects that can lead to a jackpot in the gaming machine 100. FIG. 17(a) shows an introduction of a "character cut-in effect" as an example. On the main display device 131, a title image 70a suggesting that a high expectation effect is being introduced, an image 70b of the character cut-in effect, and an effect name image 70c suggesting that a character cut-in effect is being introduced are displayed superimposed on the background image. Details of the character cut-in effect will be described later.
[0157] FIG. 17(b) is a diagram showing an example of a "character introduction" screen. The character introduction is a presentation in which characters appearing in the gaming machine 100 are introduced to the player in order. FIG. 17(b) shows the introduction of "character A (main character)" as an example. On the main display device 131, a title image 71a suggesting that a character is being introduced, an image 71b of the character, and an explanatory image 71c relating to the character are displayed superimposed on a background image. Details of the character introduction will be described later.
[0158] 17(c) is a diagram showing an example of a screen for "Model Name." On the main display device 131, a model name image 72, which is the model name of the gaming machine 100, is displayed superimposed on a background image.
[0159] 17(d) is a diagram showing an example of a screen for "Manufacturer Name." On the main display device 131, a manufacturer name image 73, which is the manufacturer that produced the gaming machine 100, is displayed superimposed on the background image.
[0160] FIG. 17(e) is a diagram showing an example of a "warning" screen. A warning is a display that calls the player to be careful about the game. FIG. 17(e) shows an example of a warning that calls for "avoiding addiction" when playing. On the main display device 131, a warning image 74 is displayed superimposed on the background image. In addition to preventing addiction, warnings include warnings about "cheating," "destruction of gaming machines," "leaving children in cars," and "age restrictions for games," and these are displayed in order to call the player's attention.
[0161] As shown in Figure 17, the customer waiting demo performance is executed in the following order: "Performance introduction" → "Character introduction" → "Machine name" → "Manufacturer name" → "Warning." By displaying the contents in order of the player's interest, the gaming machine can be effectively promoted through the customer waiting demo performance. In order to effectively promote the gaming machine, the first display in the customer waiting demo performance may be the "machine name." By displaying the machine name first, the gaming machine can be more effectively promoted to the player.
[0162] In addition, the time from the start to the end of the display of the "warning" is set longer than the time from the start to the end of the display of the "manufacturer name" (not shown). With this configuration, warnings, which are more important than information about the manufacturer name, can be more effectively issued.
[0163] Furthermore, the time from the start to the end of the "presentation introduction" and "character introduction" that players are interested in is set longer than the time from the start to the end of the "machine name" and "manufacturer name" (not shown). With this configuration, the gaming machine can be effectively promoted through the customer waiting demo presentation.
[0164] (Detailed explanation of the character introduction) The details of the "character introduction" performed during the customer waiting demo period B2 will be explained using Figure 18. Figure 18(a) shows the character introduction of the first embodiment, and Figure 18(b) shows the character introduction of the second embodiment. Figures 18(a-1) to (a-5) show example screens of each scene in the character introduction.
[0165] In the character introduction in the first embodiment, as shown in Fig. 18(a), character B is first introduced for three seconds. After character B is hidden, character A is introduced for five seconds, and after character A is hidden, characters C and D are introduced in turn, each for two seconds. After character D is hidden, character E is introduced for three seconds, and after character E is hidden, characters F and G are introduced in turn, each for two seconds. After characters A to G are introduced in turn, all introduced characters are displayed at once for three seconds, and then character A alone is displayed for two seconds, concluding the character introduction.
[0166] Here, the display time of character A is set to "5 seconds," which is longer than the 2 seconds and 3 seconds of the display times of other characters (characters B to G). By introducing character A for a longer time than the other characters in this way, the player can easily recognize that character A is the main character of the gaming machine 100. Furthermore, in one character introduction, the other characters (characters B to G) are displayed twice (introduction of each character + display of all characters), while character A is displayed three times (character introduction + display of all characters + final display of character A), so that the overall display time of character A is longer than the display time of the other characters. In this way, it is possible to effectively appeal to the player that character A is an important character.
[0167] Furthermore, when comparing friend characters B, C, and D, the display time of character B is made longer than the display time of characters C and D, and when comparing enemy characters E, F, and G, the display time of character E is made longer than the display time of characters F and G. By doing this, the player can easily recognize that character B is the most important character among the friend characters, and that character E is the most important character among the enemy characters.
[0168] In a gaming machine in which many characters appear, such as the gaming machine 100 of this embodiment, it is difficult for the player to know which characters are important and have high expectations, which can lead to anxiety about playing. To solve this problem, the non-play period during which the customer waiting demo performance is effectively utilized, and the more important the characters are displayed for longer in the character introduction, so that the player can easily recognize which characters are important and have high expectations, allowing the player to enjoy the game with peace of mind.
[0169] Next, examples of screens for introducing characters will be described. Figures 18(a-1), (a-2), and (a-3) are examples of screens for introducing characters A, B, and E, respectively.
[0170] On the main display device 131, a title image 71a suggesting that the characters are being introduced, character images (71b1, 71b2, 71b3), and character explanatory images (71c, 71c1, 71c2) are displayed superimposed on a background image. Furthermore, the character explanatory images (71c, 71c1, 71c2) display text images explaining each character and text images indicating the expected value of each character. This makes it possible to clearly appeal to the player which characters have high expected values.
[0171] FIG. 18(a-4) is a diagram showing an example of a screen displaying all characters during character introduction. Images 71d of all characters (excluding special characters) and a text image 71e, such as "Characters assemble!!," suggesting that all characters are displayed are superimposed on a background image. FIG. 18(a-5) is a diagram showing an example of a screen displaying the final scene during character introduction. Character A image 71g and a line image 71f of character A, such as "Let's start playing!", are superimposed on the background image. Note that character A image 71g here is a different image from character A image 71b1 used to introduce character A in FIG. 18(a-1).
[0172] Next, character introduction in the second embodiment will be described with reference to Fig. 18(b). As shown in Fig. 18(b), character A is first introduced for two seconds, and then character A is hidden. After that, each character is introduced for two seconds in the order of character B → character C → character D → character E → character F → character G. After the introduction of the last character, character G, is finished, all characters are displayed for three seconds, and finally, only character A is displayed for two seconds to conclude the character introduction.
[0173] In the character introduction of the second embodiment, character A, the most important character, is displayed (introduced) first. By doing so, the player can easily recognize that character A is the most important and highly anticipated character among the characters introduced. Also, in the character introduction of the second embodiment, only character A is displayed twice, at the beginning and at the end, making it easy to recognize that character A is the most important and highly anticipated. Note that the screen examples for each scene of the character introduction in the second embodiment are the same as the screen examples described in the first embodiment.
[0174] In the character introduction of the second embodiment, the introduction time for each character is the same (2 seconds) as shown in Fig. 18(b), but this is not limiting, and the display time for character A may be set longer than the display time for other characters (for example, the display time for character A may be set to 5 seconds and the display time for other characters to 2 seconds), and character A may be displayed first. By doing this, it is possible to more effectively appeal to the player that character A is the most important and highly anticipated character.
[0175] Furthermore, in the character introduction in the first and second embodiments, special characters are not displayed. As will be described in detail later, special characters have the potential to be displayed when a jackpot is won, and are unlikely to be displayed when the result of the judgment is a miss. By suddenly displaying a special character that is not displayed in the character introduction during a fluctuation and winning a jackpot, a player can be given a sense of surprise, increasing the enjoyment of the game.
[0176] (Explanation of the variable performance pattern) 19 and 20, the variable presentation pattern determined by the sub-CPU 320a in the presentation control board 320 with reference to the core display presentation designation table TS1 stored in the sub-ROM 320b will be described. The core display presentation designation table TS1 includes a plurality of variable presentation patterns, including a normal-time jackpot variable presentation pattern determination table TS1A that is referenced when Special 1 is a jackpot in normal gaming mode, and a normal-time miss variable presentation pattern determination table TS1B that is referenced when Special 1 is a miss in normal gaming mode. FIG. 19 is a diagram showing an example of the normal-time jackpot variable presentation pattern determination table TS1A, and FIG. 20 is a diagram showing an example of the normal-time miss variable presentation pattern determination table TS1B.
[0177] The sub-CPU 320a determines one variation presentation pattern by referring to the core display presentation designation table TS1 (such as the normal time big win variation presentation pattern determination table TS1A and the normal time loss variation presentation pattern determination table TS1B) stored in the sub-ROM 320b, based on the variation pattern designation command sent from the main control board 300 and the presentation random number value acquired when the variation pattern designation command is received. The presentation random number value is one of 100 values from "0 to 99."
[0178] As shown in Figure 19, there are 49 types of variable presentation patterns that can be determined when Special 1 is the jackpot in the normal game state, from patterns 1 to 49. In addition, there are 17 types of variable presentation patterns that can be determined when the type of jackpot is Special Symbol A (10R Probable Jackpot), from patterns 1 to 17, there are 17 types of variable presentation patterns that can be determined when the type of jackpot is Special Symbol B (4R Probable Jackpot), from patterns 18 to 34, and there are 15 types of variable presentation patterns that can be determined when the type of jackpot is Special Symbol C (4R Regular Jackpot). In other words, different variable presentation patterns are determined depending on the type of jackpot won.
[0179] Specifically, if the received variation pattern specification command is "E6H" or "10H", one of "Patterns 1 to 8" will be determined as the variation performance pattern. If the acquired random number value for performance is "0 to 29", pattern 1 will be determined, in which SP Reach A, in which character A will be displayed, will be executed. If the acquired random number value for performance is "30 to 44", pattern 2 will be determined, in which SP Reach B, in which character B will be displayed, will be executed. If the acquired random number value for performance is "45 to 54", pattern 3 will be determined, in which SP Reach C, in which character C will be displayed, will be executed. If the acquired random number value for performance is "55 to 59", pattern 4 will be determined, in which character B will be displayed, will be executed. If the acquired random number value for the performance is "60 to 69", pattern 5 is determined in which SP Reach E is executed in which character E is displayed, if the acquired random number value for the performance is "70 to 74", pattern 6 is determined in which SP Reach F is executed in which character F is displayed, if the acquired random number value for the performance is "75 to 79", pattern 7 is determined in which SP Reach G is executed in which character G is displayed, and if the acquired random number value for the performance is "80 to 99", pattern 8 is determined in which SP Reach H is executed in which a special character is displayed.
[0180] In addition, if the received variation pattern specification command is "E6H" or "11H", one of "patterns 9 to 16" will be determined as the variation performance pattern, but if the acquired random number value for performance is "0 to 29", pattern 9 will be determined, in which character cut-in performance A will be executed, if the acquired random number value for performance is "30 to 44", pattern 10 will be determined, in which character cut-in performance B will be executed, if the acquired random number value for performance is "45 to 54", pattern 11 will be determined, in which character cut-in performance C will be executed, and if the acquired random number value for performance is "55 to 59", Pattern 12 in which character cut-in effect D is executed is determined, and if the acquired random number value for effect is "60 to 69", pattern 13 in which character cut-in effect E is executed is determined, if the acquired random number value for effect is "70 to 74", pattern 14 in which character cut-in effect F is executed is determined, if the acquired random number value for effect is "75 to 79", pattern 15 in which character cut-in effect G is executed is determined, and if the acquired random number value for effect is "80 to 99", pattern 16 in which a special character cut-in effect is executed is determined.
[0181] Furthermore, if the received variation pattern designation command is "E6H" and "12H", "Pattern 17" in which a full rotation reach is executed is always determined as the variation presentation pattern. Although details are omitted, if the winning jackpot is special pattern B or special pattern C (if the received variation pattern designation command is "E6H" and "13-18H"), variation presentation pattern 1 is determined in the same manner as when the winning jackpot is special pattern A as described above.
[0182] 20, there are 17 types of variable effect patterns that can be determined when the special 1 is a miss in the normal game state, which are patterns 50 to 66. Patterns 50 to 64 are variable effect patterns that perform reach effects, and patterns 65 and 66 are variable effect patterns that do not perform reach effects.
[0183] Specifically, if the received variation pattern designation command is "E6H" or "19H", "pattern 50" is always determined, in which only normal reach is executed as the variation performance pattern. If the received variation pattern designation command is "E6H" or "20H", one of "patterns 51 to 57" is determined as the variation performance pattern, but if the acquired random number value for performance is "0 to 4", pattern 51 is determined, in which SP reach A, in which character A is displayed, is executed, if the acquired random number value for performance is "5 to 14", pattern 52 is determined, in which SP reach B, in which character B is displayed, is executed, if the acquired random number value for performance is "15 to 29", pattern 53 is determined, in which SP reach C, in which character C is displayed, is executed, If the acquired random number value for presentation is "30 to 44", pattern 54 is determined in which SP Reach D, in which character D is displayed, if the acquired random number value for presentation is "45 to 54", pattern 55 is determined in which SP Reach E, in which character E is displayed, if the acquired random number value for presentation is "55 to 74", pattern 56 is determined in which SP Reach F, in which character F is displayed, if the acquired random number value for presentation is "75 to 99", pattern 57 is determined in which SP Reach G, in which character G is displayed. Note that the variable presentation pattern in which SP Reach H, in which a special character is displayed, is not determined in the case of a miss.
[0184] Next, if the received variation pattern designation command is "E6H" or "21H", one of "patterns 58 to 64" is determined as the variation presentation pattern; if the acquired random number value for presentation is "0 to 4", pattern 58 is determined in which character cut-in presentation A is executed; if the acquired random number value for presentation is "5 to 14", pattern 59 is determined in which character cut-in presentation B is executed; if the acquired random number value for presentation is "15 to 29", pattern 60 is determined in which character cut-in presentation C is executed; if the acquired random number value for presentation is "30 to 44", pattern 61 is determined in which character cut-in presentation D is executed; if the acquired random number value for presentation is "45 to 54", pattern 62 is determined in which character cut-in presentation E is executed; if the acquired random number value for presentation is "55 to 74", pattern 63 is determined in which character cut-in presentation F is executed; and if the acquired random number value for presentation is "75 to 99", pattern 64 is determined in which character cut-in presentation G is executed. In addition, the variable presentation pattern that executes the special character cut-in presentation that displays the special character is not determined when the result is a miss.
[0185] Furthermore, if the received fluctuation pattern designation command is "E6H" or "22H", "Pattern 65", a fluctuation presentation pattern in which only normal fluctuations are performed without a reach effect, is always determined, and if the received fluctuation pattern designation command is "E6H" or "23H", "Pattern 66", a fluctuation presentation pattern in which only shortened fluctuations are performed without a reach effect, is always determined.
[0186] Here, the variable presentation pattern that performs a full rotation reach effect is not selected if the judgment result is a miss, and is selected only if the type of jackpot won is the special pattern A (10R probability jackpot), which is most advantageous to the player. Also, the variable presentation pattern that displays a special character and executes a special character cut-in effect is not selected if the judgment result is a miss, and is not selected if the type of jackpot won is the special pattern C (4R normal jackpot), which is most disadvantageous to the player. The variable presentation pattern that displays a special character and executes a SP reach H or special character cut-in effect may be selected even if the judgment result is a miss or if the type of jackpot won is the special pattern C. In this case, it is desirable that the variable presentation pattern that displays a special character and executes a SP reach H or special character cut-in effect be less likely to be selected than the variable presentation pattern that displays other characters A to G and executes SP reach A to G or character cut-in effect A to G.
[0187] Next, the expectation of the SP reach and character cut-in effects will be explained using Figures 19 and 20. SP reach A, in which character A is displayed, is more likely to be selected when the judgment result is a jackpot than when it is a miss. Furthermore, SP reach B and SP reach E, in which characters B and E are displayed, are selected less frequently when the judgment result is a jackpot than when it is a miss, but are more likely to be selected when the judgment result is a jackpot than when it is a miss. On the other hand, SP reach C and SP reach D, in which characters C and D are displayed, are more likely to be selected when the judgment result is a miss than when it is a jackpot. Furthermore, SP reach F and SP reach G, in which characters F and G are displayed, are more likely to be selected when the judgment result is a miss than when it is a jackpot. Incidentally, SP reach H, in which a special character is displayed, is selected only when the judgment result is a jackpot.
[0188] From the above, the probability of winning the jackpot in an SP reach is highest for SP reach H, followed by SP reach A. From the top, the probability of winning the jackpot for SP reaches is in the order of SP reaches B and E, SP reaches C and D, and SP reaches F and G.
[0189] Similarly, for character cut-in effects, character cut-in effect A, in which character A is displayed, is more likely to be selected when the judgment result is a jackpot than when it is a miss. Furthermore, character cut-in effect B and character cut-in effect E, in which characters B and E are displayed, are selected less frequently when the judgment result is a jackpot than when it is a miss, but are more likely to be selected when the judgment result is a jackpot than when it is a miss. On the other hand, character cut-in effect C and character cut-in effect D, in which characters C and D are displayed, are more likely to be selected when the judgment result is a miss than when it is a jackpot. Furthermore, character cut-in effect F and character cut-in effect G, in which characters F and G are displayed, are more likely to be selected when the judgment result is a miss than when it is a jackpot. Note that special character cut-in effects, in which special characters are displayed, are selected only when the judgment result is a jackpot.
[0190] From the above, the expectation of a jackpot in a character cut-in effect is highest for the special character cut-in effect, followed by character cut-in effect A. From the top, the expectation of the character cut-in effects is in the order of character cut-in effects B and E, character cut-in effects C and D, and character cut-in effects F and G.
[0191] In addition, the SP reach A and character cut-in effect A, in which character A is displayed, are most likely to be executed when the type of jackpot won is special pattern A (10R probability jackpot), which is the most advantageous to the player. On the other hand, the SP reach B to G and character cut-in effects B to G, in which characters B to G are displayed, are more likely to be executed when the type of jackpot won is special pattern B (4R probability jackpot) or special pattern C (4R normal jackpot), which are jackpots that are more disadvantageous to the player than special pattern A, than when the type of jackpot won is special pattern A. Furthermore, the SP reach H and special character cut-in effect, in which a special character is displayed, are executed only when the type of jackpot won is special pattern A or special pattern B, and are not executed when the type of jackpot won is special pattern C, which is the jackpot most disadvantageous to the player.
[0192] From this, it can be seen that the special character and character A are more important characters than the other characters B to G to players who play in the hope of hitting the jackpot. By displaying character A for a longer time than the other characters B to G during the character introduction in the customer waiting demo performance described above, or by displaying character A first, it is possible to efficiently make players aware of the importance of the characters. Also, by deliberately not displaying the special character in the customer waiting demo performance, it is possible to give players a sense of surprise.
[0193] (Explanation of the display example of the variable performance) Display examples of "normal fluctuation," "normal reach," "SP reach," and "full rotation reach" will be explained using Figure 21. Figure 21(a) is a diagram showing a display example of "normal fluctuation → normal reach," Figure 21(b) is a diagram showing a display example of "normal fluctuation → normal reach → SP reach," and Figure 21(c) is a diagram showing a display example of "normal fluctuation → normal reach → full rotation reach."
[0194] As shown in FIG. 21(a), a normal reach is a reach effect that occurs after a normal variation. During a normal variation, the main display device 131 displays a scrolling variation of three effect patterns (left effect pattern 50, center effect pattern 51, and right effect pattern 52) from top to bottom superimposed on the normal background image, and the small pattern 55 is displayed in a manner (scrolling manner) indicating that it is currently varying. In addition, the reserved icon display area 53, the special 1 reserved number 56, and the special 2 reserved number 57 are displayed superimposed on the normal background image. Note that in FIG. 21(a), the reserved information for special 1 and special 2 is not stored, so no reserved icon is displayed in the reserved icon display area 53, and the special 1 reserved number 56 and the special 2 reserved number 57 are both displayed as "0." Furthermore, the icon display area 54 displays the icon 54a corresponding to the variation currently being performed.
[0195] Next, in a normal reach, the main display device 131 displays the left and right effect symbols 50 and 52 in a temporary stop mode, superimposed on the normal reach background image, and the center effect symbol 51 scrolls from top to bottom. At this time, the left and right effect symbols 50 and 52 display the same number (number section 50a), creating a so-called reach-tenpai state. The center effect symbol 51 is also displayed scrolling from top to bottom in a manner (slow mode) that is easier for the player to recognize than normal fluctuations. The small symbol 55, reserved icon display area 53, icon display area 54, icon 54a, special 1 reserved number 56, and special 2 reserved number 57 are displayed superimposed on the normal reach background image in the same manner as normal fluctuations.
[0196] 21(a), if a game ball enters the first starting device 112 during fluctuation and one reserved information of special 1 is stored, one reserved icon is displayed in the reserved icon display area 53 and "1" is displayed in the reserved number 56 of special 1. Also, if a game ball enters the second starting device 115 during fluctuation and one reserved information of special 2 is stored, no reserved icon is displayed in the reserved icon display area 53 and "1" is displayed in the reserved number 57 of special 2.
[0197] As shown in Figure 21(b), SP Reach is a reach effect that develops from a normal reach after a normal reach, and has a higher probability of resulting in a jackpot than a normal reach. Display examples of "normal fluctuation" and "normal reach" are the same as those described above in Figure 21(a), so they will be omitted. Note that SP Reach may develop and be performed during normal fluctuation (in the middle of normal fluctuation) before a normal reach is performed.
[0198] In an SP reach, the left effect pattern 50 and the right effect pattern 52 are displayed on the edge of the main display device 131, superimposed on the SP reach background image, in a smaller size than in normal variation and normal reach. At this time, the character portion 50b and frame portion 50c of the left effect pattern 50 and the right effect pattern 52 are hidden, and only the number portion 50a is displayed as a reduced left effect pattern 80a and a reduced right effect pattern 80b. In FIG. 21(b), the reduced left effect pattern 80a is displayed in the upper left of the main display device 131, and the reduced right effect pattern 80b is displayed in the upper right of the main display device 131, but this is not a limitation, and they may be displayed in any position on the main display device 131 as long as they are not likely to obstruct the visibility of the SP reach.
[0199] Next, on the main display device 131, a character image 81 in the SP reach and a jackpot teaser image 82 are displayed superimposed on the SP reach background image. The jackpot teaser image 82 is an image that teases in the approximate center area of the main display device 131 whether a symbol (7 symbol) indicating a jackpot or a symbol (6 symbol) indicating a loss will be displayed.
[0200] As mentioned above, there are eight types of SP reaches, A to H. In FIG. 21(b), SP reach A is being performed, with character A displayed as the character image 81 in the SP reach. Similarly, when SP reach B is being performed, character B is displayed as the character image 81 in the SP reach, and when SP reach H is being performed, a special character is displayed as the character image 81 in the SP reach, so that it is possible to recognize which SP reach is being performed based on which character is displayed. As mentioned above, the jackpot expectation for an SP reach is highest for SP reach H, followed by SP reach A. The expectation of the SP reaches is as follows, from top to bottom: SP reach B and E, SP reach C and D, and SP reach F and G.
[0201] Here, in the SP reach of Figure 21 (b), the reserved icon display area 53 and reserved icon are not displayed, but it is not limited to this, and it may be displayed in a manner that does not impede the visibility of the SP reach. In addition, the small pattern 55, the icon display area 54, the icon 54a, the special 1 reserved number 56, and the special 2 reserved number 57 are displayed superimposed on the SP reach background image in the same manner as normal fluctuation and normal reach.
[0202] As shown in Figure 21(c), the full rotation reach is a reach effect that develops from the normal reach after the normal reach, and is performed only when the judgment result is a jackpot. Display examples of "normal fluctuation" and "normal reach" are the same as those described above in Figure 21(a), so they will be omitted. Note that the full rotation reach may develop during the normal fluctuation before the normal reach is performed (in the middle of the normal fluctuation), or may develop after the SP reach is performed, or may develop from the middle of the SP reach.
[0203] In the full rotation reach, three effect symbols are displayed in a scrolling manner from top to bottom on the main display device 131, superimposed on a full rotation reach background image. The three scrolling effect symbols 83 are displayed at the edge of the main display device 131 (for example, the upper right of the main display device 131) so as not to impede the visibility of the full rotation reach. In addition, the three scrolling effect symbols 83 are displayed in a so-called doublet manner, with the same numbers (number section 50a), and are scrolled from top to bottom at a speed that can be recognized by the player, so that the player can easily recognize that a jackpot has been reached.
[0204] Furthermore, in a full rotation reach, a special character image and a line image of the special character (for example, "Bonus GET!") are displayed as image 84 suggesting that the effect being executed is a full rotation reach, superimposed on a full rotation reach background image on the main display device 131. Note that, although a special character image is displayed as image 84 suggesting that it is a full rotation reach, this is not limiting, and for example, character A, which is the main character, may be displayed, all characters may be displayed, or a different character different from the special character that is not displayed in the character introduction in the customer waiting demo effect may be displayed, or a different character that is not displayed as an effect pattern may be displayed.
[0205] Here, in the full rotation reach, the reserved icon display area 53 and the reserved icon, the icon display area 54 and the icon 54a are not displayed, but this is not limited to this, and they may be displayed in a manner that does not impede the visibility of the full rotation reach. In addition, the small pattern 55, the special 1 reserved number 56, and the special 2 reserved number 57 are displayed superimposed on the full rotation reach background image in the same manner as normal variation and normal reach.
[0206] (Explanation of character cut-in effects) The details of the "character cut-in effect" will be explained using Figure 22. Figure 22(a) is a diagram showing the execution timing of the character cut-in effect in "normal variation → normal reach", Figure 22(b) is a diagram showing the execution timing of the character cut-in effect in "normal variation → normal reach → SP reach", and Figure 22(c) is a diagram showing the execution timing of the character cut-in effect in "normal variation → normal reach → full rotation reach". Also, Figure 22(d) is a diagram showing a display example of the character cut-in effect.
[0207] First, a display example of a character cut-in effect will be explained using Figure 22(d). A character cut-in effect is an effect that is suddenly executed to interrupt various preview effects or reach effects that are currently being executed, and is an effect that has a relatively high probability of winning. As shown in Figure 22(d), on the main display device 131, a character cut-in image 85 (for example, an image of character A) and a cut-in character image 86 (for example, the character "super hot") are displayed superimposed on a background image (a normal background image, a normal reach background image, an SP reach background image, etc.).
[0208] As mentioned above, there are eight types of character cut-in effects: character cut-in effects A to G and special character cut-in effects. In FIG. 22(d), character cut-in effect A is being performed, in which character A is displayed as character cut-in image 85 in the character cut-in effect. Similarly, when character cut-in effect B is being performed, character B is displayed as character cut-in image 85, and when special character cut-in effect is being performed, a special character is displayed as character cut-in image 85, so that it is possible to recognize which character cut-in effect is being performed based on which character is displayed. As mentioned above, the expected jackpot probability of the character cut-in effect is highest for the special character cut-in effect, followed by character cut-in effect A. The expected probability of the character cut-in effects is ranked from top to bottom as follows: character cut-in effects B and E, character cut-in effects C and D, and character cut-in effects F and G.
[0209] Furthermore, the cut-in text image 86 in the character cut-in effect is configured to display different text images depending on the character being displayed. For example, if the character being displayed is character B, the text "Big Chance!" is displayed, and if the character being displayed is a special character, the text "Congratulations!" is displayed. Note that the same text image may be displayed for the cut-in text image 86 regardless of the character being displayed. For example, the text "Super Hot!" may be displayed in the case of a character cut-in effect with a high probability of winning, and the text "Chance!" may be displayed in the case of a character cut-in effect with a low probability of winning.
[0210] Next, the execution timing of the character cut-in effect will be explained using Figures 22(a), (b), and (c). As shown in Figure 22(a), in the fluctuation effect pattern that performs "normal fluctuation → normal reach", there are three execution timings: t1, t2, and t3. Specifically, there are three timings: the first half timing t1 of the normal fluctuation, the second half timing t2 of the normal fluctuation, and the timing t3 during the normal reach.
[0211] As shown in Figure 22(b), in the variation performance pattern of "normal variation → normal reach → SP reach", in addition to the three execution timings t1, t2, and t3 mentioned above, there are two new execution timings t4 and t5. Specifically, there are two execution timings: t4 when the SP reach develops, and t5 during the SP reach.
[0212] As shown in Figure 22(c), in the variation effect pattern of "normal variation → normal reach → full rotation reach", in addition to the three execution timings t1, t2, and t3 mentioned above, there is a new execution timing t6. Specifically, it is one of the timings t6 when the full rotation reach develops. Note that the full rotation reach is a reach effect that is only performed when the judgment result is a jackpot, so character cut-in effects are not performed during the full rotation reach.
[0213] Here, six timings, t1 to t6, are shown as the timings for executing the character cut-in effects. However, the rate at which the character cut-in effects are executed may be the same for all timings, or the rate at which the character cut-in effects are executed may vary depending on the timing. If the rate at which the character cut-in effects are executed varies depending on the timing, it is preferable to increase the rate at which the character cut-in effects are executed the later in one variation. In other words, it is preferable to increase the rate at which the character cut-in effects are executed at the timing t5 during the SP reach or the timing t6 during the full rotation reach development compared to the first half timing t1 during the normal variation. Furthermore, it is preferable to increase the rate at which the character cut-in effects displaying characters with a high jackpot expectation are executed the later in one variation. Specifically, when a character cut-in effect is executed at the first half timing t1 during the normal variation, a character cut-in effect displaying character D or character G is likely to be executed. When a character cut-in effect is executed at the timing t5 during the SP reach or the timing t6 during the full rotation reach development, a character cut-in effect displaying character A or a special character may be likely to be executed.
[0214] (Explanation of the performance pattern determination table) The sub-CPU 320a of the effect control board 320 determines the effect symbols to be displayed on the main display device 131 during the fluctuation, by referring to the effect symbol determination table TS2 stored in the sub-ROM 320b, based on the variation pattern designation command and the symbol designation command sent from the main CPU 301a of the main control board 300 and the effect symbol random number value acquired by the sub-CPU 320a upon receiving these commands. Specifically, the effect symbol determination table TS2 is referenced to determine the "reach tenpai symbol" and "final stop symbol" to be displayed on the main display device 131. Figure 23 shows an example of an effect symbol determination table for special 1 in the normal gaming state. The effect symbol random number value is one of 100 values from "0 to 99."
[0215] Here, the "reach tenpai symbol" is a symbol combination that causes the left symbol 50 and the right symbol 52 to be temporarily stopped with the same number (number portion 50a) among the three symbol combinations (left symbol 50, center symbol 51, and right symbol 52) displayed on the main display device 131. (Hereinafter, this may be referred to as a "reach symbol.")
[0216] The "final stop symbol" is a symbol combination for notifying the judgment result on the main display device 131, and is a combination of three effect symbols (left effect symbol 50, center effect symbol 51, and right effect symbol 52). The final stop symbols include a "jackpot symbol" which is displayed when the judgment result is a jackpot and displays the three effect symbols with the same number (number section 50a) (displayed as "double numbers"); a "reach miss symbol" which is displayed when the judgment result is a miss and a reach effect is performed and displays the left effect symbol 50 and the right effect symbol 52 with the same number and the center effect symbol 51 with a different number; and a "variant symbol" which is displayed when the judgment result is a miss and a reach effect is not performed and displays the three effect symbols with different numbers.
[0217] As shown in Figure 23, when the result of the judgment is special symbol A (10R probability variable jackpot), there are seven types of "reach tenpai symbols" and "final stopping symbols" that can be determined, from "1 symbol tenpai to 7 symbol tenpai", and there are seven types of final stopping symbols, from "1 symbol line-up to 7 symbol line-up". Similarly, when the result of the judgment is special symbol B (4R probability variable jackpot), there are six types of "reach tenpai symbols" and "final stopping symbols" that can be determined, from "1 symbol line-up to 6 symbol line-up". Similarly, when the result of the judgment is special pattern C (4R normal jackpot), the "reach tenpai pattern" and "final stopping pattern" that can be determined are three types of reach tenpai patterns: "2-pattern tenpai, 4-pattern tenpai, 6-pattern tenpai", and three types of final stopping patterns: "2-pattern line-up, 4-pattern line-up, 6-pattern line-up".
[0218] In addition, when the judgment result is a miss (reach miss), there are six types of "reach tenpai patterns" and "final stopping patterns" that can be determined for the reach tenpai patterns, from "1 pattern tenpai to 6 pattern tenpai", and for the final stopping patterns, there are "reach miss patterns" that display different numbers in the middle performance pattern 51 for each reach tenpai pattern.
[0219] The reference to the effect symbol determination table TS2 will be described using a part of Fig. 23. A specific description will be given of the case where the special symbol is special symbol A (10R probability variable jackpot) as a result of the determination. If the random number value for the effect pattern obtained is "0 to 4", "1 pattern tenpai" is determined as the reach tenpai pattern, and "1 pattern line up (promotion during jackpot)" is determined as the final stopping pattern.
[0220] Similarly, if the acquired random number value for the effect symbol is "5 to 9", "1 symbol tenpai" is determined as the reach tenpai symbol, and "7 symbol line up (promotion during fluctuation)" is determined as the final stopping symbol. Furthermore, if the acquired random number value for the effect symbol is "10 to 14", "2 symbol tenpai" is determined as the reach tenpai symbol, and "2 symbol line up (promotion during jackpot)" is determined as the final stopping symbol, and if it is "15 to 19", "2 symbol tenpai" is determined as the reach tenpai symbol, and "7 symbol line up (promotion during fluctuation)" is determined as the final stopping symbol. Furthermore, if the acquired random number value for the effect pattern is "20 to 29", "3-pattern tenpai" is determined as the reach tenpai pattern, and "3-pattern line-up (promotion during jackpot)" is determined as the final stopping pattern, and if it is "30 to 39", "3-pattern tenpai" is determined as the reach tenpai pattern, and "7-pattern line-up (promotion during fluctuation)" is determined as the final stopping pattern. Furthermore, if the acquired random number value for the effect pattern is "40 to 44", "4-pattern tenpai" is determined as the reach tenpai pattern, and "4-pattern line-up (promotion during jackpot)" is determined as the final stopping pattern, and if it is "45 to 49", "4-pattern tenpai" is determined as the reach tenpai pattern, and "7-pattern line-up (promotion during fluctuation)" is determined as the final stopping pattern. Furthermore, if the acquired random number value for the effect symbol is "50 to 59", "5 symbol tenpai" is determined as the reach tenpai symbol, and "5 symbol line up (promotion during jackpot)" is determined as the final stopping symbol, and if it is "60 to 69", "5 symbol tenpai" is determined as the reach tenpai symbol, and "7 symbol line up (promotion during fluctuation)" is determined as the final stopping symbol. Furthermore, if the acquired random number value for the effect symbol is "70 to 74", "6 symbol tenpai" is determined as the reach tenpai symbol, and "6 symbol line up (promotion during jackpot)" is determined as the final stopping symbol, and if it is "75 to 79", "6 symbol tenpai" is determined as the reach tenpai symbol, and "7 symbol line up (promotion during fluctuation)" is determined as the final stopping symbol. Furthermore, if the obtained random number value for the performance pattern is "80 to 99", "7 pattern tenpai" is determined as the reach tenpai pattern, and "7 pattern line up" is determined as the final stopping pattern.
[0221] Similarly, if the determination result is that the special symbol is special symbol B (4R probability variable jackpot), special symbol C (4R normal jackpot), or special symbol H (miss), the "reach tenpai symbol" and "final stop symbol" are determined by referring to the effect symbol determination table TS2 based on the random number value for the effect symbol acquired when the variable pattern designation command and the symbol designation command are received (details omitted). The details of "promotion during jackpot" and "promotion during variation" will be described later.
[0222] Here, as shown in Fig. 23, "7 symbols ready" and "7 symbols aligned" are determined only when the special symbol is the special symbol A (10R probability variable jackpot), which is the most advantageous symbol for the player. As mentioned above, the main character character A is displayed in the character section 50b of the 7 symbol. In other words, when the 7 symbol displaying character A is displayed on the main display device 131, the most advantageous situation for the player is suggested.
[0223] Furthermore, when the special symbol is special symbol C (4R normal jackpot), which is disadvantageous to the player, only even-numbered symbols, ie, symbols 2, 4, and 6, are determined as "reach tenpai symbols" and "final stop symbols." In other words, even-numbered symbols are more likely to be determined when the jackpot is unfavorable (special symbol C) than when the jackpot is favorable (special symbol A or special symbol B). Also, even-numbered symbols are more likely to be determined when the judgment result is a miss (special symbol H) than when the judgment result is a jackpot. As mentioned above, enemy characters E, F, and G are displayed on the even-numbered symbols. In other words, when even-numbered symbols displaying enemy characters are displayed on the main display device 131, an unfavorable situation for the player is suggested.
[0224] Furthermore, when the special symbol is special symbol B, which is less advantageous to the player than special symbol A but more advantageous to the player than special symbol C, odd-numbered symbols, i.e., symbols 1, 3, and 5, are more likely to be determined as "reach tenpai symbols" and "final stop symbols" than even-numbered symbols. Furthermore, odd-numbered symbols are more likely to be determined when the judgment result is a jackpot than when the judgment result is a miss, compared to even-numbered symbols. As mentioned above, the odd-numbered symbols display the companion characters, character B, character C, and character D. In other words, displaying odd-numbered symbols, which display companion characters, on the main display device 131 suggests a situation advantageous to the player.
[0225] These symbols display character A, the main character of the gaming machine 100, on the 7 symbol, and by displaying the 7 symbol on the main display device 131 during play, it suggests the most advantageous situation for the player; odd symbols display a friend character who has a trusting relationship with character A, and by displaying the odd symbols on the main display device 131 during play, it suggests an advantageous situation for the player; even symbols display an enemy character who is in conflict with character A, and by displaying the even symbols on the main display device 131 during play, it suggests an unfavorable situation for the player, thereby providing the player with an easy-to-understand and enjoyable game.
[0226] 23, the selection rates of even-numbered symbols (2, 4, 6) in the "reach tenpai symbol" and "final stopping symbol" when the special symbol is special symbol A are the same, but this is not limiting, and the selection rates of even-numbered symbols may be different. For example, as the selection rates of the "reach tenpai symbol" and "final stopping symbol" when the special symbol is special symbol A, the selection rate of the 6 symbol, which displays character E, may be higher than the selection rates of the 2 symbol, which displays character F, and the 4 symbol, which displays character G.
[0227] 23, the selection rates of odd-numbered symbols (1, 3, 5) in the "reach tenpai symbol" and "final stop symbol" when the special symbol is special symbol B are the same, but this is not limiting, and the selection rates of odd-numbered symbols may be different. For example, as the selection rates of the "reach tenpai symbol" and "final stop symbol" when the special symbol is special symbol B, the selection rate of the 3 symbol, which displays character B, may be higher than the selection rates of the 1 symbol, which displays character C, and the 5 symbol, which displays character D.
[0228] Furthermore, in Fig. 23, the selection rates of odd-numbered symbols (1, 3, 5) in the "Reach Tenpai symbol" when the special symbol is special symbol H (miss) are the same, but this is not limiting, and the selection rates of odd-numbered symbols may be different. For example, as the selection rate of the "Reach Tenpai symbol" when the special symbol is special symbol H, the selection rate of the 3 symbol, which displays character B, may be lower than the selection rate of the 1 symbol, which displays character C, and the 5 symbol, which displays character D.
[0229] In addition, special characters are not used in the character portion 50b of the effect symbols. By deliberately not using special characters with a high probability of winning in the character portion 50b of the effect symbols that the player frequently sees during play, a sense of surprise can be given to the player.
[0230] (Explanation of promotion performance) Next, the details of the "promotion effect during fluctuation" and "promotion effect during jackpot" will be explained using Figure 24. Figure 24(a) is a diagram showing a display example of the promotion effect during fluctuation, and Figure 24(b) is a diagram showing a display example of the promotion effect during jackpot.
[0231] The "promotion effect during fluctuation" is an effect that prompts the player to decide whether or not to promote the result of the effect symbol that indicates a jackpot to the most advantageous result. If the promotion effect during fluctuation is successful, the result of the effect symbol that indicates a jackpot is promoted to the most advantageous result for the player. If the promotion effect during fluctuation is unsuccessful, the result of the effect symbol that indicates a jackpot is terminated without promoting it. In this embodiment, the promotion of a double number due to an effect symbol other than 7 to a double number due to an effect symbol of 7 indicates the success of the promotion effect during fluctuation.
[0232] As shown in FIG. 24(a-1), in a reach effect (such as a normal reach or SP reach) where a double number representing a performance symbol indicating a jackpot is displayed, the main display device 131 performs an action of scrolling from top to bottom a combination of double numbers 1 to 7 superimposed on a varying promotion background image. Specifically, the top double number combination 90a, the middle double number combination 90b, and the bottom double number combination 90c are scrolled from top to bottom in order. At this time, the middle double number combination 90b is displayed in a larger scale than the top double number combination 90a and the bottom double number combination 90c.
[0233] 24(a-1) shows a scene in which "777" is displayed as the top doublet combination 90a, "666" is displayed in an enlarged form as the middle doublet combination 90b, and "555" is displayed as the bottom doublet combination 90c. In the next scene after time has passed, the doublet combinations displayed as the top doublet combination 90a, the middle doublet combination 90b, and the bottom doublet combination 90c are switched in order, such that "111" is displayed as the top doublet combination 90a, "777" is displayed in an enlarged form as the middle doublet combination 90b, and "666" is displayed as the bottom doublet combination 90c.
[0234] Thereafter, if the promotion during fluctuation performance is successful, as shown in Figure 24(a-2), the main display device 131 displays "777" as a promotion success symbol 91a superimposed on the promotion during fluctuation background image, and if the promotion during fluctuation performance fails, as shown in Figure 24(a-3), the main display device 131 displays a promotion failure symbol 91b, a combination of symbols other than 7 (for example, a combination of 5 symbols) superimposed on the promotion during fluctuation background image.
[0235] Here, when the promotion during fluctuation effect is successful, as shown in Fig. 24(a-2), character A is displayed as a promotion success character image 92 superimposed on the promotion success symbol 91a "777" on the main display device 131. By displaying character A, the main character of the gaming machine 100, in a scene where the promotion during fluctuation effect is successful, the player can easily recognize that he has been successful in the promotion and is now in the most advantageous situation for the player.
[0236] On the other hand, if the promotion during fluctuation effect fails, as shown in Fig. 24(a-3), the character image is not displayed on the main display device 131. By displaying the character image when the promotion during fluctuation effect is successful and not displaying the character image when the promotion during fluctuation effect fails, it is possible to effectively appeal to the player that the promotion has been successful and that the player is now in the most advantageous situation.
[0237] Although the main display device 131 is configured not to display a character image when the promotion during variation effect fails, it may be configured to display one. In this case, it is desirable to display a character image other than the main character, character A, such as an enemy character, character E. Also, a special character may be displayed as a character image to be displayed on the main display device 131 when the promotion during variation effect is successful. Since the special character is the character that the player has the highest expectations of, it can effectively appeal to the player that he has been successfully promoted and is now in the most advantageous situation.
[0238] Next, the "jackpot promotion effect" is an effect that makes it appear that the jackpot in progress has been promoted to a jackpot that is advantageous to the player during the jackpot game. In other words, it is an effect that makes the jackpot game in progress appear to be a jackpot that is disadvantageous to the player, while informing the player that it is actually a jackpot that is advantageous to the player.
[0239] There are two success patterns for the "jackpot promotion effect." Specifically, there is a probability promotion pattern (hereinafter sometimes referred to as pattern 1) that notifies the player that the jackpot will transition to a probability variable game state after the jackpot game, and a round promotion pattern (hereinafter sometimes referred to as pattern 2) that notifies the player that the jackpot is the most advantageous (the number of jackpot rounds will increase). More specifically, pattern 1 is a pattern in which a "4R normal jackpot" is promoted to a "4R probability variable jackpot." Pattern 2 is a pattern in which a "4R normal jackpot" or a "4R probability variable jackpot" is promoted to a "10R probability variable jackpot."
[0240] FIG. 24(b-2) shows a display example of the above-mentioned pattern 1, and FIGS. 24(b-3) and (b-4) show display examples of the above-mentioned pattern 2.
[0241] An example of the display of the promotion effect during a jackpot will be described. In this embodiment, an operation effect using the effect button unit 135 is performed as the promotion effect during a jackpot. As shown in Fig. 24(b-1), on the main display device 131 during a jackpot game, an operation prompting character image 95a, which is a character image urging the player to operate the effect button, and an effect button image 95b indicating the effect button are displayed superimposed on the promotion effect background image during a jackpot.
[0242] In Figure 24(b-1), when the player operates the effect button unit 135, or when the jackpot round transitions to the next round (from round 3 to round 4), in pattern 1, as shown in Figure 24(b-2), a probability change promotion image 98 (for example, a "RUSH GET!" image) is displayed on the main display device 131 superimposed on the jackpot promotion background image, indicating that the game will transition to a probability change game state after the jackpot game.
[0243] In addition, in pattern 2, as shown in Fig. 24(b-3), the upper accessory unit 154 moves (falls) so as to overlap with the display area of the main display device 131. Subsequently, when the upper accessory unit 154 returns to its initial position, as shown in Fig. 24(b-4), on the main display device 131, a round promotion image 99a (for example, a "MAX GET!" image) suggesting that the number of jackpot rounds has been promoted is displayed superimposed on the promotion background image during jackpot, and character A is displayed as a promoted character image 99b superimposed on the round promotion image 99a.
[0244] Here, when pattern 2 is executed, as shown in Fig. 24(b-4), character A is displayed as a promoted character image 99b on the main display device 131. The round promotion pattern is a scene that notifies the player that a jackpot has been achieved, which is the most advantageous for the player, and therefore, by displaying character A, the main character of the gaming machine 100, the player can easily recognize that he or she has been successfully promoted and is now in the most advantageous situation for the player.
[0245] On the other hand, when pattern 1 is executed, as shown in Fig. 24(b-2), no character image is displayed on the main display device 131. By displaying a character image only for pattern 2, which promotes the player to the most advantageous situation, it is possible to effectively appeal to the player that he or she has been successfully promoted and is now in the most advantageous situation.
[0246] Although character images are not displayed on the main display device 131 when pattern 1 is executed, they may be displayed. In this case, it is desirable to display a character image other than character A, the main character, such as character B, an ally character. Also, a special character may be displayed as a character image on the main display device 131 when pattern 2 is executed. Since the special character is the character that the player has the highest expectations for, it can effectively appeal to the player that he has been successfully promoted and is now in the most advantageous situation.
[0247] Next, as an example of the display during a jackpot game, as shown in Figure 24 (b-1), on the main display device 131 during a jackpot game, a round number image 93, a right hit image 94, a number of balls acquired image 96, a song name image 97, a small pattern image 55 displayed in a double-digit format, a special 1 reserved number 56, and a special 2 reserved number 57 are displayed superimposed on the background image of the promotion during the jackpot.
[0248] Here, the round number image 93 is an image showing the number of jackpot rounds currently being played during a jackpot game, the right hit image 94 is an image encouraging the player to fire the game ball towards the right route 106b of the game area where the first large prize winning device 117 or the second large prize winning device 127, which will be in an open state during a jackpot game, is located, the number of balls acquired image 96 is an image notifying the player of the number of balls that can be acquired and the number of balls that have already been acquired during the jackpot game currently being played, and the song name image 97 is an image showing the song name and lyrics of the song that is output from the audio output device 331 during the jackpot game currently being played.
[0249] In addition, the round number image 93, right hit image 94, number of balls acquired image 96, song name image 97, small pattern image 55 displayed in a repeating pattern, special 1 reserved number 56, and special 2 reserved number 57 are images displayed on the main display device 131 during jackpot play, regardless of whether the promotion effect during the jackpot is executed.
[0250] The display manner of the acquired ball count image 96 differs between the above-mentioned pattern 1 and pattern 2. Specifically, in pattern 1, although it is notified that the ongoing jackpot will be upgraded to a jackpot that is advantageous to the player, the number of acquireable balls does not change, so it remains unchanged at "600" as shown in Fig. 24(b-2). On the other hand, in pattern 2, it is notified that the ongoing jackpot will be upgraded to the most advantageous jackpot, so the number of acquireable balls changes, so it changes from "600" to "1500" as shown in Fig. 24(b-3)(b-4).
[0251] (Special character introduction) As mentioned above, the special characters are not introduced in the character introduction that is performed during the customer waiting demo period B2 in the variable waiting period. However, in order to make the player aware of the existence of the special characters, the special characters may be introduced in the character introduction that is performed during the customer waiting demo period B2.
[0252] Figure 25(a) is a diagram showing an example of a presentation in which a special character is introduced during the character introduction that takes place during the customer waiting demo period B2 in the variable waiting period, and is an example in which the introduction of a special character is applied to the "character introduction in the first embodiment" in Figure 18(a) described above.
[0253] As shown in Figure 25(a), in the character introduction, the special character is introduced after the introduction of the other characters (character A to character G) has been completed. Also, the special character is not displayed in the "All Characters Introduction" of the character introduction shown in Figure 25(a). By doing so, in the character introduction, the other characters (character A to character G) are displayed multiple times, whereas the special character is displayed only once, so that the number of times the special character is displayed is less than the number of times the other characters are displayed.
[0254] Furthermore, the display time of the special character during the character introduction is set to be shorter than the display time of the other characters. Specifically, the display time of the other characters is set to "2 to 4 seconds," while the display time of the special character is set to "1 second." This configuration allows the player to recognize that the special character exists as a character that the gaming machine 100 can display. Also, the short display time (or the small number of times it is displayed) makes the special character appear less important at first glance, and when the special character is displayed during a fluctuation, the expectation of a jackpot increases dramatically, giving the player a sense of surprise.
[0255] The order (timing) of introducing the special character may be set so that it is introduced at the beginning of the character introduction, or in the middle of the character introduction (for example, after the introduction of character A has finished). The introduction of the special character may also be applied to the "character introduction in the second embodiment" in FIG. 18(b) described above. Even when applied to the "character introduction in the second embodiment", it is desirable to make the display time of the special character shorter than the display time of the other characters (characters A to G), and it is desirable to make the display count of the special character less than the display count of the other characters.
[0256] (Character display during jackpot) Next, we will explain the character display displayed on the main display device 131 during a jackpot game. Figure 25(b) is a diagram showing a specific example of the character display, which is a jackpot effect performed on the main display device 131 during a jackpot game when special symbol A (10R probability variable jackpot) is won.
[0257] When a jackpot game starts, a jackpot opening effect starts as a jackpot in-game effect, and character A is displayed on the main display device 131. Subsequently, when a jackpot round starts, a round effect starts on the main display device 131 as a jackpot in-game effect.
[0258] To explain in order, as the round effect of the first round, a music selection effect is performed in which the player can arbitrarily select music to be output from the audio output device 331 during the big win game.
[0259] Next, in the round performance of the second round, character A is displayed on the main display device 131, and in the round performance of the third round, character B is displayed on the main display device 131. Similarly, in the fourth round and onwards, each character is displayed in turn on the main display device 131 as a round performance.
[0260] When the round performance of the 8th round ends (when the display of character G ends), the round performance of the 9th round is "all character display" in which all characters A to G are displayed on the main display device 131. Then, as the round performance of the 10th round, which is the final big win round, character A is displayed again on the main display device 131.
[0261] When all the big win rounds are over, a big win ending effect is started as a big win mid-effect, and character A is displayed on the main display device 131.
[0262] Here, as a performance during a jackpot, character A is displayed on the main display device 131 more times than the other characters (characters B to G). In other words, the number of times (or the display time) that character A is displayed during a jackpot game is made greater (or longer) than the number of times (or the display time) that the other characters (characters B to G) are displayed. With this configuration, during a jackpot game, which is the most advantageous state for the player, character A, the main character of the gaming machine 100, is displayed more often than the other characters, thereby effectively conveying a sense of exclusivity to the player.
[0263] As a performance during a jackpot, the special character is not displayed on the main display device 131. This is because if the special character is displayed during a jackpot game even though the game is not currently changing, the player may lose the sense of specialness that the special character gives to the player.
[0264] Next, a display example of the effects during a big win on the main display device 131 will be described with reference to FIGS. 25(b-1), (b-2), (b-3), and (b-4).
[0265] As shown in FIG. 25(b-1), during the big win opening, an OP character A image 60, an OP right-hit large image 61, and a bonus name image 62 are displayed on the main display device 131, superimposed on the opening background image.
[0266] In the jackpot opening, before the jackpot round begins in which the first big prize winning device 117 or the second big prize winning device 127 is opened, it is necessary to strongly encourage the player to shoot the game ball toward the right route 106a of the game area where the first big prize winning device 117 or the second big prize winning device 127 is located. For this reason, it is necessary to display a large OP right-hit image 61, which combines a text image of "Aim right!" and an arrow image, in approximately the center of the main display device 131.
[0267] Accordingly, in order to draw the player's attention to the main display device 131, an image of character A, who is the main character, is displayed as an OP character A image 60. In addition, the bonus name image 62 is an image for suggesting to the player the type of jackpot game that is about to begin, and in the case of a 10R jackpot with a large number of acquired balls, "BIG BONUS" is displayed on the main display device 131, and in the case of a 4R jackpot with a small number of acquired balls, "SMALL BONUS" is displayed.
[0268] 25(b-2), during the jackpot round, a mid-round character explanatory image 63a and a mid-round character image 63b are displayed superimposed on the mid-round background image on the main display device 131. Note that the mid-round character explanatory image 63a and the mid-round character image 63b are similar to the character image 71b and the character explanatory image 71c explained in the character introduction during the customer waiting demo period B2 in the aforementioned FIG. 18(a-1) and so on, and therefore details thereof will be omitted.
[0269] Next, as shown in Figure 25 (b-3), during the jackpot ending, the main display device 131 displays an ED character A image 64a, a RUSH entry image 65, and an ED warning image 66 superimposed on the background image during the ending.
[0270] In the jackpot ending that indicates the end of the jackpot game, it is necessary to display a display indicating the game state to which the game will transition after the jackpot game ends, and if the game state to which the game will transition is a probability variable game state, it is necessary to display a RUSH entry image 65 that indicates that the game will transition to a "RUSH" that indicates the probability variable game state. Note that if the game state to which the game will transition after the end of the jackpot game is a time-saving game state, it is also possible to display a CHANCE entry image (not shown) that indicates that the game will transition to a "CHANCE" that indicates the time-saving game state.
[0271] Here, in the big win ending, a RUSH entry image 65 is displayed on the main display device 131, and a character A image is displayed as the ED character A image 64a. In the big win ending, the big prize device (117 or 127) is in a closed state and no game balls can be acquired, but it is necessary to draw the player's attention to the main display device 131 to suggest the game state to which the game will transition after the big win game ends, and by displaying character A, the main character, it is possible to effectively appeal to the player the suggestion of the game state to which the game will transition.
[0272] In addition, in a jackpot ending when the game state to be transitioned to after a jackpot game is a probability variable game state (a jackpot ending in a probability variable jackpot that is advantageous to the player), the ED character A image 64a may be displayed, whereas in a jackpot ending when the game state to be transitioned to after a jackpot game is a time-limited game state (a jackpot ending in a normal jackpot that is disadvantageous to the player), the ED character A image 64a may not be displayed. This is because when the game state to be transitioned to is a game state that is disadvantageous to the player, there is little need to draw the player's attention to the main display device 131.
[0273] In addition, the ED warning images 66 include a "card forgotten notification" that warns the player not to forget to remove the prepaid card, and an "addiction prevention notification" that warns the player not to become addicted to the game, and depending on the type of jackpot won and the circumstances under which the jackpot was won, it is possible to display both, only one, or neither in the jackpot ending.
[0274] As described above, the special character is not displayed on the main display device 131 as a performance during a jackpot, but it may be displayed. Figure 25 (b-4) shows a display example of a case where a special character is displayed in a jackpot ending as a display example when a special character is displayed on the main display device 131 as a performance during a jackpot (this is display example 2 of a jackpot ending).
[0275] In the jackpot ending display example 2, an ED special character image 64b is displayed in place of the ED character A image 64a displayed in the jackpot ending display example 1 shown in Fig. 25(b-3). In particular, if the jackpot won is the 10R probability variable jackpot, which is the most advantageous for the player, by displaying the special character, which is an important character of the gaming machine 100, in the jackpot ending, it is possible to effectively appeal to the player that this is the most advantageous situation.
[0276] In addition, in order to differentiate the jackpot ending presentation depending on the type of jackpot won, if the jackpot won is a 10R certain jackpot which is most advantageous to the player, an ED special character image 64b may be displayed on the main display device 131 at the jackpot ending, if the jackpot won is a 4R certain jackpot which is advantageous to the player, an ED character A image 64a may be displayed on the main display device 131 at the jackpot ending, and if the jackpot won is a 4R normal jackpot which is disadvantageous to the player, no character image may be displayed on the main display device 131 at the jackpot ending.
[0277] As described above, an example has been given of a case where a special character is displayed on the main display device 131 as a performance during a jackpot, but even when a special character is displayed during a jackpot game, it is desirable to display the special character less frequently than the other characters (characters A to G) (it is desirable to display the special character for a shorter time than the other characters).
[0278] (Timing of the character display during changes) Next, the timing at which characters can be displayed during a variation effect will be explained using Figure 26. Figure 26(a) is a diagram showing the timing at which characters can be displayed during a variation effect when a "pre-target variation" is performed once (1 variation) and a "target variation" is performed once (1 variation). Figure 26(b) is a table showing which characters can be displayed at each timing at which characters can be displayed.
[0279] As shown in Figure 26(a), there is a timing ta1 at which a character can be displayed during a pre-reading variation effect, which is a variation before the target, a timing ta2 at which a character can be displayed during a normal variation effect, which is a target variation, a timing ta3 at which a character can be displayed during a normal reach effect, a timing ta4 at which a character can be displayed during an SP reach effect, and a timing ta5 at which a character can be displayed during a promotion effect during variation. In this embodiment, a total of five timings are set as the timings at which a character can be displayed.
[0280] Here, the "pre-target variation" and "target variation" will be explained in detail. The sub-CPU 320a of the performance control board 320 judges whether or not to use the variation corresponding to the received pending information as the "target variation" of the look-ahead performance (continuous performance) based on the advance judgment information (special symbols for advance judgment and variation patterns for advance judgment) transmitted from the main control board 300. When it is decided that the variation corresponding to the received pending information is to be the "target variation" of the look-ahead performance (continuous performance), the variation corresponding to the pending information stored in the sub-RAM 320c before the target variation is set as the "pre-target variation" that performs the look-ahead performance (continuous performance). In other words, the "target variation" means the variation that is the target of the look-ahead performance (continuous performance), and the "pre-target variation" means a variation that starts to vary before the target variation and performs the look-ahead performance (continuous performance) for the target variation.
[0281] Regarding the timings ta1 to ta5 shown in Figure 26(a), "ta1" corresponds to the case where a character is displayed as a pre-reading effect (continuous effect), "ta2" and "ta3" correspond to the case where a character is displayed in various preview effects that are performed during normal fluctuation effects and normal reach effects, "ta4" corresponds to the case where a character is displayed as an SP reach effect or in various preview effects that are performed during an SP reach, and "ta5" corresponds to the case where a character is displayed when the promotion effect during fluctuation described above is successful.
[0282] As shown in Figure 26(b), which characters can be displayed at each timing when characters can be displayed during the variable performance is shown. In "ta1", characters A to G can be displayed, excluding special characters. In "ta2", all characters, including special characters, can be displayed. In "ta3", characters A to G can be displayed, excluding special characters. In "ta4", all characters, including special characters, can be displayed. In "ta5", only character A can be displayed.
[0283] As can be seen from Figure 26(b), special characters have fewer displayable moments during a variation presentation than other characters (characters A to G). In other words, special characters are displayed less frequently during a variation presentation than other characters. Also, character A has more displayable moments during a variation presentation than other characters (characters B to G). In other words, character A is displayed more frequently during a variation presentation than other characters.
[0284] Here, FIG. 26(b) only shows whether each character can be displayed (whether or not each character is displayed) at each timing during the variation effect, but this is not limited to this. The rate at which each character is displayed may be different at each timing during the variation effect. Specifically, for example, if the target variation is a jackpot, character A may be displayed at the highest rate in "ta1". Thereafter, the rates at which characters B and E, characters C and D, and characters F and G may be displayed may decrease in this order. Conversely, for example, if the target variation is a loss, character A may be displayed at the lowest rate in "ta1", and thereafter, the rates at which characters B and E, characters C and D, and characters F and G may be displayed may increase in this order. In other words, the rate at which each character is displayed may be different at each timing during the variation effect depending on whether the target variation is a jackpot or a loss. The same is true for "ta3".
[0285] In addition, in "ta2", the special character is a special character that can only be displayed if there is a jackpot, so even if the target variation is a jackpot, the rate at which the special character is displayed during the variation performance will be lower than other characters (characters A to G). The same is true for "ta4".
[0286] In addition, "the 'proportion' displayed during the fluctuation performance" may be replaced with "the 'number of times' displayed during the fluctuation performance." In other words, "the proportion displayed during the fluctuation performance is high (low)" may be replaced with "the number of times displayed during the fluctuation performance is high (low)." In addition, "the 'proportion' displayed during the fluctuation performance" may be replaced with "the 'time' displayed during the fluctuation performance." In other words, "the proportion displayed during the fluctuation performance is high (low)" may be replaced with "the time displayed during the fluctuation performance is long (short). Furthermore, "the 'proportion' displayed" may include not being displayed (0).
[0287] (Dialogue preview explanation) Next, the details of "dialogue preview," which is one of the various preview effects and is a preview effect using characters and text, will be explained using Figure 27. Figure 27(a) shows an example of the display of a dialogue preview on the main display device 131. Figure 27(b) shows the types of dialogue text spoken by each character in the dialogue preview.
[0288] The dialogue preview includes a "first dialogue preview" that uses one character and the dialogue spoken by that character, and a "second dialogue preview" that uses two characters and the dialogue spoken by each character. The "second dialogue preview" is a dialogue preview that develops (steps up) after the "first dialogue preview."
[0289] Figure 27(a-1) is an example of the display of the first line preview using character A and the lines spoken by character A, and Figure 27(a-2) is an example of the display of the first line preview using a special character and the lines spoken by the special character.
[0290] Figure 27(a-3) is an example of a display of a second dialogue preview using character B and lines spoken by character B, and character A and lines spoken by character A, and Figure 27(a-4) is an example of a display of a second dialogue preview using character A and lines spoken by character A, and a special character and lines spoken by the special character.
[0291] 27(a-1), in the first line preview using character A, a first line character A image 67a, a first line frame image 68a, and a line character 1 image 68b1 are displayed superimposed on a background image on the main display device 131. Note that line preview audio 69 represents how the character's line sounds and various sound effects are output in the line preview.
[0292] In the first line preview using a special character, as shown in Figure 27(a-2), the first line special character image 67b, the first line frame image 68a, and the line character 2 image 68b2 are displayed superimposed on the background image on the main display device 131.
[0293] In the second dialogue preview using character A and character B, as shown in Figure 27(a-3), on the main display device 131, second dialogue character 1 image 67c, second dialogue frame 1 image 68a1, dialogue character 1 image 68b1, and second dialogue character 2 image 67d, second dialogue frame 2 image 68a2, dialogue character 3 image 68b3 are displayed superimposed on the background image.
[0294] In the second dialogue preview using character A and a special character, as shown in Figure 27(a-4), on the main display device 131, second dialogue character 1 image 67c, second dialogue frame 1 image 68a1, dialogue character 1 image 68b1, and second dialogue character 2 image 67d, second dialogue frame 2 image 68a2, dialogue character 4 image 68b4 are displayed superimposed on the background image.
[0295] Here, the line preview has a first preview pattern in which the line preview ends without the second line preview being made after the first line preview is made, and a second preview pattern in which the second line preview is made after the first line preview is made. The second preview pattern has a higher expectation of a jackpot than the first preview pattern. In other words, in the event of a jackpot, the second preview pattern is more likely to be executed than the first preview pattern.
[0296] Next, as shown in FIG. 27(b), for the first dialogue frame image 68a, the second dialogue frame 1 image 68a1, and the second dialogue frame 2 image 68a2, there are four types of dialogue frames: white frame, red frame, gold frame, and rainbow frame. The rainbow frame has the highest expectation of a jackpot, followed by the gold frame, red frame, and white frame, in that order. Furthermore, the type of text image (dialogue) displayed within the dialogue frame differs depending on the type of dialogue frame displayed on the main display device 131 during dialogue preview. The rainbow frame, which has the highest expectation of a jackpot (lowest display rate), displays the fewest types of text images (dialogue). Conversely, the white and red frames, which have the lowest expectation of a jackpot (highest display rate), display a greater variety of text images (dialogue) than the rainbow and gold frames.
[0297] 27(b), the proportion of dialogue frames displayed in dialogue preview varies depending on the type of character image displayed on the main display device 131. For example, when the character image displayed on the main display device 131 in dialogue preview is character A (such as the first dialogue character A image 67a), all dialogue frames with white frames, red frames, gold frames, and rainbow frames can be displayed, but when it is character B, the rainbow frame dialogue frame is not selected, and only the white, red, and gold frame dialogue frames can be displayed.
[0298] When the character image displayed on the main display device 131 during line preview is character C or character D, line frames with gold or rainbow frames are not displayed, and only line frames with white or red frames can be displayed. When the character image displayed on the main display device 131 during line preview is a special character, line frames with white, red, or gold frames are not displayed, and only line frames with rainbow frames can be displayed. However, without being limited to this, regardless of which character image is displayed on the main display device 131 during line preview, all line frames can be displayed, and the selection ratio of which line frame is selected can be varied depending on the character image displayed.
[0299] Next, as shown in Figure 27(b), the type of character image (lines) that can be displayed within the line frame and the number of character images (lines) that can be displayed within the line frame differ depending on the type of character image displayed on the main display device 131 during line preview.
[0300] For example, when the character image displayed on the main display device 131 in the line preview is character A, there are four types of text images (lines) that can be displayed in the line frame: "Are you ready? (Line text 1 image 68b1)," "Let's go! (Line text 3 image 68b3)," "It's your chance!", and "It's so exciting!". Also, when the character image displayed on the main display device 131 in the line preview is character B, there are five types of text images (lines) that can be displayed in the line frame: "Are you ready? (Line text 1 image 68b1)," "Let's go! (Line text 3 image 68b3)," "It's your chance!", "I believe in you," and "It's a great chance!".
[0301] Furthermore, when the character image displayed on the main display device 131 in the line preview is character C or character D, there are seven types of text images (lines) that can be displayed in the line frame: "Are you ready? (Line text 1 image 68b1)," "Let's go! (Line text 3 image 68b3)," "This is your chance!", "I believe in you," "Are you okay like this?", "Keep going!", and "Let's get pumped! (or, it's about to begin!)." When the character image displayed on the main display device 131 in the line preview is a special character, there are two types of text images (lines) that can be displayed in the line frame: "··· (Line text 4 image 68b4)" and "Quick, quick! (Line text 2 image 68b2)."
[0302] From the above, when the character image displayed on the main display device 131 in the dialogue preview is character C or character D, the types (number) of character images (lines) that can be displayed within the dialogue frame are the greatest, and the types (number) of character images (lines) that can be displayed within the dialogue frame decrease in the order of character B, character A, and special characters.
[0303] The character images (lines) that can be displayed within the line frame include character images that are common to the character images displayed on the main display device 131 in the line preview (for example, "Are you ready?", "Let's go!", "Here's your chance!", etc.), and character images that are unique to the character images displayed on the main display device 131 (for example, "It's super hot!", "Great chance!", "Quick, quick!", etc.). If the character images (lines) displayed within the line frame are character images that are unique to the character images, the likelihood of winning a jackpot increases, and if the character images are common to the character images, the likelihood of winning a jackpot decreases.
[0304] In addition, depending on the character image displayed on the main display device 131 in the dialogue preview, all of the text images (lines) that can be displayed within the dialogue frame may be unique text images. In this case, since the type of text image makes it difficult to tell whether a jackpot has been expected based on the type of text image, for example, it is possible to use different colors for the text images. For example, when the expectation level is low, it is preferable to display the text images in black text, and when the expectation level is high, it is preferable to display the text images in red or gold text.
[0305] Furthermore, if the character image displayed on the main display device 131 in the line preview is a special character, the text image (lines) may not be displayed in the line frame. Because a special character is a character whose mere display on the main display device 131 drastically increases the likelihood of a jackpot, there is no need to bother displaying the text image (lines) in the line frame. However, even in this case, it is preferable to output the line preview audio 69 from the audio output device 331. That is, if the character image displayed on the main display device 131 in the line preview is a special character, it is preferable that the text image (lines) is not displayed in the line frame on the main display device 131, but the line preview audio 69 is output from the audio output device 331. Furthermore, if the character image displayed on the main display device 131 in the line preview is a special character, it is also possible that the text image (lines) is not displayed in the line frame on the main display device 131, and the line preview audio 69 is not output from the audio output device 331.
[0306] 27(b) is a further feature that the types and number of character images (lines) that can be displayed within a line frame differ depending on the type of line frame displayed on the main display device 131 in the line preview. When the type of line frame displayed on the main display device 131 is a line frame with low expectation, such as a white frame or a red frame, the types and number of character images (lines) that can be displayed within the line frame are greater than when the type of line frame is a line frame with high expectation, such as a gold frame or a rainbow frame. In other words, the more frequently a line frame is displayed, the greater the types and number of character images (lines) that can be displayed within the line frame, thereby reducing player boredom with the line preview.
[0307] (Other supplementary explanation 1) Characters A to G displayed as the character portions 50b of the effect symbols (left effect symbol 50, center effect symbol 51, right effect symbol 52) are preferably all displayed (introduced) in the character introduction during the customer waiting demo period B2. By displaying (introducing) in the character introduction the relationships and reliability of the characters displayed as the character portions 50b of the effect symbols that the player sees most frequently on the main display device 131 during play, the player can enjoy the game with peace of mind. Also, other characters that are not displayed as the character portions 50b of the effect symbols may be displayed (introduced) in the character introduction during the customer waiting demo period B2. By displaying (introducing) in the character introduction the other characters that are not displayed as the character portions 50b of the effect symbols but that may appear in various preview effects and reach effects that can be executed during variable effects, the player can enjoy the game with peace of mind.
[0308] When comparing a first character that is displayed as the character portion 50b of the effect pattern and is also displayed in the character introduction with a second character that is not displayed as the character portion 50b of the effect pattern and is also displayed in the character introduction, it is desirable that the probability of winning a jackpot is higher when the first character is displayed on the main display device 131 during the variable performance than when the second character is displayed. However, it is also acceptable to have a second character that has a higher probability of winning a jackpot than the first character when displayed on the main display device 131 during the variable performance.
[0309] (Other supplementary explanation 2) To more effectively appeal to the player about the main character of the gaming machine 100, character A may be placed on one of the game board units 102 (not shown). Specifically, character A may be placed on the game board 102A, which is part of the game board unit 102, by means of a sticker or printing, or the like. Alternatively, character A may be placed on the upper role unit 154 and the lower role unit 156 of the role unit 102B, which is part of the game board unit 102, by means of a sticker, printing, or as part of a lens member. Alternatively, the upper role unit 154 and the lower role unit 156 themselves may be designed with character A. In addition to the above, character A may be placed on one of the components of the game board unit 102 by means of a sticker or printing, or the like. By placing character A on the game board unit 102, the player can always see the main character. Note that special characters are not placed on any of the game board units 102. If a character other than character A is placed on the game board unit 102 that is always visible to the player, there is a risk that the player will misunderstand the character.
[0310] (Other supplementary explanation 3) In the above-described embodiment, the special character is a character related to character A, which is the main character of the gaming machine 100, but this is not limiting, and the special character may be a character unrelated to character A. Specifically, the special character may be a manufacturer-specific character that is commonly used in gaming machines other than the gaming machine 100 (other models).
[0311] (Other supplementary explanation 4) In the above-described embodiment, all of characters A to G are displayed (introduced) in the character introduction executed during the customer waiting demo period B2, but this is not limiting, and only some of characters A to G may be displayed (introduced) in the character introduction. Specifically, for example, only character A, which is the main character, and characters B, C, and D, which are companion characters, may be displayed (introduced) in the character introduction, and characters E, F, and G, which are enemy characters, may not be displayed (introduced) in the character introduction. By displaying (introducing) only important characters in the gaming machine 100 in the character introduction executed during the customer waiting demo period B2, the importance of the characters can be more effectively appealed to the player. In this case, the variable effects featuring character A or character B who are displayed (introduced) in the character introduction that is executed during the customer waiting demo period B2 (for example, a variable effect in which SP reach A is executed and character A is displayed, a variable effect in which SP reach B is executed and character B is displayed, etc.) have a high probability of winning a jackpot, while the variable effects featuring character F or character G who are not displayed (introduced) in the character introduction (for example, a variable effect in which SP reach F is executed and character F is displayed, a variable effect in which SP reach G is executed and character G is displayed, etc.) have a low probability of winning a jackpot, making the gameplay easier to understand and increasing the player's interest in the game.
[0312] (Other supplementary explanation 5) Here, the presentation of the reserved icon display area 53 and the icon display area 54 will be described. In the gaming machine 100 of this embodiment, presentation of animation is performed in the reserved icon display area 53 and the icon display area 54. Specifically, in the main display device 131, a circular base for displaying the reserved icon is displayed as the reserved icon display area 53, and a circular base for displaying the icon 54a is displayed as the icon display area 54 (not shown). During the special symbol variable display period and the variable standby period, these circular bases perform presentation of animation. The presentation is performed even when the reserved icon and the mounted icon 54a are not displayed, and continues even after the special symbol variable display period ends and the transition to the variable standby period occurs. Furthermore, if a game ball enters the first starting device 112 and the variable display of the special symbol begins while a presentation operation is being performed in the reserved icon display area 53 and the icon display area 54 during the variable waiting period, the presentation operation being performed in the reserved icon display area 53 and the icon display area 54 will continue as is. Note that only one of the reserved icon display area 53 and the icon display area 54 may perform a presentation operation. With this configuration, the area where the reserved icon and the icon 54a are displayed can be effectively appealed to the player.
[0313] As described above, according to the gaming machine 100 of this embodiment, a variable display of identification information is executed based on the establishment of a start condition, and when the identification information stops in a predetermined special mode, a special game advantageous to a player can be executed in the gaming machine, which is provided with a presentation control means for controlling presentations while the variable display is being executed and while it is not being executed, and the presentation control means is capable of executing a first waiting presentation (demo waiting period B1) while the variable display is not being executed, and is capable of executing a second waiting presentation (customer waiting demo period B2) after the execution of the first waiting presentation, and during the execution of the variable display, a first variable presentation (normal variation → normal reach → SP reach B) and a second variable presentation (customer waiting demo period B3) which is more expected than the first variable presentation are executed. It is possible to execute a second variation effect with high waiting time (normal variation → normal reach → SP reach A), and during a predetermined period (character introduction period) in the second waiting effect, a first character (character A) can be displayed first, and after the first character is displayed, a second character (character B) can be displayed, and while the first variation effect is being executed, the second character can be displayed, and during a specific period (for example, a character C introduction period) in the second waiting effect that is different from the predetermined period, neither the first character nor the second character is displayed. This makes it possible to increase the interest in the game.
[0314] Although the above embodiment relates to an invention applied to a pachinko gaming machine, the invention may also be applied to a pachislot gaming machine. A pachislot gaming machine displays multiple reels and some of the symbols on the multiple reels through a display window, spins all the reels based on a start operation performed by a player using a start lever, and stops each reel based on the player operating a stop button. Therefore, the variable display in pachinko corresponds to the reel rotation operation, and the stop display in pachinko corresponds to the symbol being displayed through a display window due to the reel stopping operation. [Explanation of symbols]
[0315] 100 gaming machines 102 Game board unit 112 First Starting Device 115 Second Starting Device 117 First Grand Prize Winning Device 127 Second Grand Prize Winning Device 120 1st Special Pattern Display 122 Second Special Pattern Display 302c information display 131 Main display device 300 Main control board 301a Main CPU 301b Main ROM 301c Main RAM 320 Performance control board 320a sub-CPU 320b Sub ROM 320c sub RAM
Claims
[Claim 1] A gaming machine that executes a variable display of identification information based on the establishment of a start condition, and that can execute a special game advantageous to a player when the identification information stops in a predetermined special mode, A performance control means is provided to control the performance during and after the variable display is executed, The performance control means A first standby effect can be executed while the variable display is not being executed, and a second standby effect can be executed after the first standby effect is executed, During the execution of the variable display, a first variable performance and a second variable performance having a higher expectation than the first variable performance can be executed, During a predetermined period of the second standby effect, a first character may be displayed first, and a second character may be displayed after the first character is displayed; The second character can be displayed during execution of the first variation performance, The first character can be displayed during execution of the second variation performance, During a specific period different from the predetermined period in the second standby effect, neither the first character nor the second character is displayed. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2023070847A
Game machine
JP2019081001A