Gaming machine
The gaming machine addresses monotonous display effects by incorporating varied early and late displays with specific sound effects, improving player engagement.
Patent Information
- Application Number
- JP2024100725
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-21
- Publication Date
- 2026-01-08
AI Technical Summary
Conventional gaming machines lack variety in display effects, leading to monotonous gameplay despite similar display positions and effects.
A gaming machine that executes pattern change games with different types of early and late displays, accompanied by specific sound effects, using multiple types of characters and display devices to enhance player engagement.
Increases player interest through varied and engaging display and sound effects, enhancing the overall gaming experience.
Smart Images

Figure 2026002609000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to gaming machines. [Background technology]
[0002] Conventionally, a gaming machine configured to perform display effects includes a main liquid crystal device and a sub liquid crystal device. Patent Document 1 discloses that the main liquid crystal device and the sub liquid crystal device perform similar display effects. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-117576 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, even when display effects having a predetermined similarity are performed, the display positions are simply different, and the effects are monotonous. [Means for solving the problem]
[0005] A gaming machine according to one embodiment of the present disclosure is a gaming machine that executes a pattern change game and can be controlled to an advantageous state that is advantageous to a player, and is equipped with an effect execution means capable of executing a predetermined effect, a sound output means capable of outputting a predetermined sound, and a sound control means for controlling the sound output from the sound output means, wherein the effect execution means is capable of executing a first specific effect and a second specific effect as specific effects that perform an early display followed by a late display, wherein in the first specific effect, a first early display is performed followed by a late display, and in the second specific effect, a second early display is performed followed by a late display, and a common character can be displayed in the first early display and the second early display, and there are multiple types of the common character, and the first type of character and the second type of character have different expectations of being controlled to the advantageous state, and the sound control means outputs a specific sound when the second early display is performed and does not output the specific sound when the first early display is performed. [Effects of the Invention]
[0006] According to the present disclosure, it is possible to increase the interest of players. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram schematically showing a gaming machine as viewed from the front. [Figure 2] FIG. 2 is a diagram showing the electrical configuration of the gaming machine. [Figure 3] FIG. 3 is a diagram for explaining an example of a fluctuation pattern. [Figure 4] FIG. 4 is a diagram for explaining an example of a specific execution mode of a specific effect. [Figure 5] FIG. 5 is a diagram illustrating an example of a processing procedure for executing a specific effect. [Figure 6] 6(a) to 6(c) are diagrams for explaining an example of a specific flow of an execution mode of the first specific effect. [Figure 7] 7(a) to 7(d) are diagrams for explaining an example of a specific flow of an execution mode of the first specific effect. [Figure 8] 8(a) to 8(f) are diagrams for explaining an example of a specific flow of an execution mode of the second specific effect. [Figure 9] FIG. 9 is a diagram for explaining an example of a specific flow of the execution mode of the first specific performance and the second specific performance. DETAILED DESCRIPTION OF THE INVENTION
[0008] (Embodiment) Below, a gaming machine according to one aspect of the present disclosure will be described. As shown in FIG. 1, the gaming machine 10 is configured as a pachinko gaming machine that uses gaming balls as a gaming medium. The gaming machine 10 includes a frame W for installing the machine on an island facility and a gaming board YB having a gaming area YBa. The gaming machine 10 is a sealed-in type pachinko gaming machine that circulates gaming balls inside the machine. However, the gaming machine 10 is not limited to this, and may also be a non-sealed type pachinko gaming machine.
[0009] The frame body W is formed by combining multiple frames. For example, the frame body W may include an outer frame W1 fixed to the island equipment, a middle frame W2 that holds the game board YB, and a front frame W3 that protects the game board YB. The middle frame W2 and the front frame W3 are supported so as to be openable and closable relative to the outer frame W1.
[0010] The gaming machine 10 includes a launch handle HD. For example, the launch handle HD is disposed on the front side of the front frame W3. The gaming machine 10 is configured to launch a gaming ball toward the gaming area YBa with a force corresponding to the amount of rotation of the launch handle HD.
[0011] The gaming machine 10 is equipped with decorative lamps LA. For example, the decorative lamps LA are disposed on the front side of the front frame W3. The decorative lamps LA incorporate light-emitting elements (not shown) such as LEDs. The decorative lamps LA can perform light-emitting effects. The decorative lamps LA can perform light-emitting notifications. The light-emitting effects and light-emitting notifications are realized by causing the light-emitting elements to emit light, blink, and turn off. For example, the decorative lamps LA include a first decorative lamp LA1 located above the center frame CW described below, and a second decorative lamp LA2 located below the center frame CW. The decorative lamps LA are an example of a light-emitting means capable of emitting light in a predetermined light-emitting pattern. Note that the decorative lamps LA1 and LA2 may be disposed in different positions.
[0012] The gaming machine 10 is equipped with a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can perform sound output effects. The speaker SP can perform sound output notifications. The sound output effects and sound output notifications are realized by outputting sounds such as human or animal voices, sound effects, and music. For example, the speaker SP includes a first speaker SP1 located above the center frame CW described below, and a second speaker SP2 located below the center frame CW. The speaker SP is an example of a sound output means capable of outputting a predetermined sound. Note that the speakers SP1 and SP2 may be disposed in different positions.
[0013] The gaming machine 10 is equipped with an effect button BT. The effect button BT is an example of an operation means that can be operated by a player. The effect button BT is a button-type operation device configured to be able to be pressed. The operation means is not limited to this, and may be a lever-type operation device configured to be able to be pressed or pulled, or may be a pistol-type or joystick-type operation device. The effect button BT may have a built-in vibration motor. The effect button BT may be able to execute a vibration effect by the vibration motor generating vibrations.
[0014] The gaming machine 10 is equipped with a first special symbol display unit 13a. The first special symbol display unit 13a can display a first special symbol variation game in which predetermined symbols are variably displayed and ultimately a first special symbol is derived. The gaming machine 10 is equipped with a second special symbol display unit 13b. The second special symbol display unit 13b can display a second special symbol variation game in which predetermined symbols are variably displayed and ultimately a second special symbol is derived. Hereinafter, the "special symbol variation game" will be abbreviated to "special game."
[0015] The first special symbol and the second special symbol each have a winning symbol and a losing symbol. For example, the second special game is executed before the first special game. The first special game and the second special game are not executed simultaneously. In this specification, "variable display" of symbols means a state in which the type of displayed symbol changes over time. "Stopped display" of symbols means a state in which the symbol is displayed as if it is stopped without changing. The stopped display may include a provisional stopped display and a fixed stopped display.
[0016] The gaming machine 10 is equipped with a first special hold display unit 13c. The first special hold display unit 13c displays the first special hold number. The first special hold number is the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. The gaming machine 10 is equipped with a second special hold display unit 13d. The second special hold display unit 13d displays the second special hold number. The second special hold number is the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. For example, the maximum value of each special hold number is 4.
[0017] The gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e can display a normal symbol variation game that variably displays predetermined symbols and ultimately derives a normal symbol. In the following explanation, the normal symbol variation game will be abbreviated to "normal game." Normal symbols include winning symbols and losing symbols. The gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays the normal hold number. The normal hold number is the number of normal games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. For example, the maximum normal hold number is 4.
[0018] The play area YBa is formed by dividing the front side of the play board YB into a substantially circular shape using rails or the like. The gaming machine 10 has a center frame CW decorated with various ornaments in the approximate center of the play area YBa. The center frame CW has an opening YBb.
[0019] The gaming machine 10 is equipped with an effect display device EH. For example, the effect display device EH includes a first effect display device EH1 and a second effect display device EH2. Each effect display device EH1, EH2 is equipped with an image display unit capable of displaying various images. Each effect display device EH1, EH2 is attached to the gaming board YB so that the player can view each image display unit through the opening YBb in the center frame CW. Each effect display device EH1, EH2 can execute display effects. Display effects are realized by displaying objects resembling designs, people, animals, vehicles, numbers, symbols, characters (character strings), etc. as images. All of these objects (images) can also be understood as characters. Each effect display device EH1, EH2 is an example of effect execution means (effect display means) capable of executing a predetermined effect.
[0020] The area of the display region R1 in the image display unit of the first effect display device EH1 is larger than the area of the display region R2 in the image display unit of the second effect display device EH2. As viewed by the player, the center C1 of the display region R1 in the first effect display device EH1 is located closer to the periphery of the opening YBb than the center Cb of the display region R2 in the second effect display device EH2. For example, the second effect display device EH2 is disposed so that the center C2 of its display region R2 is located below the center C1 of the display region R1 of the first effect display device EH1. Alternatively, the second effect display device EH2 may be disposed so that the center C2 of its display region R2 is located above, to the left, or to the right of the center C1 of the display region R1 of the first effect display device EH1. The second effect display device EH2 is not limited to being disposed on the game board YB, but may also be provided on the frame W. The first performance display device EH1 is a so-called main screen, and the second performance display device EH2 is a so-called sub-screen.
[0021] The display effects include a variation effect game. Hereinafter, the variation effect game will be abbreviated to "the effect game." For example, the effect game is displayed on the first effect display device EH1. The effect game is realized by varying and displaying multiple rows of effect patterns and finally displaying a combination of effect patterns in a static state. Hereinafter, the combination of effect patterns will be simply referred to as a "pattern combination." The effect patterns are patterns decorated with characters such as people, animals, numbers, and patterns. For example, the effect game is performed by varying and displaying the first, second, and third row of patterns so that they scroll in a predetermined direction.
[0022] The effect game starts and ends together with the special game. The symbol combinations stopped and displayed in the effect game correspond to the special symbols stopped and displayed in the special game. For example, when a winning symbol is stopped and displayed in the special game, a winning symbol combination is stopped and displayed in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the effect game. The first special game, the second special game, and the effect game are examples of symbol variation games.
[0023] The effect game may include a reach effect. A reach effect is a state in which the same effect symbol is temporarily displayed in a specific symbol column (for example, the first and third columns) among a plurality of symbol columns, and an effect symbol in a symbol column (for example, the second column) different from the specific symbol column is continuously displayed in a variable manner. As an example, the reach effect may have a plurality of types of content with different characters, action of effect symbols, effect time, etc. For example, the reach effect may include a normal reach effect (hereinafter referred to as an N reach effect) and a super reach effect (hereinafter referred to as an SP reach effect). For example, the SP reach effect may be executed via an N reach effect and may be executed in a manner that develops the N reach effect. The SP reach effect has a higher expectation of a jackpot (hereinafter referred to as a jackpot expectation) than the N reach effect.
[0024] A first start hole 15 is formed on the gaming board YB so as to open into the gaming area YBa. The first start hole 15 is located below the center frame CW in the gaming area YBa. Gaming balls can always enter the first start hole 15. The gaming machine 10 is equipped with a first special start sensor SE1 (see Figure 2). The first special start sensor SE1 detects gaming balls that have entered the first start hole 15. The hold conditions for the first special game and the award conditions for prize balls can be met when the first special start sensor SE1 detects a gaming ball.
[0025] A second start hole 16 is formed on the gaming board YB so as to open into the gaming area YBa. The second start hole 16 is located below the center frame CW in the gaming area YBa. The gaming machine 10 is equipped with a second special start sensor SE2 (see FIG. 2). The second special start sensor SE2 detects a gaming ball that has entered the second start hole 16. The reservation conditions for the second special game and the awarding conditions for prize balls can be met when the second special start sensor SE2 detects a gaming ball.
[0026] The gaming board YB is equipped with a normal variable member 17. The normal variable member 17 is configured to be operable between an open state (permissive state) and a closed state (restrictive state). The open state is a state in which the gaming ball can be made to enter the second starting hole 16 or is easy to enter. The closed state is a state in which the gaming ball cannot be made to enter the second starting hole 16 or is difficult to enter. The gaming machine 10 is equipped with a normal solenoid SL1 that operates the normal variable member 17 (see Figure 2). The normal variable member 17 is operated to the open state during normal winning games.
[0027] A special prize opening 18 is formed on the gaming board YB so as to open into the gaming area YBa. The special prize opening 18 is located in the gaming area YBa, below and to the right of the center frame CW. The gaming machine 10 is equipped with a special prize sensor SE3 (see FIG. 2). The special prize sensor SE3 detects a gaming ball that has entered the special prize opening 18. The condition for awarding a prize ball can be met when the special prize sensor SE3 detects a gaming ball.
[0028] The gaming board YB is equipped with a special variable member 19. The special variable member 19 is configured to be operable between an open state (permissive state) and a closed state (restrictive state). The open state is a state in which a gaming ball can be inserted into the big prize opening 18 or is easy to insert. The closed state is a state in which a gaming ball cannot be inserted into the big prize opening 18 or is difficult to insert. The gaming machine 10 is equipped with a special solenoid SL2 that operates the special variable member 19 (see Figure 2). During a winning game, the special variable member 19 is operated to the open state.
[0029] The game board YB is equipped with a gate 25. The gate 25 is formed with a ball entry opening through which a game ball can pass (enter). The gate 25 is equipped with a normal start sensor SE4 (see FIG. 2). The normal start sensor SE4 detects a game ball passing through or entering the gate 25. The hold condition for the normal game can be established when the normal start sensor SE4 detects a game ball.
[0030] A general prize opening (not shown) is formed on the game board YB so as to open into the game area YBa. The general prize opening is located to the right of the center frame CW. The gaming machine 10 is equipped with a general prize sensor (not shown). The general prize sensor detects a game ball that has entered the general prize opening. The condition for awarding a prize ball can be met when the general prize sensor detects a game ball. There may be multiple general prize openings.
[0031] The first start opening 15, the second start opening 16, the big prize opening 18, and the general prize opening are so-called "prize openings." Prize openings other than these prize openings may be formed on the game board YB. An outlet opening 20 is formed on the game board YB so as to open into the game area YBa. As an example, the outlet opening 20 opens at the lower end of the game area YBa. Game balls that do not enter any of the prize openings are discharged from the game area YBa through the outlet opening 20.
[0032] The gaming state of the gaming machine 10 will be explained. The gaming machine 10 is equipped with a probability variation function that varies the probability of winning a jackpot in a special lottery (hereinafter referred to as the jackpot probability) to a higher probability, a ball entry assist function that assists in the entry of a gaming ball into the second starting hole 16, and a time reduction function that shortens the variation time of the special game. The gaming state of the gaming machine 10 can be configured by combining the operating states (operation and non-operation) of these functions.
[0033] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. The high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."
[0034] The goal assist function will now be explained. The ball entry assist function is a function that supports winning at the second starting hole 16, which is also commonly called an electric device, and is a so-called "electric support function." The gaming machine 10 has multiple ball entry rate states, which are states with different game ball entry rates at the second starting hole 16. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. The high ball entry rate state is an advantageous state for the player.
[0035] For example, a high ball entry rate state can be achieved by executing one control that can be selected arbitrarily from the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the fluctuation time of the normal game compared to when the ball entry rate state is low. The second auxiliary control is a control that changes the normal winning probability in the normal lottery to a higher probability than when the ball entry rate state is low. Note that the normal winning probability in the low ball entry rate state may be 0 or may exceed 0. The low ball entry rate state may be a state in which the normal lottery is not held, and the high ball entry rate state may be a state in which the normal lottery is held.
[0036] The third auxiliary control is control that makes the total opening time of the normal variable member 17 in one normal winning game longer than in a low ball winning rate state. The third auxiliary control can include at least one of control that makes the number of times the normal variable member 17 is opened in one normal winning game longer than in a low ball winning rate state, and control that makes the opening time of one opening of the normal variable member 17 in a normal winning game longer than in a low ball winning rate state.
[0037] The variable time reduction function (hereinafter referred to as the time reduction function) will be explained. The gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. As an example, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.
[0038] As an example, the gaming states include a normal state, a first advantageous state, and a second advantageous state. The normal state is a gaming state in which the probability variable function, the ball-scoring assist function, and the time-saving function are all not activated. The first advantageous state is a gaming state in which the probability variable function, the ball-scoring assist function, and the time-saving function are all activated. The second advantageous state is a gaming state in which the probability variable function is not activated, but the ball-scoring assist function and the time-saving function are activated. The gaming machine 10 is not limited to having three gaming states, and some or all of them may be different gaming states in which the functions that are activated among the probability variable function, the ball-scoring assist function, and the time-saving function are changed. The gaming state may be one or two, or may be four or more.
[0039] We will explain about a jackpot, which is an example of a win. The gaming machine 10 has multiple types of jackpot symbols as winning symbols of special symbols. A type of jackpot is determined for each jackpot symbol. A type of jackpot game is determined for each jackpot symbol (type of jackpot). The gaming machine 10 awards a jackpot game after a jackpot symbol is statically displayed in a special game. The gaming machine 10 awards a winning game after a jackpot symbol combination is statically displayed in a performance game. A jackpot game is an example of an advantageous state that is advantageous to a player.
[0040] In a jackpot game, an opening effect is performed over an opening time to notify the start of the jackpot game. In a jackpot game, after the opening time has elapsed, multiple rounds of play are played in which the jackpot opening 18 is opened. Rounds of play are played up to a maximum number of times. One round of play ends when either a first ending condition, in which the maximum number of game balls (for example, 9) enters the jackpot opening 18, or a second ending condition, in which the maximum time has elapsed, is met. In a round of play, the jackpot opening 18 is opened in a predetermined opening mode. In a round of play, a round effect is performed. In a jackpot game, when the final round of play ends, an ending effect is performed over a predetermined ending time to notify the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0041] A specific example of a jackpot will be explained. Of the 100 types of jackpot symbols that can be stopped and displayed after the first special game, 65 types of jackpot symbols can be classified as symbol ZA, and 35 types of jackpot symbols can be classified as symbol ZB. Of the 100 types of jackpot symbols that can be stopped and displayed in the second special game, 65 types of jackpot symbols can be classified as symbol Za, and 35 types of jackpot symbols can be classified as symbol Zb. Jackpots based on symbols ZA, ZB, Za, and Zb are referred to as jackpots ZA, ZB, Za, and Zb, respectively. Jackpot games based on symbols ZA, ZB, Za, and Zb are referred to as jackpot games ZA, ZB, Za, and Zb, respectively.
[0042] For jackpot games ZA and Za, the maximum number of rounds is set to 10. For jackpot games ZB and Zb, the maximum number of rounds is set to 4. For each jackpot game ZA, ZB, Za, and Zb, the maximum time for round play is set to 25 seconds. For each of the multiple rounds, an interval time between rounds (2 seconds, for example) is set after the round play ends. When the interval time between rounds has elapsed, the next round play or the ending time begins. For jackpot games ZA, ZB, Za, and Zb, the same opening time (8 seconds, for example) and the same ending time (10 seconds, for example) are set.
[0043] The symbols ZA and Za define a first advantageous state as the gaming state after a jackpot game. After the jackpot game ZA or Za ends, the first advantageous state is granted until the next jackpot game is awarded. The symbols ZB and Zb define a second advantageous state as the gaming state after a jackpot game. The second advantageous state is granted after the jackpot game ZB or Zb ends, until a predetermined maximum number of special games (100, for example) are played, or until a jackpot game is awarded before the maximum number of special games is played.
[0044] Compared to jackpots ZB and Zb, jackpots ZA and Za are advantageous in terms of the number of prize balls that can be won during jackpot play. Compared to jackpots ZB and Zb, jackpots ZA and Za are advantageous in terms of the possibility of being granted a high probability state (probability change state) after jackpot play. In the following explanation, jackpots ZA and Za may be referred to as "advantageous hits," and jackpots ZB and Zb may be referred to as "normal hits."
[0045] The probability of a jackpot is 345 / 65536 in a low probability state and 734 / 65536 in a high probability state. The probability of a normal jackpot is 1 / 65536 in a low ball entry rate state and 65534 / 65535 in a high ball entry rate state. The total opening time of the normal variable member 17 in one normal jackpot game is 396 ms in a low ball entry rate state and 5680 ms in a high ball entry rate state. The number of winning balls is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special winning sensor SE3, and 5 when detected by the normal winning sensor.
[0046] The electrical configuration of the gaming machine 10 will be described. As shown in FIG. 2, the gaming machine 10 has a main control board 40 on the back side (rear side) of the gaming board YB. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of the processes. The gaming machine 10 has a sub-control board 50 on the back side (rear side) of the gaming board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40, 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs various processes based on the control signal input from the main control board 40.
[0047] The main control board 40 will now be described. The main control board 40 includes a CPU 41, a ROM 42, and a RWM 43. The CPU 41 performs various processes by executing a main control program. The main control board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit 44, or software random numbers generated by the CPU 41. As an example, the CPU 41, ROM 42, RWM 43, and random number circuit 44 may constitute a one-chip processor 40A.
[0048] The ROM 42 stores a main control program, a table used in a predetermined lottery, a judgment value, etc. The ROM 42 stores a plurality of types of variation patterns. The RWM 43 stores various information that is rewritten during operation of the gaming machine 10. The information stored in the RWM 43 includes flags, counters, timers, etc.
[0049] The variation pattern is information that can specify the variation time from the start of a special game to the end of the special game. The variation pattern is information that can specify the presentation content (presentation mode) of a presentation game that is played from the start of a special game to the end of the special game. Not limited to this, the variation pattern does not have to be information that can specify the presentation content of a presentation game as long as it is information that can specify the variation time.
[0050] As shown in Figure 3, there are two types of variation patterns: a jackpot variation pattern that can be selected when a jackpot is won, and a loss variation pattern that can be selected when a jackpot is not won (losing). The jackpot variation pattern is determined as the presentation content of the presentation game to go through a reach presentation and finally stop and display a jackpot symbol combination. The loss variation pattern with a reach presentation is determined as the presentation content of the presentation game to go through a reach presentation and finally stop and display a losing symbol combination. The loss variation pattern without a reach presentation is determined as the presentation content of the presentation game to go through a reach presentation and finally stop and display a losing symbol combination.
[0051] As shown in FIG. 2, the CPU 41 and sensors SE1 to SE4 are connected. The CPU 41 is configured to be able to input detection signals output by the sensors SE1 to SE4 when they detect a gaming ball. The CPU 41 is also connected to solenoids SL1 and SL2. The CPU 41 is configured to be able to control the operation of the solenoids SL1 and SL2. In other words, the CPU 41 is configured to be able to control the opening and closing operations of the variable members 17 and 19. The CPU 41 is also connected to each of the display units 13a to 13f. The CPU 41 is configured to be able to control the display content of each of the display units 13a to 13f.
[0052] The sub-control board 50 will now be described. The sub-control board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform various processes. The sub-control board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 51.
[0053] The ROM 52 stores a sub-control program, a table used in the lottery, a judgment value, etc. The ROM 52 stores display performance data related to the display performance by the performance display device EH. The ROM 52 stores light-emitting performance data related to the light-emitting performance by the decorative lamp LA. The ROM 52 stores sound output performance data related to the sound output performance by the speaker SP. The RWM 53 stores various information that can be rewritten as appropriate during operation of the gaming machine 10. For example, the information stored in the RWM 53 includes flags, counters, timers, etc.
[0054] The CPU 51 and each of the performance display devices EH1, EH2 are connected. The CPU 51 is configured to be able to control the display mode of each of the performance display devices EH1, EH2. The CPU 51 constitutes an example of a display control means that controls the display content of the performance display device (performance execution means). The CPU 51 and the decorative lamp LA are connected. The CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The CPU 51 constitutes an example of a light emission control means that controls the light emission mode of the light emission means. The CPU 51 and speakers SP1, SP2 are connected. The CPU 51 is configured to be able to control the output mode of the speakers SP1, SP2. The CPU 51 constitutes an example of a sound control means that controls the sound output from the sound output means. The CPU 51 and the performance button BT are connected. The CPU 51 is configured to be able to input an operation signal that is output when the performance button BT is operated.
[0055] Various processes executed by the CPU 41 of the main control board 40 will be described. The special symbol input process will be described. The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether the gaming ball has entered the first start port 15 based on whether a detection signal has been input from the first special start sensor SE1. When the gaming ball has entered the first start port 15, the CPU 41 determines whether the first special reserve number is less than the maximum value. The first special reserve number and the second special reserve number are stored in the RWM 43. When the first special reserve number is less than the maximum value, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve number.
[0056] Next, the CPU 41 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers may be random numbers used in a special winning lottery, random numbers used to determine a jackpot symbol, and random numbers used to determine a variation pattern. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. By storing the random number information in the RWM 43, the gaming machine 10 can suspend the execution of the special game until the execution conditions for the special game are met. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method.
[0057] The CPU 41 executes a read-ahead process based on the acquired random numbers for the first special game. In the read-ahead process, the CPU 41 determines in advance the variable content of the first special game. For example, the CPU 41 determines whether the value of the acquired winning random number is a value that will result in a winning jackpot lottery (jackpot determination). In the read-ahead process, the CPU 41 may determine which winning symbol the value of the winning symbol random number is a value that will result in a winning symbol. In the read-ahead process, the CPU 41 may determine which variable pattern the value of the variable pattern random number is a value that will result in a winning symbol. The CPU 41 transmits control information (hereinafter referred to as a first read-ahead command) that can identify the variable content of the read-ahead first special game to the sub-control board 50.
[0058] If the gaming ball has not entered the first start hole 15, if the first special reserved number is not less than the maximum value, or if random number information for the first special game is stored in the RWM 43, the CPU 41 determines whether the gaming ball has entered the second start hole 16 based on whether a detection signal has been input from the second special start sensor SE2. If the gaming ball has not entered the second start hole 16, the CPU 41 ends the special symbol input process.
[0059] When the game ball enters the second starting hole 16, the CPU 41 determines whether the second special reserve number is less than the maximum value. If the second special reserve number is not less than the maximum value, the CPU 41 ends the special symbol input process. If the second special reserve number is less than the maximum value, the CPU 41 updates the second special reserve number by adding 1. The CPU 41 controls the second special reserve display unit 13d to display the updated second special reserve number.
[0060] Next, the CPU 41 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the second special game and the storage order of the random number information. By storing the random number information in the RWM 43, the gaming machine 10 can suspend the execution of the second special game until the execution conditions for the second special game are met.
[0061] The CPU 41 executes a read-ahead process based on the acquired random numbers for the second special game. In the read-ahead process, the CPU 41 determines in advance the variable content of the second special game. For example, the CPU 41 determines whether the value of the acquired winning random number is a value that will result in a winning jackpot lottery (jackpot determination), which will be described later. In the read-ahead process, the CPU 41 may determine which winning symbol the value of the winning symbol random number will result in. In the read-ahead process, the CPU 41 may determine which variable pattern the value of the variable pattern random number will result in. The CPU 41 transmits control information (hereinafter referred to as a second read-ahead command) capable of specifying the variable content of the read-ahead second special game to the sub-control board 50. In this way, the CPU 41 executing the read-ahead process constitutes an example of a read-ahead means that reads the variable content in advance when a gaming ball enters the starting hole.
[0062] When random number information for the second special game is stored in the RWM 43, if the game ball has not entered the second starting hole 16, and if the second reserved number is not less than the upper limit number, the CPU 41 ends the special symbol input process.
[0063] The special symbol start process will be described. The special symbol start process is one of the timer interrupt processes. In the special symbol start process, the CPU 41 determines whether a special game or a winning game is being executed. If a special game or a winning game is being executed, the CPU 41 ends the special symbol start process. The CPU 41 determines that a special game is being executed even when it is the variable interval time.
[0064] On the other hand, when a special game is not being executed and a winning game is not being executed, the CPU 41 determines whether the second special reserve number is 1 or more. If the second special reserve number is 1 or more, the execution condition for the second special game is met, and therefore the CPU 41 performs second game processing to start the second special game. On the other hand, when the second special reserve number is not 1 or more, the CPU 41 determines whether the first special reserve number is 1 or more. If the first special reserve number is 1 or more, the execution condition for the first special game is met, and therefore the CPU 41 performs first game processing to start the first special game. In other words, the CPU 41 executes the second special game with priority over the first special game. When each game processing is completed, the CPU 41 terminates the special symbol start processing.
[0065] The first game process will be described. When starting the first special game, the CPU 41 updates the first special reserve number by subtracting 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve number. Next, the CPU 41 reads out the random number information for the first special game that was stored first from the RWM 43. After reading out the random number information that was stored first, the CPU 41 erases the random number information from the RWM 43.
[0066] The CPU 41 performs a jackpot determination based on the read random number information and the jackpot determination value stored in the ROM 42 to determine whether or not a jackpot has been won. As an example, the jackpot determination is determined based on whether or not the value of the random number identified from the random number information matches the jackpot determination value corresponding to the current probability state. Alternatively, the jackpot determination may be determined based on whether or not the value obtained by adding the value of the random number identified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is a so-called jackpot lottery.
[0067] When a jackpot is won, the CPU 41 executes a first winning symbol process to determine the jackpot symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the jackpot symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes a first winning variation process to determine the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 41 ends the first game process.
[0068] On the other hand, in the case of a miss that does not result in a jackpot, the CPU 41 executes a first miss symbol process to determine a miss symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine a miss symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes a first miss variation process to determine a variation pattern for the first special game. As an example, the CPU 41 may determine a variation pattern for the first special game by lottery using the read random number information. Thereafter, the CPU 41 ends the first game process.
[0069] The second game process will now be described. The second game processing is the same as the first game processing described above. In the second game processing, the CPU 41 subtracts the second special reserved number and performs a jackpot determination (special jackpot lottery). In the event of a jackpot win, the CPU 41 executes a second win symbol process to determine the jackpot symbol to be stopped and displayed in the second special game. The CPU 41 executes a second win variation process to determine the variation pattern of the second special game. Thereafter, the CPU 41 ends the second game processing. On the other hand, in the event of a loss that does not result in a jackpot win, the CPU 41 executes a second loss symbol process to determine the loss symbol to be stopped and displayed in the second special game. The CPU 41 executes a second loss variation process to determine the variation pattern of the second special game. Thereafter, the CPU 41 ends the second game processing.
[0070] When the special symbol start process is completed, the CPU 41 executes a special game through a process separate from the special symbol start process. The CPU 41 sets a control command (hereinafter referred to as a start command) that can identify the variation pattern determined in the special symbol start process and that instructs the start of an effect game in the output buffer. The various commands set in the output buffer may be output to the sub-control board 50 in the next or subsequent control cycles. The CPU 41 sets a control command (hereinafter referred to as a pattern command) that can identify the winning symbol or losing symbol determined in the special symbol start process in the output buffer.
[0071] The CPU 41 controls the special symbol display units 13a and 13b to start a special game. The CPU 41 measures the change time set in the change pattern that has already been determined. When the change time set in the change pattern has elapsed, the CPU 41 controls the special symbol display units 13a and 13b to stop displaying the special symbol determined in the special symbol start process. When the change time set in the change pattern has elapsed, the CPU 41 instructs the stop of change in the effect symbols, and sets information (hereinafter referred to as an end command) for stopping the display of the symbol combination based on the effect symbols in the output buffer.
[0072] The jackpot process will now be explained. In the jackpot process, the CPU 41 performs various processes to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the CPU 41 awards a jackpot game by executing the jackpot process.
[0073] When a special game resulting from a jackpot ends, the CPU 41 first sets information capable of identifying the start of an opening time (hereinafter referred to as an opening command) in the output buffer. After the opening time has elapsed, the CPU 41 performs processing to execute a round game. As an example, the CPU 41 controls the special solenoid SL2 so that the large prize opening 18 is opened based on an opening pattern corresponding to the jackpot symbol (type of jackpot), thereby starting the round game. After starting the round game, if a first end condition or a second end condition is established, the CPU 41 controls the special solenoid SL2 so that the large prize opening 18 is closed, thereby ending the round game. The CPU 41 repeats this processing to execute the round game until the specified number of round games have been played. Each time a round game starts, the CPU 41 sets information capable of identifying the start of the round game (hereinafter referred to as a round command) in the output buffer. When the final round game ends, the CPU 41 sets information capable of identifying the start of an ending time (hereinafter referred to as an ending command) in the output buffer. When the ending time has elapsed, the CPU 41 ends the big win game.
[0074] The game status processing will be explained. When a jackpot game based on the symbols ZA and Za is awarded, the CPU 41 sets information that can specify that control will be made to a high probability state when the jackpot game ends in the probability flag. When a jackpot game based on the symbols ZA and Za is awarded, the CPU 41 sets information that can specify that control will be made to a high ball entry rate state when the jackpot game ends in the activation flag. The probability flag and activation flag are stored in the RWM 43. In this case, the CPU 41 controls the game state so that the high probability state and high ball entry rate state are achieved until the next jackpot game starts.
[0075] When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 41 sets the probability flag to specify information that can specify that the game will be controlled to a low probability state when the jackpot game is terminated. When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 41 sets the activation flag to specify information that can specify that the game will be controlled to a high ball entry rate state when the jackpot game is terminated. In this case, the CPU 41 awards a high ball entry rate state with a set upper limit number of times, and stores the number of times equivalent to the upper limit number of times (for example, 100 times) in the RWM 43 as the remaining number of times for the special game that awards the high ball entry rate state. The CPU 41 subtracts 1 from the remaining number of times each time a special game is executed. When the remaining number of times becomes 0, the CPU 41 sets the activation flag to specify information that can specify that the game will be controlled to a low ball entry rate state when the special game with the remaining number of times becomes 0 ends. In other words, the CPU 41 ends the high ball entry rate state and transitions to the low ball entry rate state when the special game with the set upper limit number of times ends. The CPU 41 sets information that can specify that the jackpot game will be controlled to a low probability state in the probability flag when starting the jackpot game. The CPU 41 sets information that can specify that the jackpot game will be controlled to a low ball entry rate state in the operation flag when starting the jackpot game.
[0076] Various processes executed by the CPU 51 of the sub-control board 50 will be described. The big win presentation process will be explained. When an opening command is input, the CPU 51 controls the effect display device EH to execute an opening effect. When a round command is input, the CPU 51 controls the effect display device EH to execute a round effect. When an ending command is input, the CPU 51 controls the effect display device EH to execute an ending effect. In this way, the CPU 51 can execute opening effects, round effects, and ending effects as jackpot effects during jackpot play. Note that the CPU 51 may control one or both of the decorative lamp LA and the speaker SP to execute various jackpot effects in addition to or instead of the effect display device EH.
[0077] The effect game processing performed by the CPU 51 will now be described. The CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the start command and the symbol command. As an example, when the special symbol identifiable from the symbol command is a jackpot symbol, the CPU 51 determines the jackpot symbol combination by the effect symbols. When the special symbol identifiable from the symbol command is a losing symbol, the CPU 51 determines the losing symbol combination by the effect symbols. When the execution condition for reach effect is met, the CPU 51 determines the losing symbol combination including reach. As an example, the execution condition for reach effect is that a jackpot variation pattern or a losing variation pattern with reach is determined. Note that the execution condition for reach effect may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.
[0078] The CPU 51 controls the first effect display device EH1 so that the effect symbols in each symbol row are displayed in a variable manner in response to the input of a start command. That is, the CPU 51 starts an effect game. During the execution of the effect game, the CPU 51 causes a display effect according to the effect content that can be identified from the variable pattern. For example, when the execution condition for a reach effect is met, the CPU 51 controls the first effect display device EH1 so that a reach effect determined in the variable pattern is executed.
[0079] The CPU 51 is configured to be able to control the execution of a normal notice effect. Here, the normal notice effect is an effect that is executed for a variable game currently being executed and suggests or notifies the probability of a jackpot in the variable game currently being executed. For example, the CPU 51 determines whether or not to execute a normal notice effect according to the variable pattern and the special symbol. If the CPU 51 determines that a normal notice effect can be executed, it may determine the content of the effect and control the effect display device EH to execute the normal notice effect. If the CPU 51 determines that a normal notice effect cannot be executed, it may not execute the normal notice effect. The normal notice effect may be executed by one or both of the effect display devices EH1 and EH2.
[0080] Then, when a predetermined timing arrives after starting the effect game, the CPU 51 temporarily stops and displays the determined symbol combination, and then inputs an end command to display the determined symbol combination. Alternatively, the CPU 51 may measure a fluctuation time that can be determined from the fluctuation pattern, and stop and display the determined symbol combination upon the passage of the fluctuation time. In this case, the end command may be omitted.
[0081] The CPU 51 is configured to be able to control the execution of a pre-reading preview effect. Here, the pre-reading preview effect targets a pending variable game corresponding to the pre-reading command and is an effect that suggests or notifies the probability of a jackpot for the pending variable game. The CPU 51 determines whether or not to execute the pre-reading preview effect based on the pre-reading command. If the CPU 51 determines that the pre-reading preview effect can be executed, it may determine the content of the effect and control the effect display device EH to execute the pre-reading preview effect. If the CPU 51 determines that the pre-reading preview effect should not be executed, it does not execute the pre-reading preview effect. The pre-reading preview effect may be executed in one or both of the effect display devices EH1 and EH2.
[0082] Next, other effects that can be executed by the gaming machine 10 will be described. The gaming machine 10 is configured to execute pseudo-continuous effects, a type of normal preview effect. The pseudo-continuous effects are executed by dividing the time or content of a single variable game into multiple segments. For example, a division of effects may be temporarily displaying one or more rows of effect symbols, followed by re-changing the effect symbols. The division of effects may also be the execution of any one or more of a predetermined display effect, a predetermined sound output effect, and a predetermined light-emitting effect. For example, the predetermined display effect may simply be the display of a predetermined character (e.g., NEXT) on the effect display device EH. In other words, the pseudo-continuous effects may be in any form that allows a player to recognize the division of effects, regardless of whether or not the effect symbols are re-changing. Hereinafter, for convenience of explanation, the division of effects that constitute the pseudo-continuous effects will be referred to as a "re-change," and the section divided by the re-change will be referred to as a "unit change." In other words, the pseudo-continuous effects are composed of multiple unit changes. In addition, in presentation games that include pseudo-continuous presentations, the final unit fluctuation may be referred to as the main fluctuation.
[0083] The presence or absence of pseudo-sequential effects in the effect game and the content of these changes may be determined in the change pattern (see Figure 3). The effect game is configured so that when pseudo-sequential effects are included (number of re-changes > 0), the likelihood of winning is higher than when pseudo-sequential effects are not included (number of re-changes = 0). The pseudo-sequential effects are configured so that the likelihood of winning is higher as the number of re-changes increases from 1 to 3.
[0084] The gaming machine 10 is configured to be able to execute a reserve change effect, which is a type of pre-reading notice effect. The reserve change effect is an effect that changes the display mode of the reserve icon I displayed on the first effect display device EH1 in accordance with the reserved variable game from a normal display mode (e.g., a white ball) to a specific display mode (e.g., a red ball or another character). For example, the reserve change effect is configured so that the jackpot expectation rate of the specific display mode is higher than the jackpot expectation rate of the normal display mode. The reserve change effect is an effect that suggests or notifies in advance the jackpot expectation rate of the variable game corresponding to the reserve icon I by changing the display mode of the reserve icon I.
[0085] For example, the first performance display device EH1 is defined with a hold icon display area for displaying a hold icon I to indicate a variable game on hold. In the hold icon display area, up to four hold icons I can be displayed, corresponding to the upper limit of the first special hold number. For example, the first performance display device EH1 is defined with a variable icon display area for displaying a variable icon H to indicate a variable game that is currently being executed. In the variable icon display area, one variable icon H can be displayed.
[0086] The gaming machine 10 is configured to be able to execute a zone effect, which is a type of predictive preview effect. For example, the zone effect is an effect in which at least a portion of the execution mode of the effect game is shifted to a special zone that is different from the normal zone. For example, the normal zone and the special zone may differ in the background image, the design of the effect symbols, and the manner in which the effect symbols change. The zone effect is configured so that the jackpot expectation rate in the special zone is higher than the jackpot expectation rate in the normal zone. For example, these predictive preview effects are configured so that when the zone effect is executed, the jackpot expectation rate of the variable game that is the target of the predictive preview effect is higher than when the reserve change effect is executed.
[0087] The gaming machine 10 is configured to execute a lottery effect as a type of specific effect, which is a type of normal preview effect or a type of pre-read preview effect. Here, the specific effect is an effect in which at least a first display is performed followed by a second display. In the lottery effect, a lottery machine, also known as a rattle or a garapon, is displayed, and the lottery result is displayed by rotating the lottery machine. The lottery result is a result object displayed on either of the effect display devices EH1 and EH2, and the result object suggests or predicts the subsequent performance, etc. For example, the result object is a character, but is not limited to this, and may also be a person, animal, or icon. The display of the lottery machine is an example of a first display, the motion of the lottery machine rotating is an example of a middle display, and the lottery result is an example of a second display. The result object is an example of a preview image (prediction object).
[0088] The gaming machine 10 is configured to be able to execute a Tamatebako effect as one type of specific effect. In the Tamatebako effect, a Tamatebako is displayed, the Tamatebako opens, smoke spews out, and the contents of the Tamatebako are displayed. The contents of the Tamatebako are result objects displayed on either of the effect display devices EH1, EH2, and the result objects suggest or predict the effects that will be executed thereafter. For example, the result objects are characters, but are not limited to this and may also be people, animals, or icons. The display of the Tamatebako is an example of a front-stage display, the appearance (motion) of smoke spewing out is an example of a middle-stage display, and the contents of the Tamatebako are an example of a back-stage display. The result objects are an example of a preview image (prediction object).
[0089] As shown in Figure 4, the effects (hereinafter referred to as "pre-announcement targets") predicted by each specific effect include hold change effects, zone effects, pseudo-continuous effects, reach effects, SP reach effects, and jackpot notification effects, as shown in the "pre-announcement target" column in the figure. Here, since the jackpot notification effect can only be executed when a jackpot lottery has been won, each specific effect essentially notifies a jackpot for sure. Thus, each specific effect has a first system, which predicts normal pre-announcement effects, and a second system, which predicts pre-reading pre-announcement effects.
[0090] In each specific effect, when a hold change effect is predicted, an effect is executed in which the characters "Hold Change" are displayed as a result object. When a zone effect is predicted, an effect is executed in which the characters "Special Zone" are displayed as a result object. When a pseudo-sequential effect is predicted, an effect is executed in which the characters "NEXT" are displayed as a result object. When a reach effect is predicted, an effect is executed in which the characters "Chance" are displayed as a result object. When an SP reach effect is predicted, an effect is executed in which the characters "Super Hot" are displayed as a result object. When a jackpot notification effect is predicted, an effect is executed in which the characters "Super Expected" are displayed as a result object. Note that, as a lottery effect, a lottery machine may be displayed and rotated, and as a result of the lottery win, a false effect without a prediction of any effect may be executed. Furthermore, as a treasure box effect, a treasure box may be displayed, and the treasure box may open, smoke may spew out, and a false effect without a prediction of any effect may be executed as the contents of the treasure box. In this case, an effect may be executed in which the word "LOSE" is displayed as a result object, or an effect may be executed in which only the first row display is displayed without displaying the middle row.
[0091] The specific effects include a first specific effect (first lottery effect and first treasure box effect) that is executed by displaying a lottery machine or treasure box on the first effect display device EH1, and a second specific effect (second lottery effect and second treasure box effect) that is executed by displaying a lottery machine or treasure box on the second effect display device EH2. In each specific effect, a front display is performed and then a back display is performed. The front display of the first specific effect is an example of a first front display. The front display of the second specific effect is an example of a second front display. The targets of the advance notice in the first specific effect are the pseudo continuous effect, reach effect, SP reach effect, and jackpot notification effect. On the other hand, the targets of the advance notice in the second specific effect are the hold change effect, zone effect, and pseudo continuous effect.
[0092] As shown in Figure 3, the performance content (target of the preview) of each specific performance differs depending on the fluctuation pattern. The "Main Fluctuation Content" column in the figure indicates the performance content of the main fluctuation specified for the fluctuation pattern. The "Number of Re-Fluctuations" column indicates whether or not there is a pseudo-sequential performance, and the number of re-fluctuations that make up the pseudo-sequential performance. When a "○" is marked in each performance column grouped under "1st System (Normal Preview)" and "2nd System (Prediction Preview)," it indicates that a specific performance can be executed with that performance as the preview target. On the other hand, when an "×" is marked, it indicates that a specific performance cannot be executed with that performance as the preview target. The "Pseudo-Continuous (Main)" column indicates whether or not the first specific performance can be executed with the preview target as a pseudo-sequential performance, and the "Pseudo-Continuous (Sub)" column indicates whether or not the second specific performance can be executed with the preview target as a pseudo-sequential performance.
[0093] For example, when the variation pattern is P11A indicating a pseudo-sequential performance, it is possible to select a first specific performance and a second specific performance of the first system that have the pseudo-sequential performance as the predicted target. For example, when the variation pattern is P12B indicating an SP reach performance, it is possible to execute a first specific performance of the first system that has the SP reach performance as the predicted target. For example, when the variation patterns are P01B, P02B, P11B, P12B, P22B, and P32B indicating a jackpot, it is possible to execute a first specific performance of the first system that has the jackpot notification performance as the predicted target.
[0094] For example, the second system lottery effect is executed 80% of the time when the pre-reading notice effect is executed. For example, the second system treasure box effect is executed 90% of the time when the pre-reading notice effect is executed.
[0095] The first system lottery effect, which ultimately results in a loss, is executed 50% of the time when a reach effect is executed and the result of the special game is a loss. The first system Tamatebako effect, which ultimately results in a loss, is executed 50% of the time when a reach effect is executed and the result of the special game is a loss. The first system lottery effect, which ultimately results in a jackpot, is executed 80% of the time when a reach effect is executed and the result of the special game is a jackpot. The first system Tamatebako effect, which ultimately results in a jackpot, is executed 90% of the time when a reach effect is executed and the result of the special game is a jackpot.
[0096] According to the above example, the first system of the treasure box effect has a higher expectation of a jackpot than the first system of the lottery effect. Note that when the reach effect is executed, the pre-reading notice effect is not executed. Therefore, the specific effect is not executed more than once in one variable game. In other words, both the first specific effect and the second specific effect are not executed in one variable game. In other words, the effect execution means does not execute the second specific effect when executing the first specific effect in one variable display, and does not execute the first specific effect when executing the second specific effect in one variable display.
[0097] The proportion of each effect that is the subject of the lottery effect forecast can be determined from the determination proportion of the variation pattern and the determination proportion of the effect content (target of forecast) of the lottery effect. A specific example will be explained. In the second system of lottery effects, the second effect display device EH2 forecasts the hold change effect 50% of the time, and the zone effect 50% of the time. In the second system of treasure box effects, the second effect display device EH2 forecasts the hold change effect 30% of the time, and the zone effect 70% of the time. As mentioned above, the zone effect has a higher probability of winning in the target variable game compared to the hold change effect. Therefore, the treasure box effect of the second system has a substantially higher probability of winning compared to the lottery effect of the second system.
[0098] Furthermore, in the first system of lottery effects that ultimately result in a loss, the first effect display device EH1 predicts a pseudo consecutive effect with a 40% probability, a reach effect with a 40% probability, and an SP reach effect with a 10% probability. In the first system of lottery effects that ultimately result in a loss, the second effect display device EH2 predicts a pseudo consecutive effect with a 10% probability. Similarly, in the first system of Tamatebako effects that ultimately result in a loss, the first effect display device EH1 predicts a pseudo consecutive effect with a 40% probability, a reach effect with a 40% probability, and an SP reach effect with a 10% probability. In the first system of Tamatebako effects that ultimately result in a loss, the second effect display device EH2 predicts a pseudo consecutive effect with a 10% probability.
[0099] In the first system lottery performance that ultimately results in a jackpot, the first performance display device EH1 predicts a pseudo consecutive performance at a rate of 10%, a reach performance at a rate of 20%, an SP reach performance at a rate of 35%, and a jackpot notification performance at a rate of 5%. In the first system lottery performance that ultimately results in a jackpot, the second performance display device EH2 predicts a pseudo consecutive performance at a rate of 30%.
[0100] In the first system of the treasure box presentation that ultimately results in a jackpot, the first presentation display device EH1 predicts a pseudo consecutive presentation with a probability of 5%, a reach presentation with a probability of 15%, a SP reach presentation with a probability of 40%, and a jackpot notification presentation with a probability of 10%. In the first system of the lottery presentation that ultimately results in a jackpot, the second presentation display device EH2 predicts a pseudo consecutive presentation with a probability of 30%.
[0101] In the first lottery effect and the second lottery effect, a lottery machine may be displayed as a common character in the front and middle displays. In the first treasure box effect and the second treasure box effect, a treasure box may be displayed as a common character in the front and middle displays. If these are collectively understood as the first specific effect and the second specific effect, there are multiple types of common characters that can be displayed in the front and middle displays. It can be said that the first type of character (for example, a lottery machine) and the second type of character (for example, a treasure box) have different expectations for being controlled by a jackpot game, which is an example of an advantageous state.
[0102] In this embodiment, the ratio of control to the advantageous state is configured to be different when the first specific effect is executed and when the second specific effect is executed. For example, when the first lottery effect is executed and when the second lottery effect is executed, the scene where the second lottery effect is executed is configured to have a higher expectation of a jackpot in the running variable game or the pending variable game. For example, when the first treasure box effect is executed and when the second treasure box effect is executed, the scene where the second treasure box effect is executed is configured to have a higher expectation of a jackpot in the running variable game or the pending variable game.
[0103] Next, the specific effect processing for executing the specific effect will be described. As shown in FIG. 5, in step S1, the CPU 51 determines whether or not a variation start command has been input. If the variation start command has not been input (step S1: NO), the CPU 51 ends the specific effect processing. If the variation start command has been input (step S1: YES), the CPU 51 determines in step S2 whether or not to execute the specific effect of the first system. As described above, whether or not the specific effect of the first system can be executed depends on the input variation pattern (see FIG. 3). For example, when variation pattern P00A is input, the CPU 51 determines that the specific effect of the first system cannot be executed. When a variation pattern that can execute the specific effect of the first system is input, the CPU 51 may determine whether or not to execute the specific effect of the first system by lottery using a predetermined random number.
[0104] If it is determined that the first system of specific effects can be executed (step S2: YES), in step S3, the CPU 51 determines the type of specific effect and the effect content (pre-announced target) as the effect content of the first system of specific effects. As described above, the effect content (pre-announced target) of the first system of specific effects varies depending on the input variation pattern (see FIG. 3). When multiple types of specific effects can be selected corresponding to the input variation pattern, the CPU 51 may determine one of the specific effects by lottery using a predetermined random number. When multiple effect contents (pre-announced target) can be selected corresponding to the input variation pattern, the CPU 51 may determine one of the effect contents by lottery using a predetermined random number.
[0105] When it is determined that the specific effect of the first system cannot be executed (step S2: NO), or when step S3 is completed, in step S4, the CPU 51 determines whether or not there is a variable game that is the target of the look-ahead notice effect. For example, when a variable game with a variable pattern that indicates a reach effect as the actual variable content is on hold, the CPU 51 may make a positive determination in step S4. In other words, the look-ahead notice effect can be executed for a held variable game that includes a reach effect. The CPU 51 can identify the variable content (effect content) of the held variable game based on the look-ahead command.
[0106] If there is a variable game that is the target of the pre-read preview effect (step S4: YES), in step S5, the CPU 51 determines whether or not a specific effect of the second system can be executed. The CPU 51 may determine whether or not a specific effect of the second system can be executed by lottery using a predetermined random number. Note that if it has already been decided in steps S2 and S3 that a specific effect of the first system will be executed, the CPU 51 makes a negative determination in step S5. In other words, the CPU 51 is configured to determine whether or not either a specific effect of the first system or a specific effect of the second system can be executed in one variable game.
[0107] If it is determined that the second-system specific effect can be executed (step S5: YES), in step S6, the CPU 51 determines the type of specific effect and the effect content (pre-announced target) as the effect content of the second-system specific effect. As described above, the effect content (pre-announced target) of the second-system specific effect varies depending on the predicted fluctuation pattern (see FIG. 3). When multiple types of specific effects are selectable corresponding to the predicted fluctuation pattern, the CPU 51 may determine one of the specific effects by lottery using a predetermined random number. When multiple effect contents (pre-announced target) are selectable corresponding to the predicted fluctuation pattern, the CPU 51 may determine one of the effect contents by lottery using a predetermined random number. Note that, for example, the CPU 51 may be configured to simultaneously determine to execute the pre-read preview effect determined as the preview target. Without being limited to this, the CPU 51 may be configured to determine whether to execute the second-system specific effect using the pre-read preview effect whose execution has been determined as the preview target.
[0108] When there is no variable game that is the target of the pre-reading preview performance (step S4: NO), when it is determined that the second system specific performance cannot be executed (step S5: NO), or when step S6 is completed, the CPU 51 ends the specific performance processing.
[0109] Next, an example of a specific execution mode of the first lottery effect will be described. 6(a) to 6(c) and 7(a) to 7(d) show an example of a specific flow of the execution mode of the first lottery effect. For example, the execution period (start timing and end timing) of the specific effect may be set during the first unit fluctuation (during the main fluctuation if the pseudo-continuous effect is not included) and before the timing of the formation of a reach. The timing of the formation of a reach may be the timing when all of the performance symbols in the pattern sequence that forms the reach are temporarily displayed in a stopped state, regardless of whether a reach is actually formed or not. Without being limited to this, the execution period of the specific effect may be set for each unit fluctuation that constitutes the pseudo-continuous effect, may be set across multiple unit fluctuations, may be set only for the main fluctuation, or may be set across the timing before and after the timing of the formation of a reach.
[0110] When the conditions for executing the variable game are met, the CPU 51 controls the first effect display device EH1 to start the effect game by starting the variable display of the effect symbols in each column as shown by the downward arrow in the figure (see FIG. 6(a)). In this scene, a variable icon H indicating the variable game in progress and three pending icons I indicating the pending variable games are displayed. For example, the CPU 51 controls the second effect display device EH2 to execute an effect that displays a predetermined object (not shown).
[0111] When the timing for starting the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display a lottery machine 61, which is an example of a specific object 60 (see FIG. 6(b)). That is, the first effect display device EH1 performs a front display that constitutes a lottery effect. The CPU 51 also sets an operation valid period for the effect button BT. The operation valid period may be shorter than, the same as, or longer than the time of the front display. It is preferable that the operation valid period is shorter than or the same as the total time of the front display and the middle display. During the operation valid period, the CPU 51 controls the first effect display device EH1 to display an operation object 65 that prompts the user to operate the effect button BT. For example, the CPU 51 may control the second effect display device EH2 to execute an effect that displays an execution object 68 that suggests or notifies the user that the first lottery effect is being executed.
[0112] When the CPU 51 receives an operation of the effect button BT during the valid operation period, the CPU 51 controls the first effect display device EH1 to display a motion of the lottery device 61 rotating in a first direction (for example, rotating left) (see FIG. 6(c)). That is, the first effect display device EH1 performs a middle display that constitutes a lottery effect. The CPU 51 may control the first effect display device EH1 to display an additional object different from the lottery device 61 (for example, the characters "Rattle, rattle, rattle!"). Alternatively, the additional object may be displayed on the second effect display device EH2. Note that if the effect button BT is not operated before the valid operation period has elapsed, the CPU 51 may control the first effect display device EH1 to not perform the middle display, or to perform an alternative display different from the middle display and perform a latter display. For example, the alternative display may be an alternative object (for example, the characters "Waiting for result") indicating that a result object may be displayed over time.
[0113] Thereafter, the CPU 51 controls the first effect display device EH1 to display a result object 66 that suggests or notifies the predicted target. In other words, the first effect display device EH1 performs the latter display that constitutes the lottery effect. The result object 66 may be displayed on the second effect display device EH2. For example, when the predicted target is a pseudo-sequential effect, the CPU 51 controls the first effect display device EH1 to display a result object 66 that includes the word "NEXT" (see FIG. 7(a)). For example, when the predicted target is a reach effect, the CPU 51 controls the first effect display device EH1 to display a result object 66 that includes the word "chance" (see FIG. 7(b)).
[0114] For example, when the predicted target is a SP reach effect, the CPU 51 controls the first effect display device EH1 to display a result object 66 including the characters "Super Hot" (see FIG. 7(c)). For example, when the predicted target is a jackpot notification effect, the CPU 51 controls the first effect display device EH1 to display a result object 66 including the characters "Super Expected" (see FIG. 7(d)).
[0115] Thereafter, the CPU 51 controls the first effect display device EH1 so that the effect game unfolds according to the effect content indicated in the variation pattern. For example, the CPU 51 controls the first effect display device EH1 so that the pseudo-continuous effect and reach effect indicated in the variation pattern are passed through, and finally a winning or losing symbol combination is displayed. As a result, the effect unfolds as predicted by the specific effect.
[0116] As described above, in the first lottery effect, after the effects are developed with common effect content as shown in the order of Figure 6(a) → Figure 6(b) → Figure 6(c), they are finally developed to display different result objects 66 as shown in Figures 7(a) to 7(d). Therefore, it is difficult for the player to predict which effect will be announced from the state of the front and middle displays of the first lottery effect, and the player may have a sense of anticipation that the effects will develop in a way that leads to a jackpot.
[0117] Next, an example of a specific execution mode of the second lottery effect will be described. 8(a) to 8(f) show an example of a specific execution mode of the second lottery effect. In the explanation of the second lottery effect, the explanation of the same parts as those of the first lottery effect will be omitted or simplified.
[0118] When the execution condition of the variable game is established, the CPU 51 controls the first effect display device EH1 to start an effect game (see FIG. 8(a)). For example, the CPU 51 controls the second effect display device EH2 to execute an effect that displays a predetermined object (not shown).
[0119] When the timing for starting the specific effect arrives, the CPU 51 controls the second effect display device EH2 to display a lottery machine 61, which is an example of a specific object 60 (see FIG. 8(b)). In other words, the second effect display device EH2 performs a preliminary display that constitutes the lottery effect. The CPU 51 controls the second effect display device EH2 not to set the operation valid period of the effect button BT and not to display the operation object 65. For example, the CPU 51 may control the first effect display device EH1 to execute an effect that displays an executing object 69 that suggests or notifies that the second lottery effect is being executed.
[0120] When the time for the front display has elapsed, the CPU 51 controls the second performance display device EH2 to display the motion of the lottery device 61 rotating in a first direction (for example, rotating left) (see FIG. 8(c)). In other words, the second performance display device EH2 performs the middle display that constitutes the lottery performance. The CPU 51 may control the first performance display device EH1 to display an additional object (for example, the words "Rattle, rattle!") different from the lottery device 61. Without being limited to this, the additional object may be displayed on the second performance display device EH2.
[0121] Thereafter, the CPU 51 controls the first performance display device EH1 to display a result object 67 that suggests or notifies the predicted target. In other words, the first performance display device EH1 performs a subsequent display that constitutes a lottery performance. The result object 67 may be displayed on the second performance display device EH2. For example, when the predicted target is a pseudo-sequential performance, the CPU 51 controls the first performance display device EH1 to display a result object 67 that includes the characters "NEXT" (see FIG. 8(d)). For example, when the predicted target is a hold change performance, the CPU 51 controls the first performance display device EH1 to display a result object 67 that includes the characters "hold change" (see FIG. 8(e)). For example, when the predicted target is a zone performance, the CPU 51 controls the first performance display device EH1 to display a result object 67 that includes the characters "special zone" (see FIG. 8(f)).
[0122] Thereafter, the CPU 51 controls the effect display device EH so that the effect game unfolds according to the effect content indicated in the variation pattern. For example, the CPU 51 controls the first effect display device EH1 so that the pseudo-continuous effect and reach effect indicated in the variation pattern are passed through, and finally a winning or losing symbol combination is displayed. For example, the CPU 51 controls the effect display device EH so that the predetermined pre-reading effect is executed. As a result, the effect unfolds as predicted by the specific effect.
[0123] As described above, in the second lottery effect, after the effects are developed with common effect content as shown in the order of Figure 8(a) → Figure 8(b) → Figure 8(c), they are finally developed to display different result objects as shown in Figures 8(d) to 8(f). Therefore, it is difficult for the player to predict which effect will be announced from the situation in which the first and middle stages of the second lottery effect are displayed, and the player may have a sense of anticipation that the effects will develop in a way that leads to a jackpot.
[0124] Next, an example of a specific execution mode of the first treasure box effect will be described. For example, the first treasure box effect is developed in the same manner as the first lottery effect described with reference to Figures 6(a) to 6(c) and 7(a) to 7(d). Below, the first treasure box effect will be described, focusing on the differences from the first lottery effect.
[0125] For example, the first treasure box effect has the same execution period (start timing and end timing) as the first lottery effect. When the start timing of the specific effect arrives, the CPU 51 controls the first effect display device EH1 to display a treasure box (not shown), which is an example of the specific object 60. In other words, the first effect display device EH1 performs a preliminary display that constitutes the treasure box effect.
[0126] When operation of the effect button BT is accepted during the valid operation period, the CPU 51 controls the first effect display device EH1 to display the image of the Pandora's box opening and smoke gushing out (for example, the motion of a large amount of smoke). In other words, the first effect display device EH1 displays the middle section that constitutes the Pandora's box effect. The CPU 51 may also control the first effect display device EH1 to display an additional object different from the Pandora's box (for example, a large amount of smoke). The additional object may also be displayed on the second effect display device EH2.
[0127] Thereafter, the CPU 51 controls the first effect display device EH1 to display a result object 66 that suggests or notifies the predicted target. In other words, the first effect display device EH1 performs a subsequent display that constitutes the Pandora's Box effect. The result object 66 may be displayed on the second effect display device EH2. Thereafter, the CPU 51 develops the effect game as shown in the variation pattern, as in the first lottery effect.
[0128] As described above, in the first treasure box effect, after the effects are developed with common effect content as shown in the order of Figure 6(a) → Figure 6(b) → Figure 6(c), they are finally developed to display different result objects as shown in Figures 7(a) to 7(d). Therefore, it is difficult for the player to predict which effect will be announced from the situation in which the first treasure box effect is displayed in the front and middle stages, and the player may have a sense of anticipation that the effect will develop in a way that leads to a big win.
[0129] Next, an example of a specific execution mode of the second treasure box effect will be described. For example, the second treasure box effect is developed in the same manner as the second lottery effect described with reference to Figures 8(a) to 8(f). Below, the second treasure box effect will be described, focusing on the differences from the second lottery effect.
[0130] For example, the second treasure box effect has the same execution period (start timing and end timing) as the second lottery effect. When the start timing of the specific effect arrives, the CPU 51 controls the second effect display device EH2 to display a treasure box (not shown), which is an example of the specific object 60. In other words, the second effect display device EH2 performs a preliminary display that constitutes the treasure box effect.
[0131] When the time for the first stage display has elapsed, the CPU 51 controls the first performance display device EH1 to display the image of the Pandora's box opening and smoke gushing out (for example, the motion of a large amount of smoke). In other words, the first performance display device EH1 performs the middle stage display that constitutes the Pandora's box performance. The CPU 51 may also control the first performance display device EH1 to display an additional object different from the Pandora's box (for example, a large amount of smoke). The additional object may also be displayed on the second performance display device EH2.
[0132] Thereafter, the CPU 51 controls the first performance display device EH1 to display a result object 67 that suggests or notifies the target of the prediction (see Figures 8(d) to 8(f)). In other words, the first performance display device EH1 performs a subsequent display that constitutes the Pandora's Box performance. The result object 67 may be displayed on the second performance display device EH2. Thereafter, the CPU 51 develops the performance game as shown in the variation pattern, just as in the second lottery performance. The CPU 51 develops a pre-reading prediction performance, just as in the second lottery performance.
[0133] As described above, in the second treasure box effect, after the effects are developed with common effect content as shown in the order of Figure 8(a) → Figure 8(b) → Figure 8(c), they are finally developed to display different result objects as shown in Figures 8(d) to 8(f). Therefore, it is difficult for the player to predict which effect will be announced from the situation in which the first and middle stages of the second treasure box effect are displayed, and they may have a sense of anticipation that the effect will develop in a way that leads to a big win.
[0134] In this embodiment, a common character (for example, the lottery device 61 or the treasure box) can be displayed in the opening display of the first specific effect and the opening display of the second specific effect. There are multiple types of common characters here, and the first type of character (for example, the lottery device 61) and the second type of character (for example, the treasure box) have different expectations (for example, the expected probability of a jackpot) controlled to an advantageous state. Furthermore, a common character (for example, the lottery device 61 or the treasure box) can be displayed between the opening display of the first specific effect and the subsequent closing display, and between the opening display of the second specific effect and the subsequent closing display. In other words, when the opening display of the first specific effect is performed and when the opening display of the second specific effect is performed, a common effect is followed by a closing display. The specific effect includes a middle display that is performed between the opening display and the closing display. At least one of the opening display, middle display, and closing display (for example, the middle display and the closing display) is configured to be able to progress based on the passage of time. Furthermore, at least one of the front display, middle display, and rear display (for example, the front display) is configured to be able to proceed based on the operation of the effect button BT, which is an example of an operation means.
[0135] Next, an example of an audio effect and a light-emitting effect that can be executed in parallel with a specific effect will be described. As shown in FIG. 9 , the gaming machine 10 is configured to output a special sound, which is an example of a specific sound, from the speaker SP in association with each specific effect. The special sound is an example of a sound related to a game. For example, the special sound may be a piece of music dedicated to the specific effect or a sound effect dedicated to the specific effect. Without being limited to this, the special sound may be a piece of music or a sound effect shared with other effects different from the specific effect. The other effect referred to here may be an effect that definitively notifies a player of a jackpot. The special sound may correspond to the content of the specific effect. For example, a special sound corresponding to a lottery effect may be a sound effect such as "Garagaragara~!" that indicates the rotation of a lottery machine, or a sound corresponding to the text string actually displayed (here, the text string "Garagaragara~!"). For example, a special sound corresponding to a treasure box effect may be a sound effect such as "Woof!" that indicates the treasure box opening and smoke gushing out, or a sound corresponding to the text string actually displayed (here, the text string "Woof!").
[0136] For example, the special sound is a sound common to all specific effects. Without being limited to this, the special sound may be different for two or three specific effects that can be arbitrarily selected from the first lottery effect, the second lottery effect, the first treasure box effect, and the second treasure box effect, and for the remaining specific effects. For example, a first special sound may be used in each lottery effect, and a second special sound may be used in each treasure box effect. For example, a first special sound may be used in the first lottery effect and the first treasure box effect, and a second special sound may be used in the second lottery effect and the second treasure box effect.
[0137] The following describes the situation in which a special sound is output when the first specific effect (first lottery effect and first treasure box effect) is executed. The CPU 51 controls the speaker SP so that no special sound is output during the period from the start timing T1 of the specific effect until the start timing T3 of the subsequent display. The CPU 51 controls the speaker SP so that the special sound is output during the period from the start timing T3 of the subsequent display until the end timing T4 of the subsequent display. At this time, for example, the CPU 51 may output the special sound from the upper speaker SP1, which is closer to the first effect display device EH1, of the speakers SP1 and SP2.
[0138] The following describes a situation in which a special sound is output when the second special effect (the second lottery effect and the second treasure box effect) is being executed. The CPU 51 controls the speaker SP to output a special sound during the period from the start timing T1 of the special effect to the end timing T4 of the latter display. At this time, for example, the CPU 51 may output the special sound from the lower speaker SP2, which is closer to the second effect display device EH2, out of the speakers SP1 and SP2. In this way, the CPU 51 is configured to output a special sound when the first display of the second special effect is being performed, and not output the special sound when the first display of the first special effect is being performed. For example, a special sound may be output when the first display of the second special effect is being performed, and a sound different from the special sound may be output when the first display of the first special effect is being performed.
[0139] The gaming machine 10 is configured to cause the decorative lamp LA to emit light in a special light-emitting pattern, which is an example of a specific light-emitting pattern, corresponding to each specific effect. The special light-emitting pattern is an example of a light-emitting pattern related to a game. For example, the special light-emitting pattern may be a light-emitting pattern dedicated to the specific effect. Furthermore, the special light-emitting pattern may also be a light-emitting pattern shared with other effects other than the specific effect. The other effect referred to here may be an effect that definitively indicates a jackpot. The special light-emitting pattern may also be a light-emitting pattern corresponding to the content of the specific effect. For example, a special light-emitting pattern corresponding to a lottery effect may be a light-emitting pattern in which a light-emitting (non-light-emitting) portion moves along the periphery of the play area YBa in conjunction with the rotation of the lottery machine. For example, the special light-emitting pattern may be a light-emitting pattern that flashes each time each character constituting a string of characters, such as "Garagaragara!", is displayed. For example, a special light-emitting pattern corresponding to a treasure box effect may be a light-emitting pattern that flashes when the treasure box opens and smoke is emitted. For example, the special light-emitting pattern may be a light-emitting pattern that flashes each time each character constituting a string of characters, such as "Waaaaah!", is displayed.
[0140] For example, the special light-emitting pattern is a light-emitting pattern common to all specific effects. However, the special light-emitting pattern may be different for two or three specific effects that can be arbitrarily selected from the first lottery effect, the second lottery effect, the first treasure box effect, and the second treasure box effect, and for the remaining specific effects. For example, a first special light-emitting pattern may be adopted for each lottery effect, and a second special light-emitting pattern may be adopted for each treasure box effect. For example, a first special light-emitting pattern may be adopted for the first lottery effect and the first treasure box effect, and a second special light-emitting pattern may be adopted for the second lottery effect and the second treasure box effect.
[0141] The following describes a situation in which the decorative lamps LA are illuminated in a special illumination pattern when the first specific effect (first lottery effect and first treasure box effect) is executed. The CPU 51 controls the decorative lamps LA so that they do not emit light in a special illumination pattern during the period from the start timing T1 of the specific effect until the start timing T3 of the subsequent display. The CPU 51 controls the decorative lamps LA so that they emit light in a special illumination pattern during the period from the start timing T3 of the subsequent display until the end timing T4 of the subsequent display. At this time, for example, the CPU 51 may illuminate the upper portion of the decorative lamps LA that is close to the first effect display device EH1.
[0142] The following describes the situation in which the special light-emitting pattern is used in the scene in which the second special effect (second lottery effect and second treasure box effect) is executed. The CPU 51 controls the decorative lamps LA to emit light in the special light-emitting pattern during the period from the start timing T1 of the special effect to the end timing T4 of the latter display. At this time, for example, the CPU 51 may cause the lower portion of the decorative lamps LA, which is closer to the second effect display device EH2, to emit light. In this way, the CPU 51 is configured to use a special light-emitting pattern when performing the first display of the second special effect, and not use the special light-emitting pattern when performing the first display of the first special effect. For example, the CPU 51 may use a special light-emitting pattern when performing the first display of the second special effect, and use a light-emitting pattern different from the special light-emitting pattern when performing the first display of the first special effect.
[0143] The effects of the embodiment will be described. (1) According to this embodiment, by creating a change in the type of presentation, it is possible to increase the interest of the player. That is, the first stage presentation of the first specific presentation and the first stage presentation of the second specific presentation have a common part, in which a common character is displayed, and a non-common part, in which a specific sound (for example, a special sound) is output or not. Therefore, while visually recognizing the common character, the player can pay attention to the presence or absence of the specific sound and sense the degree of expectation (for example, the degree of expectation of a jackpot) being controlled to an advantageous state.
[0144] (2) There are multiple types of characters that can appear in both the first and second specific effects, and the expected degree of control to achieve an advantageous state varies. Therefore, the player can sense the subsequent development from the situation in which the common characters appear. This further enhances the player's interest.
[0145] (3) Regardless of whether the first or second specific effect is displayed early, a common character (e.g., the lottery device 61 or the treasure box) may be displayed before the latter display is performed. This makes it easier to understand the timing of the latter display (e.g., the display of a preview image), effectively increasing anticipation for the latter display. This further enhances the player's interest.
[0146] (4) The first stage of the first specific effect and the first stage of the second specific effect have a common part in which a common character is displayed, and a non-common part in which a specific light-emitting pattern (for example, a special light-emitting pattern) is illuminated. Thus, while the player can see the common character, he or she can pay attention to whether the specific light-emitting pattern is displayed, and can sense the degree of expectation that the game will be controlled to an advantageous state.
[0147] (5) When the first lottery effect is executed as the first specific effect, the degree of expectation of being controlled to an advantageous state differs from when the second lottery effect is executed as the second specific effect. The same relationship applies to the first treasure box effect and the second treasure box effect. Therefore, by creating common and non-common parts in the relationship between the opening display of the first specific effect and the opening display of the second specific effect, which have different degrees of expectation of being controlled to an advantageous state, the player can focus their attention on the presence or absence of a specific sound while still viewing the common characters, and can feel even more strongly the degree of expectation of being controlled to an advantageous state.
[0148] (6) In one variable game, both the first and second specific effects are not executed. This prevents the specific effects from appearing too frequently, allowing the player to focus their attention on the development of each specific effect.
[0149] (7) The specific effect includes a middle display that is performed between the front display and the rear display. At least one of the front display, middle display, and rear display (for example, the middle display and the rear display) is configured to be able to progress based on the passage of time. Also, at least one of the front display, middle display, and rear display (for example, the front display) is configured to be able to progress based on the operation of an operating means (for example, the effect button BT). This gives variation to the progress of the elements that make up the specific effect, making it possible to realize an even more interesting effect.
[0150] (8) When the first and second specific effects are displayed in the opening section, a common effect (for example, a middle display) is followed by the latter section. This allows the player to recognize the common parts in the progression of the specific effects and prepare for the subsequent branching of the development.
[0151] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.
[0152] (Change example 1) The motion of the lottery device 61 in the first lottery effect and the motion of the lottery device 61 in the second lottery effect are not limited to being the same, and may be different from each other. For example, in the first lottery effect, a first motion in which the lottery device 61 rotates counterclockwise may be displayed, while in the second specific effect, a second motion in which the lottery device 61 is rotated clockwise and then counterclockwise may be displayed. These motions of the lottery device 61 become elements of the middle display. Furthermore, even in the same lottery effect, there may be cases where the lottery device 61 performs the first motion and cases where it performs the second motion. In this case, the expected probability of a jackpot may differ depending on the motion of the lottery device 61.
[0153] The motion of the box in the first box performance and the motion of the box in the second box performance are not limited to being the same, and may be different from each other. For example, the first box performance may display a first motion in which a large amount of smoke erupts from the box, while the second box performance may display a second motion in which a small amount of smoke erupts from the box. These box motions are elements of the middle display. Furthermore, even in the same box performance, there may be times when the box is in the first motion and times when it is in the second motion. In this case, the expected probability of a jackpot may differ depending on the box motion.
[0154] According to this modification, the characters that can appear in common in the first display of the first specific effect and the first display of the second specific effect have multiple motions, and the expected degree of control to an advantageous state (expected degree of jackpot, etc.) is different. Therefore, the player can sense the subsequent development from the situation in which the common characters appear. This can further increase the interest of the player.
[0155] (Change example 2) The gaming machine 10 may have a function for customizing effects. For example, the gaming machine 10 may have a volume adjustment button configured to enable a volume adjustment operation. When the CPU 51 receives the volume adjustment operation, it may change the volume of the speaker SP, including the output of a specific sound. For example, the gaming machine 10 may have a light intensity adjustment button configured to enable a light intensity (brightness) adjustment operation. When the CPU 51 receives the light intensity adjustment operation, it may change the light intensity of the decorative lamp LA, including emitting light in a specific light-emitting pattern. In this way, the gaming machine 10 may be configured to be able to change at least one of the volume and the light intensity based on a predetermined operation.
[0156] For example, the gaming machine 10 may be configured to allow customization of the execution mode of a predetermined effect. For example, when the CPU 51 receives a customization operation using the effect button BT, it may change the appearance frequency of each specific effect, the selection rate of the preview target, the expected jackpot probability, the displayed character, etc. In this way, the gaming machine 10 may be configured to allow customization of at least one of the first specific effect and the second specific effect based on a specific operation.
[0157] (Change example 3) The CPU 51 may be configured to be able to display a common character after the early display of the first specific effect and after the early display of the second specific effect, following the latter display. For example, the first effect display device EH1 may display a common character (such as a cat holding up a placard that reads "The End") common to each specific effect after the latter display. The common character may also be displayed on the second effect display device EH2. This modification makes it easy to recognize the end of the specific effect, allowing the player to focus their attention on the subsequent development of the effect game.
[0158] (Change example 4) The CPU 51 may be configured to output a special sound when the first part of a first specific effect is displayed and then the second part of the first specific effect is displayed, and not to output a special sound when the first part of a second specific effect is displayed and then the second part of the second specific effect is displayed. The special sound may be a sound exclusive to the specific effect, or may be a sound shared with other effects different from the specific effect. The other effect referred to here may be an effect that definitely notifies the player of a jackpot.
[0159] (Change example 5) In the embodiment, a character (lottery device 61 or treasure box) common to each of the first stage displays is displayed as a common character displayed as a middle stage display between the first stage display of the first specific effect and the subsequent second stage display, and between the first stage display of the second specific effect and the subsequent second stage display, but this is not limited to this. For example, the common character displayed as a middle stage display may be a character different from the characters displayed as each of the first stage displays. According to this modified example, the difference between the first stage display and the middle stage display can be clearly recognized.
[0160] In the first and second specific effects, the common character displayed as the middle display may be the same character as the character displayed as the latter display, or may be a different character.In the first and second specific effects, the common character displayed as the front display may be the same character as the character displayed as the latter display, or may be a different character.
[0161] (Other change examples) When the timing to start a specific effect arrives, the CPU 51 may control the first effect display device EH1 to perform a preliminary display common to the first lottery effect and the first treasure box effect, and then perform a first display. When the timing to start a specific effect arrives, the CPU 51 may control the second effect display device EH2 to perform a preliminary display common to the second lottery effect and the second treasure box effect, and then perform a first display. When the timing to start a specific effect arrives, the CPU 51 may control either of the effect display devices EH1, EH2 to perform a preliminary display common to all specific effects. Thereafter, the CPU 51 may control the effect display devices EH1, EH2 to perform a first display.
[0162] The first display in each special effect may be configured to progress based on the passage of time without requiring the operation of the effect button BT. The middle display in each special effect may be configured to progress based on the operation of the effect button BT. The last display in each special effect may be configured to progress based on the operation of the effect button BT.
[0163] The special light-emitting pattern may be omitted during the execution of a specific effect. The special light-emitting pattern may be executed during one or more of the periods when the front display, the middle display, and the rear display are being displayed, which can be selected arbitrarily. In the first and second specific effects, a light-emitting pattern different from the special light-emitting pattern may be used during periods when the special light-emitting pattern is not being used. This light-emitting pattern may be different for each type of specific effect and each combination of the front and rear displays, or may be a light-emitting pattern that is partially common.
[0164] The output of special sounds during the execution of a specific effect may be omitted. The output of special sounds may be performed during one or more of the periods when the front display, the middle display, and the rear display are being displayed, which can be selected arbitrarily. In the first and second specific effects, a sound different from the special sound may be output during the periods when no special sound is being output. This sound may be different for each type of specific effect and each combination of the front, back, and rear displays, or may be a sound that is partially common.
[0165] The middle display in each specific performance may be omitted. When the first specific effect is executed, the expectation level for being controlled to an advantageous state may be higher than when the second specific effect is executed. The expectation level for being controlled to an advantageous state may be such that the first lottery effect < the second lottery effect, and the first treasure box effect < the second treasure box effect. The expectation level for being controlled to an advantageous state may be such that the second lottery effect < the first lottery effect, and the second treasure box effect < the first treasure box effect.
[0166] The "expectation level controlled to an advantageous state" suggested or notified by the specific effects is not limited to the jackpot expectation level. For example, the expectation level controlled to an advantageous state may be the expectation level for the first advantageous state to be granted, or the expectation level for a jackpot with the symbols ZA and Za. For example, the expectation level controlled to an advantageous state may be the expectation level for the second advantageous state to be granted, or the expectation level for a jackpot with the symbols ZB and Zb.
[0167] The first specific effect and the second specific effect can be selected arbitrarily and one of them can be executed by the first effect display device EH1, and the other can be executed by the second effect display device EH2. This is not a limitation, and both the first specific effect and the second specific effect may be executed by the first effect display device EH1, or they may be executed by the second effect display device EH2. The gaming machine 10 is not limited to being equipped with effect display devices EH1 and EH2, and may be equipped with only the first effect display device EH1. In this case, all specific effects can be executed by the first effect display device EH1. The gaming machine 10 may be equipped with three or more effect display devices. For example, if four effect display devices are equipped, the four types of specific effects described in the embodiments may each be executed by a different effect display device.
[0168] The configuration may be such that both the first specific effect and the second specific effect are executed during one execution of the variable game. Also, during one execution of the variable game, the first specific effect may be executed multiple times, the second specific effect may be executed multiple times, or multiple types of specific effects may be combined and executed multiple times. In this case, the configuration may be such that one specific effect is executed per unit fluctuation. Also, the configuration may be such that multiple specific effects are executed per unit fluctuation. In this case, the configuration may be such that neither the first specific effect nor the second specific effect is executed during one unit fluctuation.
[0169] The CPU 41 may be configured to provide a high probability state until a predetermined number of special games (for example, 100 times) have been played after the big win game has ended. During a jackpot game, if a gaming ball that entered the large prize opening 18 passes through a special passing area, the CPU 41 may control the state to a high probability state after the end of the jackpot game. During a jackpot game, if a gaming ball that entered the large prize opening 18 does not pass through the special passing area, the CPU 41 may control the state to a low probability state after the end of the jackpot game. In this modified example, a favorable win in which a gaming ball that entered the large prize opening 18 is likely to pass through the special passing area and a normal win in which a gaming ball that entered the large prize opening 18 is unlikely to pass through the special passing area may be provided. For example, a distribution member that distributes gaming balls that entered the large prize opening 18 may be provided, and the distribution mode of the distribution member may be determined based on the type of jackpot. The CPU 41 may then control the probability of a gaming ball that entered the large prize opening 18 passing through the special passing area to vary depending on the distribution mode of the distribution member.
[0170] The second special game may be executed with priority over the first special game. The first special game may be executed with priority over the second special game. The special games may be executed simultaneously in parallel. The special games may be executed in the order in which the gaming balls enter the starting holes 15, 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be executed.
[0171] Some or all of the functions and means realized by the main control board 40 may be realized by the sub-control board 50. Some or all of the functions and means realized by the sub-control board 50 may be realized by the main control board 40. In addition, the functions and means realized by the sub-control board 50 may be realized by dividing them into a general control board that performs overall control related to the presentation, and a display control board that performs control related to the display of images.
[0172] The gaming machine 10 may be configured so that the special variable member 19 operates to the open state by a predetermined lottery, and a jackpot game is awarded when a gaming ball that has entered the large prize opening 18 passes through a specific passing area. The gaming machine 10 may be a gaming machine in which a jackpot game is started when a gaming ball enters a predetermined ball opening. The gaming machine 10 does not need to be in a high probability state.
[0173] The gaming machine may be a spin-type gaming machine (a so-called slot machine). In this modified example, the gaming machine has multiple reels, a bet button, a start lever, and a stop button. Each reel has multiple symbols arranged thereon. The gaming machine electronically manages the number of gaming media. In the gaming machine, the number of gaming media can be decreased and the number of bets can be increased by operating the bet button. In the gaming machine, when the number of bets reaches the specified number of bets, a variable game can be executed by operating the start lever. The variable game is executed by spinning multiple reels. In the gaming machine, the rotation of each reel can be stopped by operating the stop button. The gaming machine then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops. The specific effect may be executed as a stagnant effect (freeze effect) during the execution of the variable game.
[0174] The present disclosure is not limited to these examples, but is defined by the scope of the claims, and is intended to include all modifications within the meaning and scope equivalent to the claims. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0175] (Appendix 1) A gaming machine that executes a pattern change game and can be controlled to an advantageous state that is advantageous to a player, comprising: an effect execution means that can execute a predetermined effect; a sound output means that can output a predetermined sound; and a sound control means that controls the sound output from the sound output means, wherein the effect execution means is capable of executing a first specific effect and a second specific effect as specific effects that perform a first display followed by a second display, wherein in the first specific effect, a first display followed by a second display, and wherein in the second specific effect, a second display followed by a second display, and wherein a common character can be displayed in the first and second display, and wherein the sound control means outputs a specific sound when the second display is performed and does not output the specific sound when the first display is performed.
[0176] (Appendix 2) A gaming machine that executes a pattern variation game and can be controlled to an advantageous state that is advantageous to a player, comprising: an effect execution means capable of executing a predetermined effect; a light-emitting means capable of emitting light in a predetermined light-emitting pattern; and a light control means for controlling the light-emitting pattern of the light-emitting means, wherein the effect execution means is capable of executing a first specific effect and a second specific effect as specific effects in which a first-stage display is performed followed by a second-stage display; wherein in the first specific effect, a first first-stage display is performed followed by a second-stage display; and wherein the light control means uses a specific light-emitting pattern when performing the second first-stage display, and does not use the specific light-emitting pattern when performing the first first-stage display.
[0177] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, in which there are multiple types of common characters, and the first type of characters and the second type of characters have different expected degrees of being controlled to the advantageous state.
[0178] (Appendix 4) A gaming machine described in any one of Appendices 1 to 3, wherein the common character has multiple motions, and the first type of motion and the second type of motion have different expected degrees of control to the advantageous state.
[0179] (Appendix 5) A gaming machine described in any one of Appendices 1 to 4, which is capable of displaying a common character between the first front display and the subsequent back display, and between the second front display and the subsequent back display.
[0180] (Appendix 6) A gaming machine as described in any one of Appendices 1 to 5, wherein the degree of expectation controlled to the advantageous state differs when the first specific effect is executed and when the second specific effect is executed, and the effect execution means does not execute both the first specific effect and the second specific effect in one variable display.
[0181] (Appendix 7) A gaming machine described in any one of Appendices 1 to 6, configured to be able to change at least one of the volume and the light intensity based on a predetermined operation, and configured to be able to customize at least one of the first specific effect and the second specific effect based on a specific operation.
[0182] (Appendix 8) A gaming machine described in any one of Appendices 1 to 8, wherein the performance execution means is capable of displaying a common character after the first early display and after the second early display after the latter display.
[0183] (Appendix 9) The specific presentation includes a middle display that is performed between the front display and the rear display, and at least one of the front display, the middle display, and the rear display is configured to be able to progress based on the passage of time, and at least one of the front display, the middle display, and the rear display is configured to be able to progress based on the operation of an operating means. A gaming machine described in any one of Appendices 1 to 8.
[0184] (Appendix 10) A gaming machine described in any one of Appendices 1 to 9, in which when the first early display is made and when the second early display is made, a common presentation is performed before the late presentation is made.
[0185] (Appendix 11) A gaming machine described in any one of Appendices 1 to 10, wherein the sound control means outputs a special sound when the first subsequent display is made after the second preceding display is made, and does not output the special sound when the second subsequent display is made after the second preceding display is made. [Explanation of symbols]
[0186] 10... gaming machine 40... main control board 50... sub control board 51... CPU 60... specific object (lottery machine, treasure box) EH1, EH2... performance display device SP1, SP2... speakers LA1, LA2... decorative lamps
Claims
[Claim 1] In a gaming machine that can execute a symbol variation game and control it to an advantageous state that is advantageous to a player, a performance execution means capable of executing a predetermined performance; a sound output means capable of outputting a predetermined sound; a sound control means for controlling the sound output from the sound output means, The performance execution means As specific effects that perform a first stage display and then a second stage display, a first specific effect and a second specific effect can be executed, In the first specific performance, a first front display is performed and then a back display is performed, In the second specific performance, a second front display is performed and then a back display is performed, A common character can be displayed in the first front display and the second front display, There are a plurality of types of the common character, and the expected degree of being controlled to the advantageous state differs between a first type of character and a second type of character; The gaming machine is characterized in that the sound control means outputs a specific sound when the second front display is performed, and does not output the specific sound when the first front display is performed.
Citation Information
Patent Citations
Game machine
JP2014117576A