Gaming machine
By providing auxiliary character information in readable formats, the gaming machine addresses the issue of unreadable characters, improving the visual impact and player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2024-12-18
- Publication Date
- 2026-06-30
AI Technical Summary
Existing gaming machines face a reduction in effect impact when characters displayed during jackpots are not readable, diminishing the overall experience.
The gaming machine incorporates a system where auxiliary character information is provided in easily readable formats like hiragana, katakana, or alphabet alongside the main character information, ensuring clarity and enhancing the visual impact of displayed characters.
This approach improves the readability and visual appeal of displayed characters, thereby enhancing the overall effect and player engagement in gaming machines.
Smart Images

Figure 2026107255000001_ABST
Abstract
Description
Technical Field
[0006] , , , ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a gaming machine, a jackpot winning or losing lottery is performed based on the entry of a game ball into a start port, and various effects are executed based on the lottery result. Among such effects, there has been proposed one in which predetermined characters are displayed (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When executing an effect that displays characters as described above, if the displayed characters cannot be read, the effect of the effect may be reduced.
[0005] Therefore, an object of the present invention is to improve the effect of the effect.
Means for Solving the Problems
[0007] According to the present invention, the effect of the performance can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view showing the exterior of a gaming machine. [Figure 2] This is a perspective view of a gaming machine with the front frame open. [Figure 3] This is a front view of the game board. [Figure 4] This is a cross-sectional perspective view of the game board. [Figure 5] This diagram illustrates the main display unit and the fourth symbol display unit. [Figure 6] This is a block diagram showing the control configuration of a gaming machine. [Figure 7] This is a block diagram showing the control configuration of a gaming machine. [Figure 8] This diagram illustrates an example of a variation in the game's presentation. [Figure 9] This is a flowchart showing the main processing on the primary control side. [Figure 10] This is a flowchart illustrating the timer interrupt processing on the main control side. [Figure 11] This is a flowchart illustrating the special pattern management process. [Figure 12] This flowchart shows the special symbol variation start process, which is the process that takes place when a variation begins. [Figure 13] This is a flowchart illustrating the process for determining the winning random number. [Figure 14] This diagram shows an example of a jackpot determination table. [Figure 15] This is a flowchart illustrating the process for creating special stop symbols. [Figure 16] This diagram shows an example of a pattern table. [Figure 17] This is a flowchart illustrating the process for creating variation patterns. [Figure 18] This diagram shows an example of a lottery table for losing patterns. [Figure 19] It is a diagram showing an example of a big win variation pattern lottery table. [Figure 20] It is a flowchart showing the main processing on the frame control side. [Figure 21] It is a flowchart showing the timer interrupt processing on the frame control side. [Figure 22] It is a flowchart showing the main processing on the production control side. [Figure 23] It is a flowchart showing the timer interrupt processing on the production control side. [Figure 24] It is a diagram explaining the variable display of the decorative pattern in various variation patterns. [Figure 25] It is a diagram showing the variable display of the decorative pattern when the variation pattern is "normal 13s". [Figure 26] It is a diagram showing the variable display of the decorative pattern when the variation pattern is "reach variation". [Figure 27] It is a diagram showing the time chart of the preview performance carried out in the optimal production section. [Figure 28] It is a diagram showing the time chart of the preview performance carried out in the optimal production section. [Figure 29] It is a diagram showing an example of the chance-up performance. [Figure 30] It is a diagram showing an example of the first step-up performance. [Figure 31] It is a diagram showing an example of the second step-up performance. [Figure 32] It is a diagram showing an example of the first button performance. [Figure 33] It is a diagram showing an example of the second button performance. [Figure 34] It is a diagram showing the execution mode of the pattern stage. [Figure 35] It is a diagram showing the execution mode of the school stage. [Figure 36] It is a diagram showing the execution mode of the off-campus stage. [Figure 37] It is a diagram showing the outline of the background change performance. [Figure 38]This diagram shows an example of the first background change effect. [Figure 39] This diagram shows an example of a second background change effect. [Figure 40] This diagram shows the table for determining the preview sequence (excluding the execution of the hold pre-read sequence). [Figure 41] This diagram shows the table for determining the preview sequence (while the pending pre-read sequence is being executed). [Figure 42] This diagram shows the table for determining chance-up effects. [Figure 43] This diagram shows the table for determining the first step-up performance. [Figure 44] This diagram shows the table for determining the second step-up performance. [Figure 45] This diagram shows the table for determining the first button press animation. [Figure 46] This diagram shows the table for determining the second button press animation. [Figure 47] This diagram shows the background change effect determination table. [Figure 48] This flowchart illustrates the process of receiving a pending, lookup command. [Figure 49] This flowchart illustrates the process of receiving a command specifying a variable pattern. [Figure 50] This diagram shows a modified version of the chance-up effect. [Figure 51] This diagram shows a modified version of the chance-up effect. [Figure 52] This diagram shows a modified version of the stage setup in a fixed position. [Figure 53] This diagram shows an SP (Special Performance) sequence where no special effects are executed. [Figure 54] This diagram shows the SP (Special Performance) sequence, which features special effects. [Figure 55] This is a diagram showing the table for determining special effects. [Figure 56] This diagram shows examples of jackpot animations and animations during high-probability states. [Figure 57] This is a diagram showing an example of a volume setting screen. [Modes for carrying out the invention]
[0009] Hereinafter, embodiments of the present invention will be described in the following order with reference to the attached drawings. <1. Structure of a gaming machine> <2. Control Configuration of Gaming Machines> [2.1 Main Control Board] [2.2 Frame control board] [2.3 Power Supply Board] [2.4 Performance Control Board] <3. Overview of Operation> [3.1 Game Status] [3.2 Special Symbol Variation Display Game] [3.3 About the Big Win] [3.4 Regular Symbol Variation Display Game] [3.5 An example of staging] <4. Processing on the main control board> [4.1 Main Control Side Main Processing] [4.2 Main control side timer interrupt processing] <5. Processing of the frame control board> [5.1 Frame control side main processing] [5.2 Timer interrupt processing on the frame control side] <6. Processing of the Performance Control Board> [6.1 Main Processing on the Performance Control Side] [6.2 Timer interrupt processing on the performance control side] <7. Preview Production> <8.Special performance> <9. Jackpot animations and animations during high probability state> <10. Volume Settings> <11. Example Configuration>
[0010] <1. Structure of a gaming machine> The overall structure of the gaming machine 1 as an embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view showing the external appearance of the gaming machine 1 according to the embodiment of the present invention, and Figure 2 is a perspective view of the gaming machine 1 of the embodiment with the front frame 7 open. In the following, the direction to the right from the perspective of a player facing directly towards the gaming machine 1 will be defined as the right direction of the gaming machine 1, and the direction to the left from the perspective of a player facing directly towards the gaming machine 1 will be defined as the left direction of the gaming machine 1. Furthermore, the direction directly upward will be defined as the upward direction of the gaming machine 1, and the direction directly downward will be defined as the downward direction of the gaming machine 1. In addition, the direction from the gaming machine 1 toward the player facing directly towards it will be defined as the front direction of the gaming machine 1, and the direction from the player facing directly towards the gaming machine 1 toward the gaming machine 1 will be defined as the rear direction of the gaming machine 1. The left-right direction of the gaming machine 1 means the same as the width direction of the gaming machine 1.
[0011] Gaming machine 1 is a so-called smart pachinko machine that uses game balls sealed inside to circulate and play games.
[0012] As shown in Figures 1 and 2, the gaming machine 1 comprises a wooden outer frame 3, an inner frame 5 attached to the outer frame 3 so as to be openable and closable by a hinge mechanism 4, and a front frame 7 attached to the inner frame 5 so as to be openable and closable by a hinge mechanism 4. The hinge mechanisms 4 are provided at the upper left and lower left ends of the gaming machine 1. The inner frame 5 is formed in the shape of a picture frame and holds the game board 9 inside.
[0013] The front frame 7 has a transparent glass 11 held in the center, and side units 13 are provided so as to surround all or part of the transparent glass 11. The side unit 13 is designed with a decorative shape that matches the theme of the gaming machine 1, and may also be equipped with LEDs, movable parts, and other performance elements inside, thereby conveying the atmosphere of the game to the player. The side unit 13 is interchangeably attached to the front frame 7.
[0014] A key cylinder 15 for unlocking the door is provided at the right end of the front frame 7. Inserting a key into this key cylinder 15 and operating it in one direction releases the lock on the front frame 7 to the inner frame 5, allowing the front frame 7 to be opened forward. Operating it in the other direction releases the lock on the inner frame 5 to the outer frame 3, allowing the inner frame 5 to be opened forward.
[0015] An operation panel 17 is located on the lower side of the front frame 7. To the right of the operation panel 17 is a handle device 19 for launching game balls from the launching device 31. Below the handle device 19, a support platform 20 is provided for the player to rest their wrist on.
[0016] To the left of the control panel 17 are a game ball count display 21 and a counting switch 23. The game ball count display 21 consists of a 6-digit 7-segment LED and displays the number of game balls managed by the gaming machine 1 (the number of game balls held by the player; hereinafter referred to as the managed game ball count). The counting switch 23 receives input from the player to transfer the managed game ball count to the game value medium (card) of the game ball dispensing device.
[0017] Furthermore, the control panel 17 is equipped with operation buttons 25 that can be operated by the player. The operation buttons 25 include a performance button 25a, a directional key 25b, a brightness change button 25c, and a volume change button 25d. The effect button 25a becomes operable (input accepted) during a predetermined input acceptance period, and changes in the effect can be brought about by performing a predetermined operation (pressing, repeatedly pressing, holding, etc.). In addition, the effect button 25a also serves as an operator to instruct the confirmation of the item selected by the directional key 25b. The directional keys 25b are controls used by players, hall staff, and other users to select various items, indicate directions, and perform other actions. The brightness change button 25c is an operator for adjusting the brightness of the performance LED 27, which is controlled to have various lighting modes (light color, lighting pattern, etc.). It includes a plus button to increase the brightness of the performance LED 27 and a minus button to decrease the brightness of the performance LED 27. Note that some lamps (LEDs), such as the game ball count indicator 21 and the fourth symbol indicator 65, are provided whose brightness cannot be changed by operating the brightness change button 25c. The volume control button 25d is a control for adjusting the volume of sound output from the speaker 29, and consists of a plus button to increase the volume and a minus button to decrease the volume.
[0018] Below the control panel 17, a display panel 26 is provided. Inside the display panel 26, multiple display LEDs 27 are provided, and by controlling the lighting of these display LEDs 27, the display panel 26 as a whole lights up and displays in various patterns.
[0019] The LEDs 27 used for effects are controlled by the effect control board 120 and are installed in various locations other than within the effect panel 26. For example, the LEDs 27 used for effects are installed around the gaming machine 1, such as around the front frame 7, inside the side unit 13, inside the game board 9, etc.
[0020] Furthermore, multiple speakers 29 that output sound are provided around the gaming machine 1, for example, around the periphery of the front frame 7. Multiple speakers 29 are used to enable stereo sound reproduction and multi-channel sound reproduction for sounds related to the performance.
[0021] The inner frame 5 is provided with a circulation mechanism 30, including a launching device 31 and a lifting device 33, located below the game board 9. The circulation mechanism 30 circulates the game balls within the game machine 1. The launching device 31 launches the game balls toward the game area 37 with a force corresponding to the amount (rotation angle) of the player's operation on the handle 19a of the handle device 19. The lifting device 33 transports the game balls discharged from the game area 37 to the launching device 31. Furthermore, the lifting device 33 incorporates a polishing device that polishes the game balls while they are being lifted.
[0022] Next, the configuration of the game board 9 will be described with reference to Figures 3 and 4. Figure 3 is a front view of the game board 9. Figure 4 is a cross-sectional perspective view of section AA in Figure 3.
[0023] As shown in Figures 3 and 4, the game board 9 is provided with an outer rail 35 and an inner rail 36 for guiding the launched game balls. The outer rail 35 extends in an arc shape from the lower left end in the left-right direction, passing through the upper center end in the left-right direction and extending to the upper right end. The roughly circular area surrounded by the outer rail 35 is formed as the game area 37, and the area outside the roughly circular area is formed as the non-game area. The game area 37 is a space formed between the game board 9 and the transparent glass 11, and is an area in which game balls can flow down.
[0024] The inner rail 36 extends in an arc shape from slightly below the left end to the upper left end in the left-right direction, along the outer rail 35. The area sandwiched between the outer rail 35 and the inner rail 36 is formed as the game ball guide path 35a. The game ball guide path 35a is the path through which the game balls launched from the launching device 31 travel, guiding the game balls launched from the launching device 31 to the game area 37.
[0025] The game area 37 is divided into a left game area 37a and a right game area 37b by a center ornament 39 located in the center. The center ornament 39 has a center vertex 39a that protrudes upward to divide the left game area 37a and the right game area 37b. Note that the center vertex 39a may be formed at a position shifted to the right or left of the center, rather than being in the exact center in the left-right direction. Game balls launched by the launching device 31 with a predetermined launch intensity below that which does not exceed the center vertex 39a will flow down the left game area 37a, while game balls launched with a predetermined launch intensity or greater than that which exceeds the center vertex 39a will flow down the right game area 37b.
[0026] The game area 37 is provided with a stopper 38 that is continuous with the upper right end of the outer rail 35. The stopper 38 is positioned along the outer rail 35, causing the game balls launched by the launching device 31 with a predetermined launching force or higher to collide with the stopper 38 and guide them to the right game area 37b.
[0027] Furthermore, a backflow prevention member 40 is provided at the upper left end of the inner rail 36. The backflow prevention member 40 is biased counterclockwise by a spring (not shown) so as to block the game ball guide path 35a, and is also capable of rotating clockwise around the upper left end of the inner rail 36 as a pivot point by game balls entering the game area 37 from the game ball guide path 35a. In this way, the backflow prevention member 40 prevents game balls that have entered the game area 37 from flowing back into the game ball guide path 35a.
[0028] A special symbol 1 start port 41 is provided at the lower center of the game board 9. The special symbol 1 start port 41 is a prize entry port related to the starting conditions for the variable display operation of the first special symbol (hereinafter referred to as special symbol 1, and sometimes abbreviated as special symbol 1) on the main display unit 63, and is configured as a fixed start port.
[0029] A special symbol 2 start opening 43 is provided on the right side of the game board 9. The special symbol 2 start opening 43 is a prize entry point related to the starting conditions for the variable display operation of the second special symbol (hereinafter referred to as special symbol 2, and sometimes abbreviated as special symbol 2) on the main display unit 63, and is configured as a variable start opening whose opening and closing is controlled by the ordinary electric mechanism 45.
[0030] The standard electric mechanism 45 can be switched between an open state, which allows game balls to enter the special symbol 2 start opening 43, and a closed state, which makes it difficult or impossible for game balls to enter the special symbol 2 start opening 43, by operating the movable piece 45a.
[0031] Above the special symbol 2 start opening 43 in the right game area 37b, there is a regular symbol start opening 47 through which game balls can pass. This regular symbol start opening 47 is a gate related to the variable display operation of the regular symbols on the main display unit 63.
[0032] Below the special symbol 2 start opening 43 in the right game area 37b, a large prize opening 49 is provided. The large prize opening 49 is controlled to open and close by a special electric mechanism 51. The large prize opening 49 may also be provided above the special symbol 2 start opening 43. The special electric mechanism 51 can be switched between an open state, which allows game balls to enter the large prize opening 49, and a closed state, which makes it difficult or impossible for game balls to enter the large prize opening 49, by operating the movable piece 51a.
[0033] In addition, multiple prize entry points 53 are provided on the left and right lower sides of the game area 37. Furthermore, an outlet 55 is provided on the lower center side of the game area 37, and game balls that do not enter any of the prize entry points are discharged from the game area 37 through the outlet 55.
[0034] Furthermore, while the special symbol 1 starting gate 41 is only accessible to game balls that have flowed down the left game area 37a, it may also be accessible to game balls that have flowed down the right game area 37b. Furthermore, while only game balls that have flowed down the right game area 37b can enter or pass through the special symbol 2 starting opening 43, the regular symbol starting opening 47, and the big prize opening 49, game balls that have flowed down the left game area 37a may also enter or pass through.
[0035] In the gaming machine 1, when a game ball enters one of the various prize slots located in the game area 37, the number of prize balls set for the prize slot into which the game ball entered (for example, 3 balls for the special symbol 1 starting slot 41, 1 ball for the special symbol 2 starting slot 43, 15 balls for the large prize slot 49, and 5 balls for the prize slot 53) is dispensed.
[0036] Furthermore, an LCD unit (liquid crystal display device) 57 and an illumination panel 59 are provided in the area surrounded by the center ornament 39 in the center of the game board 9. The LCD unit 57, in accordance with the control of the performance control board 120 described later, displays, for example, three decorative patterns 201a to 201c (see Figure 8) in a variable and stopped manner, and displays various images (still images and moving images) for performances. The decorative symbols 201 come in multiple variations, including different numbers and symbols. The combination of the three decorative symbols 201a to 201c that are displayed indicates the result of the jackpot lottery, which will be described later.
[0037] The illumination panel 59 is made of a plate-shaped transparent synthetic resin material and is positioned opposite the LCD unit 57, on the player side (front side) than the LCD unit 57. The illumination panel 59 has predetermined patterns such as letters, figures, symbols, and designs formed on its front or back surface by embossing. When light is not incident on the illumination panel 59 from the side, the patterns are not visible or are difficult to see, but when light is incident on the side, the patterns emit diffused light and become visible to the player.
[0038] A space is formed between the LCD unit 57 and the illumination panel 59, and one or more movable components 61 are arranged within this space. Figures 3 and 4 illustrate one of the multiple movable components 61. The movable mechanism 61 is positioned in front of the LCD unit 57 and is retracted to a position where it is not normally visible to the player, as shown by the dashed line in Figure 3. Then, as shown by the solid line in Figure 3, the movable mechanism 61 is driven by the movable motor 61a (see Figure 7) during the display of the decorative symbols 201 (during the display of special symbols 1 and 2), etc., and moves to the front of the LCD unit 57, thereby giving the player a sense of anticipation for a big win.
[0039] A main display unit 63, which is a dot matrix display, is provided in the non-game area at the lower left of the game board 9. In addition, a fourth symbol display unit 65, which is a dot matrix display, is provided in the lower right of the LCD unit 57 on the game board 9.
[0040] Figure 5 illustrates the main display unit 63 and the fourth symbol display unit 65. The main display unit 63 is controlled by the main control board 100 and displays (notifies) information regarding the progress of the game by lighting, flashing, and extinguishing LEDs. In the following, the lighting, flashing, and extinguishing of LEDs will be collectively referred to as lighting display. As shown in Figure 5(a), the main display unit 63 includes a special symbol 1 display unit 63a that displays the variable display operation (lighting display) of special symbol 1, a special symbol 2 display unit 63b that displays the variable display operation of special symbol 2, and a normal symbol display unit 63c that displays the variable display operation of normal symbols. The main display unit 63 also includes a special symbol 1 reserved ball count display unit 63d that displays the number of reserved balls for special symbol 1, a special symbol 2 reserved ball count display unit 63e that displays the number of reserved balls for special symbol 2, a normal symbol reserved ball count display unit 63f that displays the number of reserved balls for normal symbols, a round display unit 63g that displays the prescribed number of rounds (maximum number of rounds) related to a jackpot, a game state display unit 63h that displays the game state (time-saving state, high probability state), and a right-hand shooting display unit 63i that prompts the player to shoot to the right. Right-handed play refers to the player operating the handle 19a to launch the game ball towards the right-hand play area 37b. The right-handed play indicator 63i is a display that informs the player that launching the game ball towards the right-hand play area 37b is more advantageous than launching it towards the left-hand play area 37a.
[0041] The fourth symbol display unit 65 is controlled by the performance control board 120 and notifies information regarding the progress of the game by lighting up LEDs. As shown in Figure 5(b), the fourth symbol display unit 65 is equipped with a special symbol 1 display unit 65a that displays the variable special symbol 1, and a special symbol 2 display unit 65b that displays the variable special symbol 2. The fourth symbol display unit 65 is also equipped with a special symbol 1 reserved ball count display unit 65c that displays the number of reserved balls for special symbol 1, a special symbol 2 reserved ball count display unit 65d that displays the number of reserved balls for special symbol 2, and a right-hand shooting display unit 65e that prompts the player to shoot to the right.
[0042] Returning to FIG. 3, in the left game area 37a on the game board 9, for example, character information 401 indicating the model name of the gaming machine 1 (here, "Heroic Legends") is written. The character information 401 may include not only the model name (copyright name) of the gaming machine 1, but also the name of the protagonist or the like, the name of the technique (technique name) used by the protagonist or the like, or characters that make it easy for the player to identify the model of the gaming machine 1. Since the character information 401 is written so as to stand out on the game board 9, the player can easily identify the model of the gaming machine 1 by checking the character information 401. In the character information 401, the model name of the gaming machine 1 is written in Chinese characters, for example. Specifically, as will be described later, the model name of the gaming machine 1 written in the character information 401 may be difficult to read as it is. In the present embodiment, the reading of "Heroic Legends" is "Hiroic Kurijensu", but if the reading (kana) of the character information 401 is written on the game board 9, the game board 9 will become messy. Therefore, the reading of the character information 401 is not written on the game board 9. [ Note that the character information 401 is written within the game area 37, but it may be written outside the game area 37, such as in one of the four corners of the game board 9, or it may be written on the front frame 7 of the side unit 13 or the like outside the game board 9. Also, an effect LED 27 may be arranged behind the character information 401, and the character information 401 may be lit up from behind when the effect LED 27 lights up.
[0043] Here, with respect to character information displayed or written in an abbreviation or the like by arranging the initial letters of Chinese characters, English, and Roman letters, the character information indicating the reading of the character information may be referred to as auxiliary character information. The auxiliary character information is displayed or written in hiragana, katakana, alphabet, or the like so that the reading of the character information can be understood, but it may be displayed or written by other methods.
[0044] <2. Control Configuration of the Gaming Machine> FIGS. 6 and 7 are block diagrams showing the control configuration of the gaming machine 1. The control configuration of the gaming machine 1 will be described with reference to the block diagrams of FIGS. 6 and 7. The gaming machine 1 of this embodiment is composed of a main control board 100 that comprehensively controls the progress of the game (game operation control), a frame control board 110 that comprehensively controls the management of the number of game balls (prize balls) and the management of game balls (launching, circulation), an effect control board 120 that receives effect control commands from the main control board 100 and comprehensively controls the execution of effects by the effect means, a power supply board 130 that generates and supplies the necessary power voltage to the gaming machine 1 from an external power supply, a game ball dispensing device connection terminal board 140 that is connected to a game ball dispensing device, and a decorative relay board 150, a front frame relay board 160, an upper decorative board 170, and a decorative board 180 on which components related to the effect means are provided or connected.
[0045] [2.1 Main Control Board] The main control board 100 comprises a main control unit 101 and a system reset circuit 103. The main control unit 101 is a microprocessor equipped with a CPU (Central Processing Unit), ROM (Read Only Memory), and RWM (Read / Write Memory). The ROM stores control programs for controlling game operations, as well as various data necessary for game operation control. The RWM functions as a work area and buffer memory. The CPU controls game operations by executing the control programs stored in the ROM.
[0046] The system reset circuit 103 detects power-on, power-off, power-related abnormalities, etc., and outputs a system reset signal to reset the main control unit 101. Although not shown in the diagram, the main control unit 101 also includes a CTC (Counter Timer Circuit) for implementing periodic interrupts, pulse output generation functions at regular intervals (bitrate generator), and time measurement functions; an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that provide interrupt signals; a watchdog timer (WDT) circuit for monitoring abnormal operation of the control program; an Intrusion Prevention Attack (IAT) circuit for monitoring whether the program is executing correctly within a preset address range; and a counter circuit (random number generation circuit) for generating random numbers within a certain range (hardware random values) in hardware.
[0047] The counter circuit described above includes a random number generation circuit that generates random numbers and a sampling circuit that samples random values from the random number generation circuit at predetermined timings, and functions as a 16-bit counter as a whole. The main control unit 101 sends instructions to the sampling circuit according to the processing state to obtain the value indicated by the random number generation circuit as a random number for jackpot determination (0 to 65535), and uses the random number for jackpot determination in the jackpot lottery. The random number for jackpot determination is obtained by adding a software random value, which is generated by appropriate software processing, and a hardware random value, in order to prevent cheating such as targeting specific jackpots.
[0048] The main control board 100 is connected to the following switches: a special symbol 1 start-up switch 41a for detecting the entry of a game ball into the special symbol 1 start-up 41; a special symbol 2 start-up 43a for detecting the entry of a game ball into the special symbol 2 start-up 43; a normal symbol start-up 47a for detecting the passage of a game ball into the normal symbol start-up 47; a prize-winning jackpot switch 53a for detecting the entry of a game ball into the prize-winning jackpot 53; and a large prize-winning jackpot switch 49a for detecting the entry of a game ball into the large prize-winning jackpot 49. The detection signals output from these switches are input to the main control unit 101. Therefore, the main control unit 101 can understand which prize-winning jackpot the game ball entered (passed through) based on the detection signals from each switch.
[0049] Furthermore, the main control board 100 is connected to a large prize opening solenoid 51b that operates a special electric mechanism 51 (movable piece 51a) that opens and closes the large prize opening 49, and a regular electric mechanism solenoid 45b that operates a regular electric mechanism 45 (movable piece 45a) that opens and closes the special symbol 2 start opening 43. The main control unit 101 outputs control signals to control these solenoids.
[0050] The game board 9 is also equipped with a magnetic sensor 67 for detecting magnetism, a radio wave sensor 69 for detecting radio waves, and a vibration sensor 71 for detecting vibrations, and these sensors are connected to the main control board 100. Signals from these sensors are input to the main control unit 101.
[0051] Furthermore, the main control board 100 is connected to the main display unit 63. The main control unit 101 outputs a control signal to illuminate the main display unit 63.
[0052] The main control board 100 is connected to the frame control board 110 so that they can communicate with each other. The main control board 100 (main control unit 101) mainly transmits control commands containing information about prize balls and launch control signals indicating whether or not to launch game balls to the frame control board 110. The main control board 100 also receives from the frame control board 110 a door open signal indicating the opening of the front frame 7, an RWM clear signal to clear the RWM, a power supply abnormality signal indicating a power supply abnormality, and a frame communication confirmation signal to confirm communication. Furthermore, the main control board 100 receives drive power (DC35VA, DC12VA, DC5VA, backup power) from the frame control board 110.
[0053] The main control board 100 transmits various performance control commands, including information related to the special symbol variation display game and error information, to the performance control board 120. However, in order to prevent fraudulent activities such as cheating, the main control board 100 only transmits signals to the performance control board 120 and is configured as a one-way communication system in which it cannot receive signals from the performance control board 120.
[0054] [2.2 Frame control board] The frame control board 110 includes a frame control unit 111, an RWM clear switch 112a, a game ball count clear switch 112b, a ball removal switch 112c, an error release switch 112d, a performance indicator 113, a system reset circuit 114, a power supply abnormality signal generation circuit 115, a launch control circuit 116, and a backup power supply generation circuit 117.
[0055] The frame control unit 111 is a microprocessor equipped with a CPU, ROM, and RWM. The ROM stores control programs for managing the number of game balls, controlling the launching device 31 and the lifting device 33, and various other data necessary for these controls. The RWM functions as a work area and buffer memory. The CPU manages the number of game balls and controls the launching device 31 and the lifting device 33 by executing the control programs stored in the ROM.
[0056] The RWM clear switch 112a, the game ball count clear switch 112b, the ball removal switch 112c, and the error clear switch 112d are push-button type switches. If the RWM clear switch 112a is pressed when the power is turned on, the frame control unit 111 clears the RWM and transmits an RWM clear signal to the main control board 100. Upon receiving the RWM clear signal, the main control unit 101 clears a predetermined area of the RWM.
[0057] If the game ball count clear switch 112b was pressed when the power was turned on, the frame control unit 111 clears the game ball count it manages. As a result of the game ball count being cleared, 0 will be displayed on the game ball count display unit 21.
[0058] If the ball removal switch 112c is pressed when the power is turned on, the frame control unit 111 performs a ball removal process to eject the game balls sealed inside the game machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that it has detected game balls with the lifting inlet switch 33f, which will be described later.
[0059] The frame control unit 111 clears the specific error that occurred when the error clear switch 112d is pressed when a specific error occurs.
[0060] If the ball removal switch 112c is pressed when the power is turned on, the frame control unit 111 performs a process to discharge the game balls sealed inside the game machine 1 to the outside. Specifically, the frame control unit 111 drives the lifting motor 33a on the condition that it has detected game balls with the lifting inlet switch 33f, which will be described later.
[0061] The frame control unit 111 clears the specific error that occurred when the error clear switch 112d is pressed when a specific error occurs.
[0062] The performance indicator 113 is composed of, for example, a 6-digit 8-segment (7 segments + 1 dot) display. The performance indicator 113 is controlled by the frame control unit 111 and displays game performance information calculated based on game results over a predetermined period (for example, every 6000 games). Game performance information includes the continuous prize ratio, prize ratio, and base. The continuous prize ratio is the proportion of the total number of prize balls that are awarded for entering the large prize slot 49. The prize ratio is the proportion of the total number of prize balls that are awarded for entering the special symbol 2 start slot 43 and the prize balls that are awarded for entering the large prize slot 49. The base is the proportion of the total number of prize balls that are awarded for the total number of game balls shot. Furthermore, the performance display unit 113 can switch and display game performance information for each predetermined period (each interval).
[0063] The system reset circuit 114 detects power-on, power-off, power-related abnormalities, etc., and outputs a system reset signal to reset the frame control unit 111.
[0064] The power supply abnormality signal generation circuit 115 monitors the voltage drop of the drive power supply (5V DC voltage (DC5VA), 12V DC voltage (DC12VA)) supplied from the power supply board 130, and outputs a power supply abnormality signal to the main control unit 101 when the voltage falls below a predetermined threshold. The power supply abnormality signal generation circuit 115 may also be configured to monitor the voltage drop of the 24V AC voltage (AC24V).
[0065] The launch control circuit 116 controls the launch of game balls from the launch device 31 by driving and controlling the launch device 31 (ball feeding solenoid 31a, launch solenoid 31b).
[0066] The backup power generation circuit 117 generates a backup power supply (VBB) that is supplied to the RWMs of the main control unit 101 and the frame control unit 111 when the power supply is interrupted. When the RWMs of the main control unit 101 and the frame control unit 111 receive the backup power supply (VBB), they are able to retain (back up) the stored data for a certain period of time even when a power outage occurs.
[0067] A door open sensor 73, which is provided on the inner frame 5, is connected to the frame control board 110. When the door open sensor 73 detects that the front frame 7 has been opened relative to the inner frame 5, or that the inner frame 5 has been opened relative to the outer frame 3, it outputs a door open signal to the main control board 100 via the frame control board 110.
[0068] The circulation mechanism 30 provided in the inner frame 5 includes a lifting motor 33a, an out ball switch 33b, a foul ball switch 33c, an over-position detection switch 33d, an under-position detection switch 33e, a lifting inlet switch 33f, a lifting outlet switch 33g, and a lifting position detection switch 33h, all of which are connected to the frame control board 110.
[0069] The circulation mechanism 30 includes a pre-lift path to which game balls discharged from the game area 37 are guided, a lift path to which game balls that have passed through the pre-lift path are lifted, and a post-lift path to which game balls lifted in the lift path are guided to the launching device 31. In the circulation mechanism 30, game balls discharged from the game area 37 are guided through the pre-lifting path to the lowest end of the lifting path. Once guided to the lowest end of the lifting path, the game balls are lifted upward within the lifting path by the lifting device 33. After reaching the uppermost end of the lifting path, the game balls are sent to the post-lifting path and then guided through the post-lifting path to the launching device 31.
[0070] The lifting motor 33a is controlled by the frame control unit 111 and rotates a lifting part, which is for example a spiral member, located within the lifting path. The rotated lifting part guides game balls that have reached the downstream end of the pre-lifting path into the lifting path and lifts game balls that have accumulated within the lifting path upward. It also sends game balls from the uppermost end of the lifting path to the post-lifting path.
[0071] The out ball switch 33b, foul ball switch 33c, excessive position detection switch 33d, under-position detection switch 33e, lifting inlet switch 33f, and lifting outlet switch 33g are switches that detect game balls, and when a game ball is detected, a detection signal is output to the frame control board 110 (frame control unit 111).
[0072] The out ball switch 33b is located upstream of the pre-lift path and detects game balls (out balls) that have been ejected from the game area 37 and guided into the pre-lift path. The foul ball switch 33c is located in the foul ball confluence path, which is connected between the positions where the out ball switch 33b and the excessive position detection switch 33d are located in the pre-lift path. It detects game balls launched from the launcher 31 that do not reach the game area 37 and are returned to the pre-lift path via the foul ball confluence path.
[0073] The over-position detection switch 33d and the under-position detection switch 33e are positioned downstream of the out-ball switch 33b on the pre-lift path and separated by a predetermined distance, and are used to detect game balls that remain in the pre-lift path. The over-position detection switch 33d is located upstream of the under-position detection switch 33e on the pre-lift path. Furthermore, if the over-position detection switch 33d does not detect any game balls when the power is turned on, and the under-position detection switch 33e does detect game balls, that is, if there are game balls at the position where the under-position detection switch 33e is located, and there are no game balls at the position where the over-position detection switch 33d is located, the frame control unit 111 determines that the correct number of game balls are sealed inside the game machine 1. On the other hand, if the under-position detection switch 33e does not detect game balls when the power is turned on, the frame control unit 111 determines that there are too few game balls sealed inside the game machine 1. Also, if the over-position detection switch 33d detects game balls when the power is turned on, the frame control unit 111 determines that there are too many game balls sealed inside the game machine 1. In other words, in these cases, the frame control unit 111 determines that the normal number of game balls are not sealed inside the game machine 1. In this case, the frame control unit 111 sends a signal to the main control unit 101 indicating that the normal number of game balls are not sealed inside, and the main control unit 101 sends a performance control command to the performance control unit 121 indicating that the normal number of game balls are not sealed inside. The performance control unit 121 then notifies hall staff, etc., that the normal number of game balls are not sealed inside by displaying it on the LCD unit 57, etc.
[0074] The lifting inlet switch 33f is located near the downstream end of the pre-lifting path and detects game balls that are accumulating near the downstream end of the pre-lifting path. The lifting exit switch 33g is located in the middle of the lifting path and detects game balls that are stuck at that location. The frame control unit 111 rotates the lifting motor 33a when a game ball is detected at the lifting inlet switch 33f (meaning game balls are accumulated in the pre-game path) and no game ball is detected at the lifting outlet switch 33g (meaning no predetermined number of game balls are accumulated in the post-lift path).
[0075] The frame control unit 111 then stops the lifting motor 33a when a game ball is detected by the lifting outlet switch 33g, that is, when a predetermined number of game balls are accumulated in the lifting path.
[0076] The lifting position detection switch 33h detects the rotation angle of the lifting motor 33a. The frame control unit 111 rotates the lifting motor 33a based on the rotation angle detected by the lifting position detection switch 33h.
[0077] The launching device 31 includes a ball feeding solenoid 31a, a launching solenoid 31b, and a subtraction port switch 31c. The ball feeding solenoid 31a, based on control by the frame control unit 111, sends the game ball located at the downstream end of the lifted path to the launch position in the launching device 31. The launch solenoid 31b, based on control by the frame control unit 111, launches the game ball that has been sent to the launch position by the ball feeding solenoid 31a toward the game area 37. The subtraction port switch 31c is located at the downstream end of the lifting path and detects the game ball being sent to the launch position in the launching device 31 by the ball feeding solenoid 31a. When a game ball is detected by the subtraction input switch 31c, the frame control unit 111 subtracts 1 from the number of managed game balls. Also, when a game ball launched from the launching device 31 is detected by the foul ball switch 33c as being guided to the pre-lift path via the foul ball confluence path without reaching the game area 37, the frame control unit 111 adds 1 to the number of managed game balls to restore the subtracted value. Furthermore, when the frame control unit 111 receives a control command indicating the number of prize balls from the main control board 100 (main control unit 101), it adds the number of prize balls indicated in the command to the total number of managed game balls.
[0078] Furthermore, when the counting switch 23 provided on the front frame 7 is operated by the player, the frame control unit 111 transfers the number of managed game balls to the valuable medium of the game ball dispensing device via the game ball dispensing device connection terminal board 140. Specifically, if the counting switch 23 is operated for a shorter time than a predetermined time, a signal is output to the game ball dispensing device that subtracts 1 from the managed game ball count and adds 1 to the number of game balls recorded on the valuable medium. As a result, the game ball dispensing device adds 1 to the number of game balls recorded on the valuable medium. Furthermore, if the counting switch 23 is operated for a longer period than predetermined, a signal is periodically output to the game ball dispensing device that subtracts 250 from the managed game ball count and adds 250 to the number of game balls recorded on the valuable medium. As a result, the game ball dispensing device adds 250 to the number of game balls recorded on the valuable medium each time it receives a signal. Furthermore, when the frame control unit 111 receives a loan notification from the game ball dispensing device to lend out game balls based on the number of game balls or monetary information stored in the valuable medium, it adds the number of game balls corresponding to the loan notification to the managed number of game balls. In this case, the number of game balls or monetary information recorded in the valuable medium will be reduced by the value corresponding to the number of game balls corresponding to the loan notification.
[0079] The handle device 19 provided on the front frame 7 is equipped with a touch sensor 19b, a firing stop switch 19c, and a firing intensity VR 19d, and these sensors are connected to the frame control board 110. The frame control board 110 can receive detection signals from the touch sensor 19b, the firing stop switch 19c, and the firing intensity VR 19d.
[0080] The touch sensor 19b detects when the player is touching the handle 19a. The firing stop switch 19c is a push-button type switch. The firing intensity VR19d detects the amount of movement (rotation angle) of the handle 19a.
[0081] The launch control circuit 116 launches game balls from the launching device 31 by controlling the supply of power to the ball feeding solenoid 31a and the launching solenoid 31b based on the launch control signals output from the main control unit 101 and the frame control unit 111. Specifically, the launch control signal that permits launching is output from the main control unit 101 and the frame control unit 111, the touch sensor 19b detects that the player is touching the handle 19a, and the launch stop switch 19c is not operated, at which point the launching operation of the launching device 31 to launch game balls is permitted. The launch control circuit 116 then controls the launch solenoid 31b so that the game ball is launched with a launch intensity corresponding to the input amount detected by the launch intensity VR19d.
[0082] Furthermore, a game ball count indicator 21 is connected to the frame control board 110. The frame control board 110 transmits control signals to the game ball count indicator 21 to illuminate and display the managed game ball count.
[0083] Furthermore, the front frame 7 is equipped with a radio wave sensor 75 that detects radio waves at a position opposite the foul ball switch 33c, and the radio wave sensor 75 is connected to the frame control board 110. The radio wave sensor 75 is equipped with a coil and detects radio waves based on the induced magnetic field applied to the coil. The radio wave sensor 75 mainly detects unauthorized radio waves directed at the foul ball switch 33c and outputs a detection signal to the frame control board 110.
[0084] [2.3 Power Supply Board] The power supply board 130 receives an external AC input power supply (AC24V) and generates DC voltages that serve as the drive power supply for each component based on the input AC input power supply (AC24V). The power supply board 130 generates 35V DC voltage (DC35VA, DC35VB), 12V DC voltage (DC12VA, DC12VB), and 5V DC voltage (DC5VA) from the AC input power supply.
[0085] The generated 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), and 5V DC voltage (DC5VA), along with the externally input AC power supply (AC24V), are supplied to the frame control board 110. Furthermore, the 35V DC voltage (DC35VA), 12V DC voltage (DC12VA), and 5V DC voltage (DC5VA) supplied to the frame control board 110 are also supplied to the main control board 100 along with the backup power generated by the frame control board 110. Furthermore, the generated 35V DC voltage (DC35VB) and 12V DC voltage (DC12VB) are supplied to the performance control board 120. In addition, the generated 12V DC voltage (DC12VB) is also supplied to the front frame relay board 160.
[0086] [2.4 Performance control board, etc.] The performance control board 120 is connected to the decorative relay board 150, the front frame relay board 160, and the LCD unit 57, and the upper decorative board 170 is connected via the front frame relay board 160. The decorative relay board 150 is connected to a movable motor 61a for driving the movable mechanism 61, a movable position detection switch 61b for detecting the position of the movable mechanism 61, a fourth symbol display 65, and a decorative board 180. Furthermore, the decorative relay board 150 is equipped with a motor driver 61c for driving the movable motor 61a and an LED driver 27a for controlling the lighting of the performance LEDs 27.
[0087] The front frame relay board 160 is located below the hinge mechanism 4 side of the front frame 7, and is positioned so that the connector is exposed on the rear side (towards the game board 9) (see Figure 2). The front frame relay board 160 is connected to a speaker 29, operation buttons 25, a vibration device 77 that provides vibration to the player, and a decorative board 180. The front frame relay board 160 is also equipped with a power generation circuit 151 that generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB). The 5V DC voltage (DC5VB) generated by the power generation circuit 151 is supplied to the upper decorative board 170 along with the 12V DC voltage (DC12VB).
[0088] The upper decorative circuit board 170 is located in the upper center of the front frame 7, and is positioned so that the connector is exposed on the rear side (towards the game board 9) (see Figure 2). The upper decorative circuit board 170 is connected to a movable body motor 61a, a movable body position detection switch 61b, a wind device 79, and a decorative circuit board 180. The wind device 79 is driven by the performance control unit 121 and blows wind towards the player.
[0089] The decorative circuit board 180 mainly consists of one on which the performance LEDs 27 are arranged, and another on which the performance LEDs 27 and LED drivers 27a are arranged, and different decorative circuit boards 180 may be connected in a continuous sequence. Note that the number and connection relationship of the decorative circuit boards 180 are merely examples, and other configurations are also possible.
[0090] The performance control board 120 includes a performance control unit 121, a sound ROM 123, a sound IC 125, a VDP circuit 127, and a power supply generation circuit 129.
[0091] The performance control unit 121 is a microprocessor equipped with a CPU, ROM, and RWM. The ROM stores control programs for the performance means and various data necessary for controlling the performance operations. The RWM functions as a work area and buffer memory. The CPU controls the performance means by loading the control programs stored in the ROM into the RWM and executing them.
[0092] The performance control unit 121 performs calculation processing for various performance operations and controls each performance means based on the performance control program and performance control commands received from the main control board 100. The performance means are devices that perform performances to notify or suggest whether or not a favorable state will occur for the player during the game, and include performance LEDs 27, speakers 29, LCD units 57, illumination panels 59, movable parts 61, vibration devices 77, and wind devices 79.
[0093] The performance control unit 121 receives performance control commands from the main control board 100 and determines a performance scenario based on the performance control commands. The performance control unit 121 then controls the performance means to execute the performance based on the determined performance scenario.
[0094] For example, the performance control unit 121 instructs the motor driver 61c to move the movable prop 61 based on the performance scenario, and instructs the LED driver 27a to light up the performance LED 27 based on the performance scenario. In addition, the LED driver 27a provided on the decorative relay board 150 instructs the fourth symbol display 65 to light up in addition to the performance LED 27. Furthermore, the performance control unit 121 drives the vibration device 77 to generate vibrations based on the performance scenario, and drives the wind device 79 to blow air based on the performance scenario.
[0095] The sound ROM 123 stores sound data such as background music and sound effects. The sound IC 125 reads the sound data corresponding to the determined performance scenario from the sound ROM 123 and outputs it to the speaker 29. As a result, the speaker 29 emits background music and sound effects corresponding to the determined performance scenario.
[0096] The VDP circuit 127 includes a VDP (Video Display Processor), an image ROM, and VRAM (Video RAM). The VDP controls all aspects of video output processing, including image unpacking and image rendering. The image ROM stores the image data that the VDP uses for image processing. VRAM is an image memory area that temporarily stores image data expanded by VDP. The VDP circuit 127 generates various image data based on the performance scenario and outputs it to the LCD unit 57. As a result, various performance images are displayed on the LCD unit 57.
[0097] The power generation circuit 129 generates a 5V DC voltage (DC5VB) from a 12V DC voltage (DC12VB).
[0098] <3. Overview of Operation> Next, we will explain the general operation of the gaming machine 1, which is realized by the control configuration described above (Figures 6 and 7).
[0099] [3.1 Game Status] In the gaming machine 1, in addition to the special game state for winning big, multiple types of game states can be set. To facilitate understanding of this embodiment, the various game states will be explained first.
[0100] Game machine 1 proceeds in one of two game states, which is a combination of either a low probability state or a high probability state, and either a non-time-saving state or a time-saving state.
[0101] A low-probability state is a state where the probability of winning the jackpot lottery is relatively low, while a high-probability state is a state where the probability of winning the jackpot lottery is relatively high. In the non-shortened time state, it is relatively difficult for game balls to enter the special symbol 2 start slot 43, while in the shortened time state, it is relatively easy for game balls to enter the special symbol 2 start slot 43. For example, in the shortened time state, the opening time of the special symbol 2 start slot 43 when a regular symbol win is achieved is set to be longer than in the non-shortened time state. However, if it is easier for game balls to enter the special symbol 2 start slot 43 in the shortened time state than in the non-shortened time state, then in the shortened time state, for example, the probability of winning the regular symbol win lottery may be increased, or the variation time of the regular symbols may be shortened. In this embodiment, "normal state" refers to the low-probability state and the non-time-saving state, and corresponds to the initial state. Furthermore, the gaming machine 1 does not necessarily have to have any of the above-mentioned game states, and may have other game states. For example, the gaming machine 1 may not have a low probability state or a high probability state, and the game may proceed in either a non-time-saving state or a time-saving state.
[0102] [3.2 Special Symbol Variation Display Game] In game machine 1, the special symbol 1 variation display game is executed based on the entry (winning) of a game ball into the special symbol 1 start slot 41. In the Special Symbol 1 Variable Display Game, random numbers used in the Special Symbol 1 Variable Display Game (random numbers for jackpot determination, random numbers for special symbol determination, and random numbers for variable pattern) are acquired based on the entry of a game ball into the Special Symbol 1 Start Port 41. Based on the acquired random numbers, the main control unit 101 performs a jackpot lottery, a symbol lottery, and a variable pattern lottery. In the jackpot lottery, either a jackpot or a loss is determined by lottery based on the jackpot determination random number. In the symbol lottery, the final stopping symbol (jackpot symbol, losing symbol) is determined by lottery based on the result of the jackpot lottery and the special symbol determination random number. In the variable pattern lottery, the variable pattern that defines the variable time of the special symbol is determined by lottery based on the results of the jackpot lottery and the symbol lottery, and the variable pattern random number. In the Special Symbol 1 Variable Display Game, after the variable display of Special Symbol 1 begins on the Special Symbol 1 display unit 63a, and after the variable time based on the result of the variable pattern lottery has elapsed, the stopped symbol determined by the symbol lottery is stopped and displayed on the Special Symbol 1 display unit 63a.
[0103] In the gaming machine 1, when a game ball passes through the special symbol 1 start port 41, that is, when a detection signal is input from the special symbol 1 start port switch 41a, a random number used in the special symbol 1 variable display game is acquired, and this random number is stored as hold data in the special symbol 1 hold memory area of the RWM up to the maximum number of hold memory (for example, a maximum of 4).
[0104] Furthermore, in the game machine 1, the special symbol 2 variation display game is executed based on the entry (winning) of a game ball into the special symbol 2 start slot 43. In the special symbol 2 variation display game, similar to the special symbol 1 variation display game, the main control unit 101 performs a jackpot lottery, a symbol lottery, and a variation pattern lottery based on the acquired random number. After the special symbol 2 variation display starts on the special symbol 2 display unit 63b, and after the variation time based on the result of the variation pattern lottery has elapsed, the stop symbol determined by the symbol lottery is stopped and displayed on the special symbol 2 display unit 63b.
[0105] In the gaming machine 1, when a game ball passes through the special symbol 2 start port 43, that is, when a detection signal is input from the special symbol 2 start port switch 43a, a random number related to the special symbol 2 variable display game is acquired, and this random number is stored as hold data in the special symbol 2 hold memory area of the RWM up to the maximum number of hold memory (for example, a maximum of 4).
[0106] When explaining the Special Symbol 1 Variation Display Game and the Special Symbol 2 Variation Display Game without distinguishing between them, they will simply be referred to as the Special Symbol Variation Display Game.
[0107] [3.3 Big Win Game] If a player wins a jackpot in the jackpot lottery and the jackpot symbol is displayed on either the special symbol 1 display 63a or the special symbol 2 display 63b, a jackpot game that is more advantageous to the player than the special symbol variation display game will then be played based on the jackpot symbol. The jackpot symbol is determined by a symbol lottery based on a random number for special symbol determination and the game state when a jackpot is won in the jackpot lottery, and is associated with a predetermined number of rounds.
[0108] In a jackpot game, after a predetermined pre-opening interval (opening time) has elapsed, the large prize slot 49 opens and then closes after a predetermined time (maximum opening time) has elapsed, or when the number of balls that have entered the large prize slot 49 reaches the maximum number of balls that can be won. This "round game" is repeated for a predetermined number of rounds (number of rounds based on the jackpot symbol). After the predetermined number of rounds is completed, the jackpot game ends after a predetermined post-opening interval (ending time) has elapsed.
[0109] If a jackpot is won, the game state at the time of the jackpot, the game state after the jackpot ends, the number of bonus rounds, and the number of time-saving rounds are determined according to the game state at the time of the jackpot and the winning symbols that were determined. The "probability variation count" refers to the number of times a special symbol variation display game is played, which allows the high-probability state to continue after a big win. If the high-probability state is set after a big win, and the special symbol variation display game count for the probability variation count ends without winning another big win, the game state will transition to the low-probability state. The "Short Time Count" refers to the number of times a special symbol variation display game can be played after a big win, allowing the Short Time state to continue. If the Short Time state is set after a big win, and the Special Symbol Variation Display Game for the Short Time Count ends without a big win, the game state will transition to a non-Short Time state.
[0110] [3.4 Regular Symbol Variation Display Game] In game machine 1, a game of displaying the changing symbols is executed based on the fact that a game ball has passed through the regular symbol starting opening 47. In the regular symbol variation display game, a random number (random number for determining regular symbol wins) is obtained based on the passage of the game ball through the regular symbol start opening 47, and the main control unit 101 performs a lottery for regular symbol wins. Based on the lottery result of the regular symbol win lottery, the regular symbols are displayed in a variation on the regular symbol display unit 63c, and after a predetermined variation time has elapsed, the lottery result is displayed as stopped. In the gaming machine 1, when a game ball passes through the regular symbol start opening 47, that is, when a detection signal is input from the regular symbol gate detection sensor 26a, a random number related to the regular symbol variation display game (a random number for determining a regular symbol win) is acquired, and this random number is stored as hold data in the regular symbol hold storage area of the RWM up to the maximum number of hold storage units (for example, up to 4).
[0111] If a regular symbol win is achieved in the regular symbol win lottery and the regular symbol is displayed on the regular symbol indicator 63c in the "regular symbol win" manner, then the regular electric opening game is performed. In the regular electric opening game, the regular electric mechanism solenoid 45b is activated, causing the regular electric mechanism 45 to open, and the special symbol 2 start opening 43 is opened, making it easier for game balls to flow in. In the regular electric opening game, the operation of opening the special symbol 2 start opening 43 is repeated a predetermined number of times (for example, once) until a predetermined time (for example, 5.7s) has elapsed or the number of game balls that have entered the special symbol 2 start opening 43 reaches a predetermined number (for example, 6 balls).
[0112] [3.5 An example of staging] Figure 8 illustrates an example of a variation effect. The effect control board 120 receives effect control commands from the main control board 100 and controls the execution of the effect by the effect means. For example, in the special symbol variation display game, the variation effect is performed in synchronization with the special symbol variation display game based on the control of the effect control board 120.
[0113] In the variation animation, for example, three decorative symbols 201 (left symbol 201a, middle symbol 201b, right symbol 201c) are displayed by scrolling in the center of the LCD unit 57, a predetermined sound is output from the speaker 29, and the performance LED 27 lights up in a predetermined lighting pattern. The left symbol 201a, the middle symbol 201b, and the right symbol 201c each have multiple symbols (for example, symbols "1" through "7"), and these multiple symbols are scrolled and displayed on the LCD unit 57. Finally, one of the multiple symbols stops and is displayed, thereby notifying the result of the jackpot lottery.
[0114] Furthermore, the lower part of the LCD unit 57 is provided with a hold display area 205 where a hold display 203 (203a to 203d) corresponding to the number of hold balls for special symbol 1 or special symbol 2 is displayed, and a display area 209 for displaying a hold display corresponding to the special symbol variation display game currently in progress as the hold display 207.
[0115] Multiple display patterns are provided for the hold indicator 203 and the hold indicator 207. When a game ball enters the special symbol 1 start port 41 or the special symbol 2 start port 43, the display pattern to be displayed on the hold indicator 203 and the hold indicator 207 is determined by the performance control unit 121 based on the results of the pre-reading judgment (jackpot lottery, symbol lottery, and variation pattern lottery) performed in advance by the main control unit 101. The hold display area 205 and the hold display area 209 display the hold display 203 and the hold display 207 according to the display pattern determined by the performance control unit 121. As for the display patterns, there are multiple patterns with different display colors, such as default (white), blue, green, red, and gold. Note that the multiple display patterns may differ not only in color but also in shape. Furthermore, the display pattern may change from the time it is first displayed in the hold display area 205 until it is hidden in the display area 209. The display pattern of the hold display 207 that is finally displayed in the display area 209 indicates the probability of a big win. Changing the display patterns of the hold display 203 and the hold display 207 in this way is an example of a so-called pre-announcement effect, which suggests or notifies the lottery result of the special symbol variation display game before the special symbol variation display game related to the hold display 207 begins. Hereinafter, the effect in which the hold display 203 or the hold display 207 is displayed in a display pattern other than the default will be referred to as a hold pre-announcement effect.
[0116] Additionally, the lower left of the LCD unit 57 displays a scrolling mini-symbol 202, which corresponds to the three decorative symbols 201 (left symbol 201a, middle symbol 201b, and right symbol 201c) and has a smaller display area than the three decorative symbols 201. The mini-symbol 202 ultimately displays a combination of symbols that indicates the result of the jackpot lottery. Unlike decorative symbol 201, mini symbol 202 is always displayed regardless of the progress of the special symbol variation display game or the progress of the jackpot game. Furthermore, mini symbol 202 has a higher display priority (it is set on a higher layer) than other images (for example, decorative symbol 201 and images used in variation and jackpot effects). Therefore, mini symbol 202 is always visible to the player.
[0117] Furthermore, a background image 210 (see Figure 34), which will be described later, will be displayed behind these decorative patterns 201, the hold indicator 203, the said hold indicator 207, and the mini-pattern 202, but for the sake of explanation, it is omitted here.
[0118] As shown in Figure 8(a), the previous special symbol variation display game has ended, and the left symbol 201a is the "1" symbol, the middle symbol 201b is the "2" symbol, and the right symbol 201c is the "3" symbol. Similarly, the mini symbols 202 are assumed to have stopped displaying the "1", "2", and "3" symbols. Also, the four hold displays 203a to 203d are assumed to have been displayed in the hold display area 205.
[0119] Subsequently, the performance control unit 121 determines the performance scenario and the decorative symbol 201 to be stopped for the next special symbol variation display game. When the special symbol variation display game starts, as shown in Figure 8(b), the variation display of decorative symbols 201a to 201c and mini symbols 202 begins (in the figure, decorative symbols 201 during variation are indicated by white arrows, and mini symbols 202 during variation are indicated by arrows). At the same time, the hold display 203 is shifted in the hold display area 205, and the hold display 203a that was displayed on the far left in the hold display area 205 is displayed as the hold display 207 in the display area 209.
[0120] As shown in Figure 8(c), after the left and right decorative symbols 201a and 201c temporarily stop on the same "7" symbol (after entering a so-called "reach" state), as shown in Figure 8(d), when an image related to the SP effect (referred to as "SP effect image" in the figure) is displayed on the LCD unit 57, the hold display 203 and the said hold display 207 are hidden, and the decorative symbols 201a and 201c are displayed separately, for example, in the upper left and upper right. At this time, the mini symbol 202 continues to be displayed in a variable state.
[0121] Then, as shown in Figure 8(e), the player is notified that they have won a jackpot when, for example, the decorative symbols 201a-201c and the mini symbol 202 stop and display as the same "7" symbol. If the player has not won a jackpot, the decorative symbols 201a-201c and the mini symbol 202 will not stop and display together, and the player is notified that they have lost.
[0122] After the decorative symbols 201a to 201c stop and display as the same symbol, a jackpot animation is executed when a jackpot game begins. As shown in Figure 8(f), the LCD unit 57 displays an image related to the jackpot game (indicated as "jackpot" in the figure), and a right-hand shooting image 300 prompting the player to shoot to the right is displayed in the right-hand shooting display area 301 in the upper right of the LCD unit 57. As a result, the player will shoot to the right. In addition, the mini symbol 202 continues to be displayed as the same "7" symbol.
[0123] <4. Processing on the main control board> Next, the processing performed by the main control unit 101 of this embodiment will be described. The processing performed by the main control unit 101 mainly consists of the main processing (main control side main processing: Figure 9) and the timer interrupt processing (main control side timer interrupt processing: Figure 10) which is started by a scheduled interrupt.
[0124] [4.1 Main Control Side Main Processing] Figure 9 is a flowchart showing the main processing on the primary control side. When power is supplied from the power supply board 130 and the main control side main processing starts, the main control unit 101 executes the main control side main processing shown in Figure 9. Specifically, in step S101, the internal registers of the CPU are set.
[0125] In step S102, it is determined whether the power supply abnormality signal is ON (abnormal). If the power supply abnormality signal is ON (Yes in step S102), the process returns to step S102. If the power supply abnormality signal is not ON (normal) (No in step S102), access to RWM is permitted in step S103.
[0126] In step S104, it is determined whether the input signal (RWM clear signal) from the RWM clear switch 112a is ON. The input signal from the RWM clear switch 112a is ON when the RWM clear switch 112a is pressed, and OFF when the RWM clear switch 112a is not pressed. If the input signal from the RWM clear switch 112a is not ON (No in step S104), in step S105, it is determined whether the backup flag is ON. The backup flag is a flag that indicates whether the backup process was performed in the power check / backup process described later in step S201, and is set to ON if the backup process was performed.
[0127] If the backup flag is ON (Yes in step S105), the backup restore process is performed in step S106, and the process moves to step S108. The backup restore process is a restore process that allows the game to resume after power is turned on, based on the game information backed up to the RWM when the power was cut off. Furthermore, during the backup restoration process, performance control commands corresponding to the backup restoration are sent to the performance control board 120.
[0128] On the other hand, if the input signal from the RWM clear switch 112a is ON (Yes in step S104), or if the backup flag is not ON (No in step S105), the RWM clear recovery process is executed in step S107, and the process moves to step S108. This RWM clear recovery process initializes the values in a predetermined area (used area) including the work area in RWM, and sends a performance control command to the performance control board 120 indicating that the RWM clear recovery has been completed.
[0129] In step S108, startup initialization processing necessary for starting game operation is performed, such as initializing the values of the registers in each part, including the main control unit 101. The startup initialization processing includes sending a performance control command to the performance control board 120 to instruct the start of the game, sending a command indicating the number of balls held for special symbol 1 and special symbol 2, and turning on the launch control signal to the frame control board 110.
[0130] In step S109, the system is set to an interrupt-disabled state, and in the following step S110, a random number update process is executed. In this random number update process, various random numbers used in the special symbol variation display game and the normal symbol variation display game are updated, and in step S111, the system is set to an interrupt-enabled state before returning to step S109.
[0131] In this way, the processes in steps S109 to S111 are repeated in an infinite loop. The main control unit 101 repeatedly executes these processes in steps S109 to S111, except when it is performing timer interrupt processing which is executed intermittently.
[0132] [4.2 Main control side timer interrupt processing] Figure 10 is a flowchart showing the main control side timer interrupt processing. The main control unit 101 activates the main control-side timer interrupt process shown in Figure 10 in response to an interrupt from the CTC at regular intervals (4ms), and executes the main control-side timer interrupt process by interrupting during the execution of the main control-side main process.
[0133] When the main control unit 101 starts the main control-side timer interrupt processing, it executes a power check and backup process in step S201. In this power check and backup process, it mainly monitors the power level supplied from the power supply board 130, and if an abnormality such as a power outage occurs, it performs backup processing such as storing predetermined game information at the time of the power outage in the RWM so that gameplay can be resumed without problems when power is restored. If the main control unit 101 has performed backup processing, it turns on the backup flag.
[0134] In step S202, a timer management process is executed to manage the timers used for controlling the game operation. Here, the values of various timers used for controlling the game operation of the gaming machine 1 are updated (subtracted).
[0135] In step S203, input management processing is performed. In the input management processing, input data is created based on input information (ON / OFF signals and rising edge states (ON edge, OFF edge)) output from various sensors and switches, and the value of the prize counter is updated based on the created input data. The input information here includes, for example, ON / OFF information of detection signals (winning detection information) output from detection switches such as the special symbol 1 start switch 41a, special symbol 2 start switch 43a, normal symbol start switch 47a, big prize slot switch 49a, and prize slot switch 53a, as well as ON / OFF information of detection signals output from the magnetic sensor 67, radio wave sensor 69, and vibration sensor 71, and status signals from the frame control board 110 (ON / OFF information of the door open sensor 73, radio wave sensor 75, etc.). This allows monitoring of whether a game ball has been detected at each prize slot with each interrupt. Furthermore, a "prize counter" is a counter installed in conjunction with each prize slot, which counts the number of game balls that have entered the prize slot (number of prize balls).
[0136] In step S204, a timer interrupt-based random number management process is executed to periodically update the random numbers related to each variable display game. Here, in order to make the count value of the random number counter random, the random numbers for special symbol determination and regular symbol hit determination are updated (added by +1 with each interrupt), and the starting value of the random number counter is changed each time the random number counter completes a cycle. Note that the random numbers for jackpot determination are generated by the random number generation circuit, so they are not updated here.
[0137] In step S205, error management processing is performed. In the error management processing, the presence or absence of errors is monitored based on input data from various sensors and status signals from the frame control board 110. If an error occurs, the main control unit 101 sends an error command corresponding to the type of error that occurred as a performance control command to the performance control board 120 as part of the error processing. When the performance control board 120 receives this error command, it executes an error notification according to the type of error. Furthermore, if the error that was occurring is resolved, the main control unit 101 sends an error clear command to the performance control board 120. When the performance control board 120 receives this error clear command, it terminates the error notification that was being executed.
[0138] Step S206 executes the normal symbol management process. The normal symbol management process performs the necessary operations to run the normal symbol variation display game, such as acquiring and storing the normal symbol hold data, conducting a normal symbol lottery in the normal symbol variation display game, and determining the variation time for displaying the normal symbols on the normal symbol display unit 63c based on the lottery results.
[0139] Step S207 executes the normal electric mechanism management process. This process performs the necessary operations to execute the normal electric mechanism release game, such as controlling the opening and closing of the normal electric mechanism solenoid 45b.
[0140] Step S208 executes the special symbol management process. The special symbol management process mainly performs the necessary operations to run the special symbol variation display game, such as acquiring and storing the hold data for special symbol 1 and special symbol 2, conducting a jackpot lottery and symbol lottery in the special symbol variation display game, and conducting a lottery for the variation pattern of the special symbols based on the lottery results. The main control unit 101 then transmits a variation pattern specification command to the performance control board 120 as a performance control command, which includes information regarding the jackpot lottery result, the current game state, and the variation time. Furthermore, the main control unit 101 transmits a decorative symbol specification command to the performance control board 120 as a performance control command, which includes information regarding the symbol type (whether it is special symbol 1 or 2) and the stopped symbol (symbol lottery result). Details regarding the special pattern management process will be described later.
[0141] Step S209 executes the special electric bonus mechanism management process. This process performs the necessary steps to execute the jackpot game.
[0142] Step S210 performs right-hand shooting notification information management processing. In right-hand shooting notification information management processing, processing is performed to provide right-hand shooting notifications in situations where right-hand shooting is advantageous, such as when the special symbol 2 starting opening 43 or the big prize opening 49 is opened.
[0143] Step S211 executes LED management processing. LED management processing controls the output of control signals to the main display 63. Control signals are generated based on decisions made in the normal symbol management processing (step S206), special symbol management processing (step S208), right-hand shooting notification information management processing (step S210), etc., and are output to the main display 63 in this LED management processing. This enables a series of variable display operations (variable display and stop display) of special symbols and normal symbols on the main display 63, as well as the display of the number of held balls.
[0144] In step S212, solenoid management processing is performed. In solenoid management processing, the signal related to the control of the ordinary electric mechanism solenoid 45b generated in the ordinary electric mechanism management processing (step S207) is checked, as well as the signal related to the control of the big prize opening solenoid 51b generated in the special electric mechanism management processing (step S209). Based on these signals, the operation / stopping of the ordinary electric mechanism solenoid 45b and the big prize opening solenoid 51b is controlled, causing the special symbol 2 start opening switch 43a to open or close, or the big prize opening 49 to open or close.
[0145] In step S213, it is determined whether the communication cycle (for example, 108ms interval) for communicating with the frame control board 110 has been reached. If it is not the communication cycle for communicating with the frame control board 110 (No in step S213), the main control side timer interrupt processing is terminated. When it is time for communication with the frame control board 110 (Yes in step S213), in step S214, a received data acquisition process is performed to receive signals (door open signal, power abnormality signal, etc.) transmitted from the frame control board 110.
[0146] In step S215, a control command corresponding to the gaming machine information ((hall computer / fraud monitoring information)) of gaming machine 1 is output to the frame control board 110, and the main control side timer interrupt processing ends. The gaming machine information includes, for example, information on the occurrence of a jackpot game, information on the start of the symbol variation display game, information on the number of winnings and the number of prize balls, and error information.
[0147] Once the timer interrupt processing described above is complete, the main control unit 101 repeats steps S109 to S111 until the next timer interrupt occurs.
[0148] [4.2.1 Special Symbol Management Processing] Figure 11 is a flowchart showing the special symbol management process (step S208). As shown in Figure 11, the main control unit 101 performs a start-out check process 1 in step S221 to check special symbol 1 (special symbol 1 start-out 41), and then performs a start-out check process 2 in the following step S222 to check special symbol 2 (special symbol 2 start-out 43). These start-up check processes include adding the number of reserved balls for special symbols resulting from the entry of game balls into the start-up slot, storing various random numbers, and sending a reserved ball addition command. In addition, the start-up check process predicts the result of the jackpot lottery that will be executed at the start of the variation based on the acquired random numbers, and sends a reserved ball pre-read command indicating the result of the pre-read determination to the performance control board 120. The pre-read determination includes a series of processes related to 'pre-read win / fail determination' which predicts the jackpot lottery result, 'pre-read symbol determination' which predicts the symbol lottery result, and 'pre-read variation pattern determination' which predicts the variation pattern at the start of the variation.
[0149] After completing the start-up check process in steps S221 and S222, step S223 determines the state of the condition device activation flag. This "condition device activation flag" is a flag that specifies whether or not a jackpot game is in progress. If the flag is, for example, 5AH, it indicates that a jackpot game is in progress, and if the flag is, for example, 00H, it indicates that a jackpot game is not in progress. The condition device activation flag is set to 5AH during the special symbol confirmation time processing (step S227) when a jackpot is won in the jackpot lottery, and is set to 00H at the end of the jackpot game in the special electric mechanism management processing (step S209).
[0150] If the condition device activation flag is not 5AH (No in step S223), in step S224, a special symbol operation status branching process is executed, which branches the processing related to the variable display operation of the special symbol according to the special symbol operation status (00H~03H).
[0151] In step S224, the special symbol operation status branching process proceeds to the corresponding process depending on whether the special symbol operation status is "Waiting (00H, 01H)", "In Progress (02H)", or "Checking (03H)". The "special symbol operation status" is a value that indicates the behavior of the special symbol, and this value is changed according to the processing state and stored in the RWM's special symbol operation status storage area.
[0152] Specifically, if the special symbol operation status is "Waiting (00H, 01H)", the process proceeds to the special symbol variation start process (step S225); if it is "Variing (02H)", the process proceeds to the special symbol variation in progress process (step S226); and if it is "Confirming (03H)", the process proceeds to the special symbol confirmation time process (step S227). Here, "Waiting" indicates that the special symbol is in a waiting state for the next variation, "Variing" indicates that the special symbol is currently being displayed in a variation state, and "Confirming" indicates that the variation of the special symbol has finished and is being displayed in a confirmed state.
[0153] The processing in steps S225, S226, and S227 described above will result in a variable display operation that sets the start and stop of the variable movement of the special symbol as one set. Details regarding the special symbol variation start process in step S225 will be described later.
[0154] After completing any of the processes in steps S525 to S527, the special symbol display data update process is executed in step S228. In this special symbol display data update process, it is determined whether or not the special symbol is changing. If it is changing, data for the 7-segment display of the changing special symbol is created. If the special symbol is not changing, data for the 7-segment display of the stopped special symbol is created. The special symbol display data created here is output to the special symbol 1 display 63a and the special symbol 2 display 63b by the LED management process (step S211) in Figure 10.
[0155] If the condition device activation flag is 5AH, that is, if a jackpot game is in progress (Yes in step S223), the special symbol display data update process in step S228 is performed without performing the special symbol display operation processing in steps S225 to S227. In other words, if a jackpot game is in progress, the special symbol display operation is not performed.
[0156] (Special symbol variation start process) Figure 12 is a flowchart showing the special symbol variation start process (step S225), which is the process that takes place when the variation begins. As shown in Figure 12, when the main control unit 101 starts the special symbol variation start process, in step S241 it determines whether the number of reserved balls for special symbol 2 (special symbol 2 reserved ball count) is 0. If the number of reserved balls for special symbol 2 is not 0 (No in step S241), the process moves to step S246.
[0157] On the other hand, if the number of reserved balls for Special Symbol 2 is 0 (Yes in step S241), then in step S242, it is determined whether the number of reserved balls for Special Symbol 1 (Number of reserved balls for Special Symbol 1) is 0. If the number of reserved balls for Special Symbol 1 is not 0 (No in step S242), then the process moves to step S246. The processing in steps S241 and S242 above determines the "priority variation order" which of the reserved balls for Special Symbol 1 and Special Symbol 2 will be used preferentially for the variation display operation (which reserved ball will be consumed first). In this embodiment, if there are reserved balls in both Special Symbol 1 and Special Symbol 2, the reserved balls for Special Symbol 2 will be consumed preferentially. In other words, the Special Symbol 2 variation display game will be executed preferentially over the Special Symbol 1 variation display game. Note that the priority variation type is not limited to the above, and a configuration in which the reserved balls are consumed in the order in which they were won is also possible.
[0158] Furthermore, if the number of reserved balls for both Special Symbol 2 and Special Symbol 1 is 0 (Yes in steps S241 and S242), the state becomes "No reserved balls". In this case, in step S243, it is determined whether the special symbol operation status is "Standby (00H)", which indicates the state of "No reserved balls".
[0159] If the special symbol operation status is not "standby (00H)" (No in step S243), that is, if it is determined that the special symbol operation status is "standby (01H)", then in step S244 the special symbol operation status is switched to "standby (00H)" (00H is stored in the special symbol operation status). Then, in step S245, a "demo display command" is sent to the performance control board 120 as a performance control command to display the customer waiting demo screen. This makes it possible to display the customer waiting demo screen (customer waiting demo screen) on the LCD unit 57. Thereafter, if the determination process in step S243 is executed and the result is "Waiting (00H)", the main control unit 101 terminates the special symbol variation start process without sending the demo display command again.
[0160] If the number of reserved balls in Special Feature 2 is not 0 (No in step S241), and if the number of reserved balls in Special Feature 1 is not 0 (Yes in step S242), the processing related to the start of the special symbol variation (steps S246 to S254) is performed for the reserved data (reserved balls) used for the current variation display. Here, the process described below targets the reserved balls of Special Feature 2 if the result in step S241 is No, and targets the reserved balls of Special Feature 1 if the result in step S242 is No. However, since the method of processing is the same, to avoid redundant descriptions, unless it is particularly necessary, we will not distinguish whether the process targets the reserved balls of Special Feature 1 or Special Feature 2.
[0161] In step S246, the number of reserved balls is reduced by 1 (the number of reserved balls related to the special symbol used for the current variable display operation - 1), and in the following step S247, a "reserved ball reduction command" containing the information of the reduced number of reserved balls is sent to the performance control board 120. With this reserved ball reduction command, the performance control board 120 understands the remaining number of reserved balls after the current number of reserved balls have been consumed and shifts the currently displayed reserved ball display.
[0162] In step S248, special symbol operation confirmation data is set. This special symbol operation confirmation data specifies the special symbol that will initiate the variation in this instance. For example, if special symbol 1 is the one that initiates the variation, "00H (special symbol 1 variation start specification)" is stored in the RWM's predetermined area (special symbol operation confirmation data storage area). If special symbol 2 is the one that initiates the variation, "01H (special symbol 2 variation start specification)" is stored in the RWM's predetermined area (special symbol operation confirmation data storage area).
[0163] In step S249, the reserved data stored in the RWM's special symbol reserved memory area is shifted, and in the following step S250, the reserved 4 memory area is cleared. In the processing of steps S249 and S250, the reserved data (random numbers for jackpot determination, random numbers for special symbol determination, and random numbers for variation patterns) stored in the reserved memory area corresponding to the number of reserved memories n=1 (reserved 1 memory area) is read and stored in the RWM's random number determination memory area. At the same time, the reserved data stored in the reserved memory areas corresponding to the reserved n memory areas (reserved 2 memory area, reserved 3 memory area, reserved 4 memory area) corresponding to the n=2, 3, and 4 reserved memories areas (reserved 2 memory area, reserved 3 memory area, reserved 4 memory area) is stored in the reserved memory area corresponding to 'n-1' (step S249), and the reserved 4 memory area is cleared to create free space (step S250).
[0164] Step S251 involves sending a command to specify the remaining number of spins and a game state command. Here, it is determined whether the "shortened time counter," which counts the number of shortened time spins in the shortened time state, is 0 or not. If the shortened time spin count is not 0, a "command to specify the remaining number of spins" including the shortened time spin count is sent to the performance control board 120. This "command to specify the remaining number of spins" enables the performance control board 120 to understand and notify the number of shortened time spins. In step S251, a game state command specifying the current game state is sent to the performance control board 120.
[0165] Step S252 executes a jackpot random number determination process to determine the jackpot. Details regarding the process for determining the winning random number will be described later.
[0166] Step S253 executes a special stop symbol creation process that performs a symbol lottery. Details regarding the process for creating special stop symbols will be described later.
[0167] Step S254 executes a variable pattern creation process that performs a variable pattern lottery. Details of the process for creating variation patterns will be described later.
[0168] Here, the results of the jackpot lottery, symbol lottery, and variation pattern lottery at the start of the variation are stored in the RWM. The reason for this is that these lottery results are not only used in the special symbol management process (step S225), but are also used in subsequent processes such as the special electric mechanism management process (step S209). In this respect, it differs from the pre-read check process, where the lottery result is not stored in the RWM.
[0169] Although a diagrammatic explanation is omitted, if the result of the jackpot lottery is a jackpot, following step S253, the necessary setting processing is performed to specify the game state after the jackpot game as a setting process to transition the game state (game state transition preparation processing).
[0170] In step S255, 5AH is stored in the special symbol N fluctuation flag (N=1, 2), which indicates that the symbol is currently fluctuating. The "special symbol N fluctuation flag" is a flag that indicates whether either of the target special symbols 1 or 2 is fluctuating. If the flag is 5AH, it indicates that the target special symbol is fluctuating, and if the flag is 00H, it indicates that the target special symbol is stopped. Note that the special symbol 1 change flag (N = 1) corresponds to the special symbol 1, and the special symbol 2 change flag (N = 2) corresponds to the special symbol 2.
[0171] In step S256, a decoration symbol designation command is created based on the symbol lottery result, and in step S257, the decoration symbol designation command is transmitted. The decoration symbol designation command includes information regarding the symbol type (whether it is the special symbol 1 or 2) and the stop symbol (the symbol lottery result). Therefore, on the effect control board 120, it is mainly used when determining the combination of the decoration symbol 201 when forming a reach state, the combination of the decoration symbol 201 to be finally stopped and displayed, and the preview effect corresponding to the stop symbol in the symbol variation display game.
[0172] In step S258, the setting process at the start of variation is executed, and the special symbol variation start process (step S225) is terminated. Here, the special symbol operation status is switched to "in variation (02H)" (store 02H in the special symbol operation status), and the process of clearing the determination random number storage area is performed.
[0173] (Big win random number determination process) FIG. 13 is a flowchart showing the big win random number determination process (step S252). FIG. 14 is a diagram showing an example of the big win determination table.
[0174] As shown in FIG. 13, when the main control unit 101 starts the big win random number determination process, in step S261, a big win determination table corresponding to the symbol type (special symbol 1, special symbol 2) is selected. Here, in a predetermined area (address) of the RWM, a big win determination table as shown in FIG. 14 is stored. The big win determination table is provided for each symbol type, but in this embodiment, the same value is set regardless of the hold type. The jackpot determination table shows the determination criteria values for low probability states and high probability states. In jackpot random number determination, the determination criteria value is set within the range of possible values for the jackpot determination random number, and the jackpot determination (jackpot lottery) is performed based on the result of comparing the magnitude of the jackpot determination random number and the determination criteria value. As an example, a method is used in which a jackpot result is obtained if the value of the jackpot determination random number is within the range of 0 or greater and less than the determination criteria value, and a loss result is obtained otherwise.
[0175] Furthermore, two types of judgment criteria are set: a judgment criterion value (205) used to determine the low probability state and a judgment criterion value (658) used to determine the high probability state. As a result, the probability of winning a jackpot in the low probability state (jackpot probability) is set to approximately 1 / 319.7, and the probability of winning a jackpot in the high probability state is set to approximately 1 / 99.6. In this way, the judgment criterion value for the high probability state is set to be larger than the judgment criterion value for the low probability state, thereby increasing the probability of winning a jackpot when the high probability state is determined.
[0176] In the example given, the lower limit for determining a jackpot in the jackpot random number determination is set to "0," meaning that a jackpot is determined if the random number used for jackpot determination falls within the range of "0" to the "determination criterion value." However, the lower limit for determination can also be set to a value greater than "0."
[0177] In step S262, it is determined whether the current game state is a high probability state. If it is not a high probability state (No in step S262), i.e., it is a low probability state, the criteria value for determining the low probability state is obtained in step S263. If it is a high probability state (Yes in step S262), the criteria value for determining the high probability state is obtained in step S264.
[0178] In step S265, it is determined whether the random number used for determining a jackpot is less than the judgment threshold value. If the random number used for determining a jackpot is less than the judgment threshold value (Yes in step S265), in step S266, the jackpot determination flag is updated to 5AH (jackpot) and the jackpot random number determination process ends. If the random number used for determining a jackpot is not less than the judgment threshold value (No in step S265), step S266 is skipped and the jackpot random number determination process (step S252) ends.
[0179] (Pattern selection process) Figure 15 is a flowchart showing the special stop pattern creation process (step S253). Figure 16 is a diagram showing an example of a pattern table.
[0180] As shown in Figure 16, a symbol table is provided for each jackpot lottery result. In the symbol table, the selection rate of the stopping symbols (jackpot symbols, losing symbols) is set for each jackpot lottery result. Here, within the pattern table, the numerical values stored for each type of pattern subject to the draw represent the distribution values (values representing the distribution) of the selection rate, assuming that the random number used for determining the special pattern can take on 200 different values between 0 and 199. According to the jackpot symbol table, if you win a jackpot with special symbol 1, the jackpot symbol "Jackpot 1" is selected with a 200 / 200 probability, meaning it is always determined. Additionally, if a jackpot is won with special symbol 2, "Jackpot 2" will be selected as the jackpot symbol with a probability of 140 / 200, and "Jackpot 3" will be selected as the jackpot type with a probability of 60 / 200.
[0181] Furthermore, according to the losing symbol table, if a loss is determined by special symbol 1, the losing symbols will be "Loss 1" with a selection rate of 180 / 200, "Loss 2" with a selection rate of 16 / 200, and "Loss 3" with a selection rate of 4 / 200. Additionally, if a losing outcome is determined by special symbol 2, the losing symbols will be "Loss 1" with a selection rate of 180 / 200, "Loss 2" with a selection rate of 10 / 200, and "Loss 3" with a selection rate of 10 / 200.
[0182] When the main control unit 101 starts the special stop pattern creation process (step S253), in step S271 it selects a pattern table corresponding to the pattern type.
[0183] In step S272, a random number for special symbol determination and a jackpot determination flag are obtained. In step S273, the symbol table corresponding to the jackpot determination flag (jackpot / miss) is referenced, and the stopping symbols (jackpot symbols, miss symbols) are determined by symbol lottery based on the random number for special symbol determination.
[0184] In step S274, the special symbol determination data corresponding to the stop symbol determined in step S273 is stored in a predetermined area of the RWM, and the special stop symbol creation process (step S253) is terminated.
[0185] (Process for creating variation patterns) Figure 17 is a flowchart showing the process for creating a variation pattern (step S254). When the main control unit 101 starts the variation pattern creation process (step S254), it determines in step S281 whether the jackpot determination flag is 5AH, that is, whether a jackpot has been won.
[0186] If the jackpot determination flag is not 5AH (No in step S281), a losing variation pattern table is selected in step S282, and the process moves to step S284. On the other hand, if the jackpot determination flag is 5AH (Yes in step S281), a jackpot variation pattern table is selected in step S283, and processing moves to step S284.
[0187] In step S284, a random number for the variation pattern is obtained. In step S285, the variation pattern table selected in step S283 or step S284 is referenced, and the variation pattern is determined based on the random number for the variation pattern. In step S286, in order to notify the performance control board 120 of the variation pattern selected in the variation pattern lottery in step S284, a variation pattern specification command is sent to the performance control board 120 as a performance control command, which includes information about the variation pattern (jackpot lottery result, current game state, and information about variation time).
[0188] Figure 18 shows an example of a losing pattern lottery table. Figure 19 shows an example of a winning pattern lottery table. The variation pattern table is stored in the RWM of the main control unit 101. While Figures 18 and 19 illustrate the variation pattern table used in the normal state, in reality, variation pattern tables used in the time-saving state and high-probability state are also provided. Furthermore, the variation pattern tables shown in Figures 18 and 19 illustrate only a portion of the determinable variation patterns; in reality, many other variation patterns are also available.
[0189] As shown in Figure 18, in the lottery for the variation pattern when a losing outcome occurs, the variation patterns of the lottery candidates include "Normal 3s", "Normal 5s", "Normal 10s", "Normal 13s", "Normal Reach", "SP1 (Loss)", "SP2 (Loss)", "SP3 (Loss)", "Pseudo 2 + Normal Reach", "Pseudo 2 + SP1 (Loss)", "Pseudo 2 + SP2 (Loss)", "Pseudo 2 + SP3 (Loss)", "Pseudo 3 + SP1 (Loss)", "Pseudo 3 + SP2 (Loss)", and "Pseudo 3 + SP3 (Loss)". Furthermore, as shown in Figure 19, in the lottery for the variation pattern when a jackpot is hit, the variation patterns of the lottery candidates include "SP1 (jackpot)", "SP2 (jackpot)", "SP3 (jackpot)", "Pseudo 2 + SP1 (jackpot)", "Pseudo 2 + SP2 (jackpot)", "Pseudo 2 + SP3 (jackpot)", "Pseudo 3 + SP1 (jackpot)", "Pseudo 3 + SP2 (jackpot)", and "Pseudo 3 + SP3 (jackpot)".
[0190] In this embodiment, the random selection of the variation pattern when a losing combination is made is performed using a different variation pattern table for each losing combination (losing combination 1, 2, and 3). As mentioned above, the losing symbols "Loss 1," "Loss 2," and "Loss 3" each have different selection rates in the symbol lottery. "Loss 1" has the highest selection rate, while "Loss 2" and "Loss 3" have lower selection rates than "Loss 1." In other words, if the jackpot lottery result is "Loss," in most cases, "Loss 1" will be selected as the losing symbol.
[0191] When the losing symbol is "Loss 1," the variation pattern lottery is conducted according to the number of reserved balls. Therefore, different variation pattern tables are prepared for each number of reserved balls when the losing symbol is "Loss 1."
[0192] Here, within the variation pattern table, the numerical values stored for each variation pattern subject to selection represent the distribution values (values representing the distribution) of the selection probability when the random number used for determining the variation pattern can take on 10,000 different values from 0 to 9999. For example, in the variation pattern table for special symbol 1, in the table for "Miss 1" and "Number of held balls = 0", the stored value for "Normal variation 10s" is set to "4000", the stored value for "Normal variation 13s" is set to "4000", the stored value for "Normal reach" is set to "1000", and the stored value for "Pseudo 2 + Normal reach" is set to "1000". This means that the selection probability for "Normal variation 10s" is "4000 / 10000", the selection probability for "Normal variation 13s" is "4000 / 10000", the selection probability for "Normal reach" is "1000 / 10000", and the selection probability for "Pseudo 2 + Normal reach" is "1000 / 10000".
[0193] These variation patterns specify the variation time and the confirmation time (stop display time) for special symbol 1, respectively. Therefore, the main control unit 101 makes special symbol 1 appear on the special symbol 1 display unit 63a over the variation time corresponding to the variation pattern determined here, and then displays the stopped symbol determined by the symbol lottery over the confirmation time.
[0194] Furthermore, the performance control unit 121 performs performances (variation performances) based on the variation pattern determined by the main control unit 101. In practice, the performance control unit 121 determines the general flow of the performance based on the variation pattern, and then determines the detailed content of the performance based on the determined general flow through a lottery or other means, thereby ultimately determining the performance scenario.
[0195] "Normal variation 3s," "Normal variation 5s," "Normal variation 10s," and "Normal variation 13s" are variation patterns in which the decorative symbol 201 is displayed in a variation for 3 seconds, 5 seconds, 10 seconds, and 13 seconds, respectively, and then stopped to prevent it from forming a winning combination. These are sometimes collectively referred to as "Normal variation." "Normal Reach" is a variation pattern in which the decorative symbol 201 is displayed in a variable state for 13 seconds, then the left symbol 201a and the right symbol 201c are temporarily stopped with the same decorative symbol (temporarily stopped in a reach pattern), and then the middle symbol 201b is stopped and displayed with a different decorative symbol than the left symbol 201a and the right symbol 201c. At this time, the left symbol 201a and the right symbol 201c are also stopped and displayed.
[0196] "SP1," "SP2," and "SP3" are variation patterns in which the decorative symbol 201 is displayed in a variable state for 13 seconds, then the left symbol 201a and the right symbol 201c are temporarily stopped with the same decorative symbol (temporarily stopped in a reach-type state), and then a story-driven super reach (SP effect) is executed to make the player anticipate whether or not they have won the jackpot. In "SP1," "SP2," and "SP3," the same animation is performed up to a certain point whether it's a win or a loss, and then, at the moment the final result is announced, an animation corresponding to the respective win lottery result is performed.
[0197] Note that since "Normal Reach", "SP1", "SP2", and "SP3" are variable patterns in which the decorative design 201 is temporarily stopped in the reach mode, they may be collectively referred to as "Reach Variation".
[0198] "Pseudo 2 + SP1", "Pseudo 2 + SP2", and "Pseudo 2 + SP3" are variable patterns in which, after the decorative design 201 is variably displayed and a pseudo-variation that is temporarily stopped in a predetermined stop mode is performed once, as the main variation, after the decorative design 201 is variably displayed again, the left design 201a and the right design 201c are temporarily stopped with the same decorative design (temporarily stopped in the reach mode), and then a super reach effect (SP effect) is executed. Note that these may be collectively referred to as "Pseudo 2 Reach Variation". Similarly, "Pseudo 3 + SP1", "Pseudo 3 + SP2", and "Pseudo 3 + SP3" are variable patterns in which the main variation is executed after the pseudo-variation of the decorative design 201 is performed twice. Also, these may be collectively referred to as "Pseudo 3 Reach Variation".
[0199] As shown in FIGS. 18 and 19, the variable patterns are different depending on the jackpot lottery result and the current game state, and different variable pattern designation commands are associated with the selectable variable patterns. Therefore, the effect control board 120 can understand the jackpot lottery result, the current game state, and the variable pattern (variation time) based on the variable pattern designation command.
[0200] <5. Processing of the Frame Control Board> Next, the processing performed by the frame control unit 111 of the present embodiment will be described. The processing executed by the frame control unit 111 mainly includes a main process (frame control side main process: FIG. 20) and a timer interrupt process (frame control side timer interrupt process: FIG. 21) started by a periodic interrupt.
[0201] [5.1 Frame Control Side Main Process] Figure 20 is a flowchart showing the main processing on the frame control side. When power is supplied from the power supply board 130 and the frame control side main processing starts, the frame control unit 111 executes the frame control side main processing. Specifically, in step S301, the CPU's internal registers are set.
[0202] In step S302, it is determined whether the power supply abnormality signal, which indicates a power supply abnormality, is ON. If the power supply abnormality signal is ON (Yes in step S302), the process returns to step S302. If the power supply abnormality signal is not ON (is OFF) (No in step S302), access to RWM is permitted in step S303.
[0203] In step S304, it is determined whether the input signal from the game ball count clear switch 112b is ON (the game ball count clear switch 112b is pressed). If the input signal from the game ball count clear switch 112b is not ON (No in step S304), in step S305, a checksum is calculated for the area related to the game ball count in RWM, and it is determined whether the checksum is normal.
[0204] If the input signal from the game ball count clear switch 112b is ON (Yes in step S304), and if the checksum is not normal (No in step S305), in step S306, a game ball count clear process is executed to initialize the value of the area related to the game ball count in RWM. On the other hand, if the input signal from the game ball count clear switch 112b is not ON (No in step S304) and the checksum is normal (Yes in step S305), the process moves to step S307 without executing the game ball count clear process.
[0205] In step S307, it is determined whether the input signal from the RWM clear switch 112a is ON (the RWM clear switch 112a is pressed). If the input signal from the RWM clear switch 112a is not ON (No in step S307), in step S308, a checksum is calculated for the area related to the gaming machine information in the RWM, and it is determined whether the checksum is normal.
[0206] If the input signal from the RWM clear switch 112a is ON (Yes in step S307), and if the checksum is not normal (No in step S308), in step S309, an RWM clear process is executed to initialize the values in the area related to the gaming machine information in the RWM. On the other hand, if the input signal from the RWM clear switch 112a is not ON (No in step S307) and the checksum is normal (Yes in step S308), the process moves to step S310 without performing the RWM clear process.
[0207] Step S310 performs startup initialization processes such as initializing work areas that do not require backup, setting WDT and timer interrupts, and performing bulb removal if the bulb removal switch 112c was pressed.
[0208] In step S311, the system is set to an interrupt-disabled state, and in step S312, a power outage abnormality check is performed.
[0209] In step S313, a launch stop control process is performed in which the launch control signal is switched ON or OFF based on predetermined conditions, and the launch control signal is output to the launch control circuit 116.
[0210] In step S314, the main control board communication process is performed to receive control commands if there are control commands to be transmitted from the main control board 100, and to transmit signals to the main control board 100 if there are signals to be transmitted to the main control board 100.
[0211] In step S315, a game machine information management process is performed to manage game machine information based on control commands transmitted from the main control board 100. In the game machine information management process, for example, the number of managed game balls is updated. Here, the number of game balls is added in accordance with the control command regarding the number of prize balls transmitted from the main control board 100, the number of game balls is subtracted in accordance with the detection of game balls by the subtraction input switch 31c, and the number of game balls is added in accordance with the detection of game balls by the foul ball switch 33c.
[0212] In step S316, SC board communication processing is performed to communicate with the SC board of the game ball dispensing device. In the SC board communication processing, for example, the number of managed game balls is updated. Here, the number of game balls is increased in response to a dispensing notification from the game ball dispensing device, and the number of game balls is decreased in response to the operation of the counting switch 23.
[0213] In step S317, a game ball count display control process is performed to generate a control signal for lighting up the game ball count display 21 to display the managed game ball count updated in steps S315 and S316.
[0214] In step S318, error clearing within the area is performed; in step S319, game ball circulation management processing is performed to appropriately control the lifting device 33; in step S320, error clearing outside the area is performed; and in step S321, fraud detection processing is performed.
[0215] In step S322, values for calculating game performance information to be displayed on the performance indicator 113 (such as the number of game balls shot, the total number of prize balls, the number of prize balls awarded for winning in the large prize slot 49, the sum of the number of prize balls awarded for winning in the special symbol 2 starting slot 43 and the number of prize balls awarded for winning in the large prize slot 49, etc.) are calculated, and a performance information management process is performed to calculate game performance information based on the calculated values.
[0216] In step S323, performance indicator control processing is performed to generate a control signal for illuminating the performance indicator 113 with the game performance information calculated in step S322. In step S324, interrupts are enabled, and processing returns to step S311.
[0217] Therefore, the frame control unit 111 repeatedly executes the processes of steps S311 to S324.
[0218] [5.2 Frame control side timer interrupt processing] FIG. 21 is a flowchart showing the frame control side timer interrupt processing. The frame control unit 111 starts the frame control side timer interrupt processing at an interrupt every fixed time (1 ms) from the CTC, and interrupts during the execution of the frame control side main processing to execute the frame control side timer interrupt processing.
[0219] When starting the frame control side timer interrupt processing, the frame control unit 111 saves the registers in step S401. In step S402, a counter management process is performed to increment the values of counters that count the first period (2 ms) and the second period (4 ms) respectively, and to decrement the timer every 1 ms.
[0220] In step S403, a hoist motor management process for driving control of the hoist motor 33a is performed.
[0221] In step S404, it is determined whether it is the first period (2 ms) based on the value of the counter that counts the first period. If it is not the first period (2 ms) (No in step S404), steps S405 to S411 are skipped and the process proceeds to step S412. If it is the first period (Yes in step S404), in step S405, the control signals (game ball number display segment data, game ball number display common data) generated in step S317 are set in the SPI communication buffer, and a game ball number display LED control process for updating the common counter is performed.
[0222] In step S406, a 1-byte timer subtraction process for subtracting a timer composed of 1 byte is performed.
[0223] In step S407, a switch detection process is performed to detect the state of each switch connected to the frame control unit 111. In step S408, a subtraction mechanism control process is performed to monitor the ball feeding solenoid 31a and the foul ball switch 33c and update the counter related to the number of managed game balls.
[0224] In step S409, the control signals (performance display segment data, performance display common data) generated in step S323 are set in the SPI communication buffer, and the performance display LED control processing is performed to update the common counter.
[0225] In step S410, a game ball circulation switch detection process is performed to detect the state of each switch provided on the lifting device 33 and to update various timers related to the circulation of game balls.
[0226] In step S411, an out-of-bounds error monitoring and management process is executed to monitor for out-of-bounds errors.
[0227] The processing described in steps S405 to S411 is executed in the first cycle (every 2ms).
[0228] In step S412, it is determined whether it is the second period (4ms) based on the value of the counter that counts the second period. If it is not the second cycle (No in step S412), steps S413 to S415 are skipped and processing moves to step S416. If it is the second cycle (Yes in step S412), a test signal output process is performed in step S413 to output a test signal. Here, when the value of the number of balls fired counter, the value of the number of foul balls counter, and the number of step-winning balls counter are not 0, one pulse signal is output and the corresponding counter is decremented by 1.
[0229] In step S414, a two-byte timer subtraction process is performed to subtract from a two-byte timer. In step S415, a performance indicator display setting process is performed to switch the section displayed on the performance indicator 113. The processing described in steps S412 to S415 is executed in the second cycle (every 4ms).
[0230] In step S416, the output port data is output. In step S417, SPI communication is performed. In SPI communication, for example, the control signals set in step S405 (game ball count display segment data, game ball count display common data) are serially output to the game ball count display 21. The frame control unit 111 also serially outputs the control signals set in step S409 (performance display segment data, performance display common data, which will be described later) to the performance display 113. As a result, the game ball count display 21 and the performance display 113 light up to display the game ball count and game performance information based on the transmitted control signals.
[0231] In step S418, the register is restored, and the frame control timer interrupt processing is terminated.
[0232] Once the timer interrupt processing described above is complete, the frame control unit 111 repeats steps S311 to S324 (see Figure 20) until the next timer interrupt occurs.
[0233] <6. Processing of the Performance Control Board> Next, the processing performed by the performance control board 120 of this embodiment will be described. The processing performed by the performance control board 120 mainly consists of the main processing (performance control side main processing: Figure 21) and the timer interrupt processing (performance control side timer interrupt processing: Figure 21) which is started by a scheduled interrupt.
[0234] [6.1 Main Processing on the Performance Control Side] Figure 21 is a flowchart showing the main processing on the production control side. When the performance control unit 121 starts the main processing on the performance control side, it performs the necessary initial setup processing before the start of game operation in step S501. Here, the initial setup processing includes, for example, setting command reception interrupts, restoring the starting point of the movable mechanism 61, initial setting of the CTC, enabling timer interrupts, and initial setting of register values inside the CPU, including various parts of the microcomputer.
[0235] Once the above initial setup process is complete, the main loop process from steps S504 to S511 is performed at predetermined intervals (16ms), and otherwise the random number update process for the animation software in step S503 is repeatedly performed.
[0236] In step S502, the main loop update counter is referenced to determine if the main loop update cycle (counter value > 15), which triggers the execution of the main loop process, has arrived. The main loop update counter is a counter that is incremented during the timer interrupt processing on the performance control side, which is executed every 1ms, as described later. In this embodiment, the main loop process is performed every 16ms, and in the determination process in step S502, the value of the main loop update counter is determined. If the value is greater than "15" (Yes in step S502), it is determined that the timing for executing the main loop process has arrived, and the processes in steps S504 to S511 are executed. Otherwise, until the main loop update cycle arrives (No in step S502), the various random numbers used for the performance lottery, which are used to determine the performance scenario in step S503, are updated.
[0237] If the main loop update cycle is reached (Yes in step S502), the main loop update counter is cleared in step S504, and the demo / power saving mode process is executed in step S505. The demo / power saving mode process executes the demo animation (waiting animation) and the necessary setting processes for power saving mode.
[0238] Step S506 executes the performance switch input process. In the performance switch input process, the operation status of the operation button 25 is monitored, and if an operation is detected, the performance control process corresponding to that operation is executed.
[0239] In step S507, command analysis is performed. During command analysis, the system monitors whether a performance control command is stored in the command reception buffer. If a performance control command is stored, the command is read, and the performance processing corresponding to the read performance control command is executed. When a performance control command is sent from the main control board 100, it is stored in the RWM's command reception buffer.
[0240] For example, if a variable pattern specification command and a decorative pattern specification command are received and stored in the receive buffer, the performance control unit 121 determines a performance scenario based on the information contained in the commands during command analysis processing, and stores the data of that performance scenario (performance scenario data) in the scenario setting area of the RWM. The performance scenario specifies a time schedule that determines when and for how long one or more types of performances should appear. Furthermore, the performance control unit 121 determines whether or not to execute the preview performance, the type of preview performance to execute, and the content of the preview performance to execute based on the variation pattern specification command, as will be described in more detail later.
[0241] Step S508 executes a scenario update process. This scenario update process updates the contents of the timers necessary for executing the performance scenario and executes a process to advance the performance scenario based on the timer values. A typical example of the above timer is the performance scenario timer, which manages the time schedule related to the timing of performance occurrences. For example, within the period in which the decorative symbol 201 is displayed in a variable state, which is essentially the same period as the period in which the special symbol is displayed in a variable state, this timer manages the time schedule of what kind of performance to present, for what duration, and by what means to present it, on that time axis. The performance scenario timer is also used in the LED drive data update process (step S510) and the movable mechanism operation update process (not shown) described later.
[0242] In step S509, sound output processing is performed. In sound output processing, data such as phrases and volume are output to the audio IC 125 based on the performance scenario data and the performance scenario timer, and sound effects are produced from the speaker 29 through the audio IC 125. This realizes sound effects that conform to the performance scenario.
[0243] In step S510, the LED drive data update process is executed. In the LED drive data update process, a control signal (LED data) is created to light up the performance LED 27 based on the performance scenario data and the performance scenario timer. Furthermore, based on the performance control commands transmitted from the main control board 100 (commands such as the number of balls held for special symbols and regular symbols, and commands for right-hand shooting notifications) and the performance scenario timer, a control signal (LED data) is created to light up the fourth symbol display 65.
[0244] In step S511, LED output processing is performed. In this LED output processing, the control signal (LED data) created in the LED drive data update processing is output to the LED driver 27a, and the fourth symbol display 65 and the performance LED 27 are lit up through the LED driver 27a.
[0245] [6.2 Timer interrupt processing on the performance control side] Figure 23 is a flowchart showing the timer interrupt processing on the performance control side. The performance control unit 121 activates the timer interrupt processing on the performance control side in response to an interrupt from the CTC at regular intervals (1ms), and executes the timer interrupt processing on the performance control side by interrupting the execution of the main processing on the performance control side.
[0246] When the performance control unit 121 starts the performance control timer interrupt processing, in step S601 it saves the contents of the register to the stack area, and then in step S602 it executes the button input state update process. In this button input state update process, it monitors the input state of the operation detection signal from the operation button 25, and if it confirms that an operation detection signal has been received, it stores the detection information in a predetermined area of the RWM.
[0247] Step S603 executes the movable mechanism operation update process. This movable mechanism operation update process creates motor control data for the movable motor 61a that operates the movable mechanism 61, based on the performance scenario data and the performance scenario timer.
[0248] In step S604, SOL / MOT output processing is performed. In this SOL / MOT output processing, the motor control data of the movable motor 61a created in the movable mechanism operation update processing is output to the motor driver 61c. The motor driver 61c outputs control signals based on the motor control data to the movable motor 61a of the movable mechanism 61 to be operated, thereby controlling its operation. This realizes the movable mechanism 61 to perform a movable mechanism effect according to the performance scenario.
[0249] In step S605, the LCD command transmission process is performed. In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S508), the LCD command is sent to the VDP circuit 127, causing it to execute image display control for the LCD unit 57. As a result, an image according to the performance scenario is displayed.
[0250] Step S606 executes the RTC information acquisition process. This process acquires date and time information (RTC information) measured by the RTC. This RTC information is used when displaying effects based on the RTC information.
[0251] In step S607, the main loop update counter is incremented. This main loop update counter is reset in step S503 during the main processing on the performance control side described above, and is incremented here.
[0252] In step S608, the contents of the saved registers are restored, and the timer interrupt processing ends. After that, the performance control unit 121 executes the main processing on the performance control side until the next timer interrupt occurs.
[0253] <7. Preview Production> [7.1 Display of Variations in Decorative Patterns] Figure 24 illustrates the display of the decorative symbol 201 in various variation patterns. Figure 25 shows the display of the decorative symbol 201 when the variation pattern is "normal 13s". Figure 26 shows the display of the decorative symbol 201 when the variation pattern is "reach variation". Note that in Figures 25 and 26, the hold indicator 203, the said hold indicator 207, and the mini symbol 202 are omitted, the direction of the arrow indicates the direction of movement of the decorative symbol 201, and the length of the arrow indicates the speed of movement of the decorative symbol 201. The same applies to the following figures.
[0254] As described above, the decorative symbols 201 are displayed in a variable manner by the performance control unit 121, mainly based on the variable pattern (variation pattern specification command) determined by the main control unit 101. Here, we will explain the variable display of the decorative symbols 201 when the variable pattern is "normal 3s", "normal 5s", "normal 10s", "normal 13s", and "reach variation".
[0255] When the variation pattern is "normal variation", the variation display of the decorative symbol 201 includes a start action performed when the decorative symbol 201 starts to display variation, a high-speed variation in which the variation display of the decorative symbol 201 is maintained at high speed after the start action, a deceleration action in which the decorative symbol 201 slows down after the high-speed variation, a stop action performed when the decorative symbol 201 stops after the deceleration action, and a standby action (shaking) in which the decorative symbol 201 enters a standby state after the stop action. Furthermore, when the variation pattern is "reach variation", the variation display of the decorative symbol 201 includes not only the start action, high-speed variation, deceleration action, stop action, and standby action, but also the reach action that is performed when the left symbol 201a and the right symbol 201c temporarily stop in a reach state. However, not all of these operations are required to be included in all fluctuation displays; for example, the standby operation may not be included.
[0256] The starting action is displayed as shown in Figures 25(a), (b) and 26(a), (b), for example, by having all decorative patterns 201 move slightly upward from a stationary state and then accelerating downward. Here, decorative pattern 201 has a higher display priority than background image 210 (it is set as a higher layer). Therefore, decorative pattern 201 will be displayed in front of background image 210. Furthermore, in the start action, the transparency of the decorative pattern 201 is set to 0 (opaque), so the background image 210 behind the decorative pattern 201 is not visible. The start action is set to, for example, 1 second, regardless of the variation pattern. The starting action is the interval from when the decorative symbol 201 is stationary until it starts to change rapidly. For example, the decorative symbol 201 may be temporarily enlarged, or it may simply move downwards. Any display mode is acceptable.
[0257] In high-speed scrolling, as shown in Figures 25(c), (d) and 26(c), (d), all decorative patterns 201 are displayed by scrolling at high speed. At this time, the transparency of the decorative patterns 201 is set to a high level (e.g., 90%). Therefore, in high-speed scrolling, the background image 210 behind the decorative patterns 201 is visible. In the following, the highly transparent decorative patterns 201 that are scrolling at high speed may be referred to as high-transparency decorative patterns 201. High-speed fluctuations continue for different durations depending on the fluctuation pattern (fluctuation time). Furthermore, high-speed fluctuations may also continue for different durations depending on the left symbol 201a, the middle symbol 201b, and the right symbol 201c. Furthermore, high-speed fluctuations can occur in any display manner, such as rotational fluctuations around the vertical axis, as long as the decorative pattern 201 is displayed with high transparency.
[0258] The deceleration operation is the movement in which the rapidly changing decorative pattern 201 slows down toward a stop, as shown in Figures 25(e), (f) and 26(e), (f), etc. During the deceleration operation, the transparency of the decorative pattern 201 is set to 0 (opaque), so the background image 210 behind the decorative pattern 201 is not visible. In this context, "stopping" refers to a state where the decorative symbol 201 is displayed as a single symbol in approximately the same position, and includes temporary stops such as when the decorative symbol 201 is slightly swaying. Furthermore, during the deceleration operation, the transparency of the decorative pattern 201 may be changed to gradually decrease, and any display mode is acceptable as long as the decorative pattern 201 is decelerating.
[0259] The stop action is an action performed when the decorative pattern 201 stops or temporarily stops, as shown in Figures 25(g), (h), (i) and 26(g), (h), etc., for example, when the decorative pattern 201 is displayed in a bouncing manner. In the stop action, the transparency of the decorative pattern 201 is set to 0 (opaque), so the background image 210 behind the decorative pattern 201 is not visible. The stopping action is the section in which the decorative pattern 201 stops or temporarily stops, and may be any display mode, such as the decorative pattern 201 rotating (rotating around an axis in the vertical direction) or the decorative pattern 201 simply stopping or temporarily stopping.
[0260] As shown in Figures 25(h) to (j) and Figures 26(h) and (i), the standby operation may involve, for example, the decorative pattern 201 being displayed in a swaying manner, or the decorative pattern 201 being displayed in a rotating manner in a reach-like manner. The standby operation can be performed in any display mode as long as the decorative pattern 201 is in a standby state.
[0261] In Figures 24 to 26, the "Confirmed" state is maintained for 0.5 seconds with the decorative symbols 201 completely stopped, and the result of the jackpot lottery is announced to the player based on the combination of decorative symbols 201.
[0262] In "Normal 3s," when the reel spinning animation (special symbol spinning display game) begins, the starting actions of the left symbol 201a, middle symbol 201b, and right symbol 201c are performed for 1 second, followed by a 1 second of high-speed spinning, a 0.5 second deceleration, a 0.5 second stop action, and finally a 0.5 second stop (confirmation). In this "normal 3s" mode, the start action, high-speed fluctuation, deceleration, and stop action of the left symbol 201a, the middle symbol 201b, and the right symbol 201c all occur at the same time.
[0263] In "Normal 5s," when the reel spinning animation (special symbol spinning display game) starts, the starting actions of the left symbol 201a, middle symbol 201b, and right symbol 201c are performed for 1 second before the game transitions to high-speed spinning. Then, the left symbol 201a and the right symbol 201c undergo a high-speed fluctuation for 2.5 seconds, followed by a 0.5-second deceleration action, a 1-second stop action, and finally a 0.5-second stop (confirmation). Additionally, the middle symbol 201b undergoes a 3-second high-speed fluctuation followed by a 0.5-second deceleration action, and then a 0.5-second stop action followed by a 0.5-second stop (confirmation). Therefore, in "Normal 5s," the display appears as if the left symbol 201a and the right symbol 201c stop in sync, and then the middle symbol 201b stops immediately afterward.
[0264] In "Normal 10s," when the reel spinning animation (special symbol spinning display game) starts, the starting actions of the left symbol 201a, middle symbol 201b, and right symbol 201c are performed for 1 second before transitioning to high-speed spinning. Then, the left symbol 201a undergoes a high-speed fluctuation for 5.5 seconds, followed by a 1-second deceleration, and after a 1-second stop, transitions to a 1.5-second swing. Additionally, the right-hand symbol 201c undergoes a 6-second high-speed fluctuation followed by a 1-second deceleration, then a 1-second stop before transitioning to a 1-second shake. Additionally, the middle symbol 201b undergoes a 6.5-second high-speed fluctuation, followed by a 1-second deceleration, and then transitions to a 0.5-second shaking motion after a 1-second stop. Then, the left symbol 201a, the middle symbol 201b, and the right symbol 201c align and stop (confirm) for 0.5 seconds. Therefore, in "Normal 10s," the display will appear as if the left symbol 201a, the right symbol 201c, and the middle symbol 201b stop in that order after a high-speed fluctuation.
[0265] In "Normal 13s," when the variation animation (special symbol variation display game) starts, the starting actions of the left symbol 201a, middle symbol 201b, and right symbol 201c are performed for 1 second, as shown in Figures 25(a) and 25(b). After that, as shown in Figures 25(c) and 25(d), the left symbol 201a, middle symbol 201b, and right symbol 201c undergo high-speed variation. Then, after a high-speed fluctuation of 7 seconds (8 seconds after the start of fluctuation), the left symbol 201a transitions to a deceleration operation, as shown in Figure 25(e). Also, during the deceleration operation of the left symbol 201a (9 seconds after the start of fluctuation), the right symbol 201c transitions to a deceleration operation, as shown in Figure 25(f). Subsequently, 9.5 seconds after the start of the variation, the left symbol 201a stops, as shown in Figure 25(g). Also, 10 seconds after the start of the variation, the middle symbol 201b slows down. 10.5 seconds after the start of the fluctuation, as shown in Figure 25(h), the left symbol 201a transitions to shaking, and the right symbol 201c performs a stopping action. 11.5 seconds after the start of the variation, as shown in Figure 25(i), the right symbol 201c transitions to shaking, and the middle symbol 201b performs a stopping action. Then, 12.5 seconds after the start of the variation, as shown in Figure 25(j), the left symbol 201a, the middle symbol 201b, and the right symbol 201c all begin to shake. Thirteen seconds after the start of the variation, as shown in Figure 25(k), the left symbol 201a, the middle symbol 201b, and the right symbol 201c will stop (set) for 0.5 seconds.
[0266] In "Reach Variation," when the variation animation (special symbol variation display game) begins, the starting actions of the left symbol 201a, middle symbol 201b, and right symbol 201c are performed for 1 second, as shown in Figures 26(a) and 26(b). After that, as shown in Figures 26(c) and 26(d), the left symbol 201a, middle symbol 201b, and right symbol 201c undergo high-speed variation. Then, after a high-speed fluctuation of 7 seconds (8 seconds after the start of fluctuation), the left symbol 201a transitions to a deceleration operation, as shown in Figure 26(e). Also, during the deceleration operation of the left symbol 201a (9 seconds after the start of fluctuation), the right symbol 201c transitions to a deceleration operation, as shown in Figure 26(f). Subsequently, 9.5 seconds after the start of the variation, the left symbol 201a stops, as shown in Figure 26(g). Also, 10 seconds after the start of the variation, the middle symbol 201b scrolls slowly. Note that slow scrolling is an example of a deceleration operation. 10.5 seconds after the start of the fluctuation, as shown in Figure 26(h), the left symbol 201a transitions to a swaying motion, and the right symbol 201c performs a stopping action. At this time, the right symbol 201c performs a stopping action with the same decorative symbols as the left symbol 201a. 11.5 seconds after the start of the variation, as shown in Figure 26(i), a reach action is performed in which the left symbol 201a and the right symbol 201c rotate once around, for example, a vertical rotation axis. Then, 13 seconds after the start of the variation, a reach animation (such as an SP animation) is performed, such as displaying an image of the reach animation, as shown in Figure 26(j).
[0267] Thus, in "Normal 13s" and "Reach Variation," during the interval from the start of variation to 1 second after the start of variation, and from 8 seconds after the start of variation to 13 seconds after the start of variation, at least one of the left symbol 201a, middle symbol 201b, and right symbol 201c is opaque. More specifically, during the interval from the start of variation to 1 second after the start of variation, and from 10 seconds after the start of variation to 13 seconds after the start of variation, all of the decorative symbols 201 are opaque; during the interval from 8 seconds after the start of variation to 9 seconds after the start of variation, one of the decorative symbols 201 has high transparency and two are opaque; and during the interval from 9 seconds after the start of variation to 10 seconds after the start of variation, two of the decorative symbols 201 have high transparency and one is opaque.
[0268] On the other hand, during the 7 seconds from 1 second after the start of the variation to 8 seconds after the start of the variation, all three symbols—left symbol 201a, middle symbol 201b, and right symbol 201c—are in a state of high transparency due to rapid variation. Therefore, in this section, the decorative symbol 201 is difficult for the player to see, meaning the player is not paying attention to the changing display of the decorative symbol 201. Various pre-announcement effects are performed in this section because it is possible to concentrate the player's attention on the pre-announcement effects. Hereafter, this section may be referred to as the optimal performance section. In addition, the pre-announcement effects performed in this section are generally called pre-reach pre-announcement effects, but here they will simply be referred to as pre-announcement effects.
[0269] [7.2 Examples of trailer production] Figures 27 and 28 show time charts of the pre-announcement effects performed in the optimal performance section. As shown in Figures 27 and 28, the pre-announcement effects performed in the optimal performance section include chance-up effects, first step-up effects, second step-up effects, first button effects, second button effects, first background change effects, and second background change effects. In addition, several other effects (hereinafter referred to as general pre-announcement effects) are also provided in the optimal performance section.
[0270] These preview sequences include an introduction section, a sequence, and an ending section. However, preview sequences may not have an introduction section, or they may have a fade-in (FI) section before the introduction section, or they may not have an ending section, or they may have a fade-out (FO) section after the ending section.
[0271] The introductory section informs the player that a pre-announcement sequence is about to begin, and includes preliminary sequences that show what kind of sequence will be played and what hints or information will be conveyed during it. Therefore, sequences that suggest the likelihood of a big win are rarely played during the introductory section.
[0272] The "performance section" is the main section of the pre-announcement sequence, where performances are given to suggest or announce the likelihood of a big win. However, performances suggesting the likelihood of a big win may not be given throughout the entire performance section, but may also be given only in part of the performance section. In addition, the performance section may include performances that suggest or announce the next development, rather than suggesting the likelihood of a big win.
[0273] The ending section is a section that informs the player that the preview sequence has ended, and there are almost no sequences that suggest the likelihood of a big win.
[0274] In typical preview sequences, as shown in Figure 27, all sequences are performed within the optimal sequence where the decorative pattern 201 has high transparency. In other words, in typical preview sequences, the introduction, sequence, and ending sequences are structured so that they all fall within the optimal sequence. For example, if the optimal sequence is 7 seconds, the introduction is 1 second, the sequence is 4.5 seconds, and the ending sequence is 1.5 seconds. This allows players to see typical pre-announcement effects without them being obstructed by the changing display of the decorative symbols 201.
[0275] However, if all the pre-announcement sequences are to be performed within the optimal sequence, the execution time for the sequence that shows the reliability of a big win, which is of most interest to the player, will be shortened, making it impossible to adequately show the player the sequence that shows the reliability of a big win.
[0276] Therefore, in the chance-up effect, the first step-up effect, the second step-up effect, the first button effect, the second button effect, the first background change effect, and the second background change effect, a portion of the effect is performed during the starting action and deceleration of the decorative symbol 201, thereby extending the execution time of the effect section that indicates the reliability of a big win. Note that the first background change effect and the second background change effect may be collectively referred to simply as the background change effect.
[0277] (Chance-up effect) Figure 29 shows an example of a chance-up effect. As shown in Figures 29(d) to 29(h), the chance-up effect is an effect that suggests the likelihood of winning a jackpot by displaying one of the item images 222 with different color patterns. There are five types (five patterns) of item images 222, for example, default (white), blue, green, red, and gold, and the likelihood of winning increases in the order of default, blue, green, red, and gold.
[0278] As shown in Figures 27 and 29, the chance-up effect is initiated during the opening action of the decorative symbol 201. When the chance-up effect is initiated, as shown in Figures 29(a) to 29(c), a pedestal image 221 is displayed over the decorative symbol 201, suggesting that an item image 222 will be displayed, as a fade-in and introduction section. The fade-in period is, for example, 0.3 seconds, and a display is shown, for example, in which the transparency of the base image 221 gradually decreases, indicating that the introduction period has begun. The fade-in period ends before the decorative pattern 201 switches to high-speed fluctuation. In other words, the fade-in period ends before the decorative pattern 201 reaches high transparency.
[0279] As shown in Figures 29(b) and 29(c), the introduction section begins before the decorative pattern 201 switches to high-speed fluctuation (before the start action ends), and the base image 221 is displayed with transparency 0. The introduction section is, for example, 1 second and ends immediately after the decorative pattern 201 switches to high-speed fluctuation.
[0280] The base image 221 is the same regardless of the type of item image 222 that is displayed later. Therefore, the display of base image 221 does not indicate the likelihood of winning the jackpot.
[0281] Here, the base image 221 and item image 222 are set to have a higher display priority than the decorative pattern 201 (they are set to a higher layer). Therefore, the base image 221 and item image 222 will be displayed in front of the decorative pattern 201. Furthermore, if the pedestal image 221 is displayed in the introductory section so as to overlap with the opaque decorative pattern 201, players may find the pedestal image 221 difficult to see. However, since the pedestal image 221 does not indicate the level of expectation, no particular problems arise. Also, the decorative pattern 201, which indicates the start action, is visible, so no particular problems arise.
[0282] The performance section begins immediately after the introductory section. During the performance section, an item image 222 of one of the following color patterns is displayed on the pedestal image 221, as shown in Figures 29(d) to 29(h). The color pattern of the item image 222 displayed here is determined by lottery based on a variation pattern, as will be explained in more detail later. The performance section lasts for, for example, 5.5 seconds and ends before any of the decorative symbols 201 switch to a deceleration action. Therefore, the performance section is contained within the optimal performance section, and the pedestal image 221 and item image 222 are displayed so as to overlap the highly transparent decorative pattern 201, and are not displayed overlapping the opaque decorative pattern 201. Therefore, during the presentation section, the item images 222 are in a state that is easy for the player to see. In other words, the player can easily understand the reliability during the presentation section.
[0283] Here, the colors used to represent item image 222 are white, blue, green, red, and gold. Of these colors, gold is easily mistaken for yellow or orange. Therefore, when displaying gold, various sizes of glitter Gr are displayed in and around the gold area. Glitter Gr is an effect image that represents gloss; for example, when representing gold, yellow is combined with white and black as appropriate.
[0284] The ending section begins immediately after the performance section ends. In the ending section, as shown in Figures 29(i) and 29(j), the pedestal image 221 and item image 222 are displayed in a way that they gradually disappear (their transparency increases) and are eventually hidden. The termination section lasts for, for example, 1.5 seconds and ends after the optimal performance section has ended and the left symbol 201a has switched to deceleration, but before the right symbol 201c has switched to deceleration. Therefore, the base image 221 and item image 222 are initially displayed overlapping the highly transparent decorative pattern 201, and finally displayed together with the opaque left pattern 201a.
[0285] However, the ending section indicates the end of the chance-up effect, such as the disappearance of the pedestal image 221 and item image 222, and does not indicate the level of expectation. Therefore, even if the pedestal image 221 and item image 222 are difficult to see, the player has already confirmed the level of expectation during the effect section, so there is no particular problem. Furthermore, since the display area of the left symbol 201a during the deceleration operation does not overlap with that of the base image 221 and the item image 222, the left symbol 201a during the deceleration operation will not be difficult for the player to see.
[0286] However, in the final section, the left symbol 201a may be displayed so as to overlap the base image 221 and the item image 222. Even in such a case, since the base image 221 and the item image 222 are hidden before the right symbol 201c switches to deceleration, it is possible to prevent situations where the temporarily stopped left symbol 201a is not visible, and it is also possible to understand whether the left symbol 201a and the right symbol 201c are in a reach state or not.
[0287] Then, after the end section is completed and the pedestal image 221 and item image 222 are hidden, that is, after the chance-up effect is completed, the deceleration of the right symbol 201c begins, as shown in Figure 29(k).
[0288] In this way, in the chance-up effect, the combined area of the pedestal image 221 and item image 222 displayed in the effect section is larger than the area of the pedestal image 221 displayed in the introduction section. Therefore, the visibility in the effect section can be improved in the chance-up effect.
[0289] Furthermore, in the chance-up effects, the display priority is set such that the background image 210 has the lowest priority, followed by the decorative symbols 201, and then the pedestal image 221 and item image 222 have the highest priority. Therefore, the decorative symbols 201 are displayed before the background image 210, and the pedestal image 221 and item image 222 are displayed before the decorative symbols 201. By displaying the pedestal image 221 and item image 222 before the decorative pattern 201, the pedestal image 221 can be easily seen even if a chance-up effect starts during the initial action of the opaque decorative pattern 201. Furthermore, since the effect section occurs during high-speed fluctuations when the decorative pattern 201 has high transparency, the pedestal image 221 and item image 222 can be seen even more easily. Furthermore, the display priority of background image 210, decorative pattern 201, base image 221, and item image 222 will not change from the start to the end of the chance-up effect.
[0290] Furthermore, in the introductory and presentation sections, the pedestal image 221 and item image 222 are displayed sequentially, allowing for a pause (time) before the item image 222 is displayed, thereby creating a sense of anticipation for the player. Furthermore, in the final section, the pedestal image 221 and item image 222 are hidden together, allowing the chance-up effect to end quickly.
[0291] Furthermore, item image 222 may change gradually, such as by changing its display size, position, or color. In that case, since a certain amount of animation execution time will be required, it is more effective to lengthen the animation interval.
[0292] (First step-up performance) Figure 30 shows an example of the first step-up animation. The first step-up animation is a sequence of steps from one to three stages, with the probability of winning increasing as the step-up animation progresses. The step-up animation is performed using three different color patterns, such as blue, red, and gold, each representing a different probability of winning. In the first step-up animation, the probability of winning increases in the order of blue, red, and gold.
[0293] As shown in Figures 27 and 30, the first step-up effect begins during the start action of the decorative symbol 201. When the chance-up effect begins, as shown in Figures 30(a) to 30(b), the first stage (SU1) effect section begins with a conversation image 231, for example, represented by a blue background, displayed so as to overlap the decorative symbol 201 with zero transparency. At this time, the conversation image 231 does not display the content of the conversation (text).
[0294] Here, conversation image 231 and conversation images 232 and 233 (described later) are set to have a higher display priority than decorative pattern 201 (they are set to a higher layer). Therefore, conversation image 231 will be displayed in front of decorative pattern 201. Furthermore, if text is displayed on the conversation image 231 superimposed on the opaque decorative pattern 201, the text may become difficult to read, potentially confusing the player. Therefore, in sections where the decorative pattern 201 is opaque, no text is displayed on the conversation image 231. Also, since the decorative pattern 201 in which the start action is being performed is visible, no particular problems arise.
[0295] When the decorative pattern 201 is switched to high-speed variation, the content of the conversation (text) is displayed on the conversation image 231, as shown in Figure 30(c). The first stage (SU1) performance section lasts for, for example, 3 seconds. Therefore, the first stage performance section ends after the decorative symbol 201 switches to high-speed variation. Here, since there is only one type of step performance in the first stage, which is blue, it does not indicate the level of expectation, but rather it can be said that it is a performance that mainly indicates whether or not the second stage step performance will be performed afterward. In other words, the first stage step performance can be said to function as an introductory section in which a common performance is performed.
[0296] If the first step-up animation ends in one stage, the ending section will begin immediately after the animation section of the first step-up animation ends. The ending section will last for one second. During the ending section, for example, the transparency of conversation image 231 will gradually increase until it is completely hidden.
[0297] On the other hand, if the first step-up animation continues beyond the second stage, the second stage (SU2) animation period begins when the first stage animation period ends. The second stage animation period lasts for, for example, two seconds. Therefore, the second stage animation period takes place during the high-speed fluctuation of the decorative symbol 201. In the second stage of the performance, as shown in Figures 30(d) to 30(g), a conversation image 232, for example, with a red or gold background, is displayed superimposed on a highly transparent decorative pattern 201. Here, if there is a time when the first and second stage performances overlap, there is a time when the first stage conversation image 231 and the second stage conversation image 232 are displayed simultaneously, as shown in the figure. Additionally, multiple glitter Gr elements are displayed on the golden conversation image 232. The glitter Gr elements may be displayed so as to extend beyond the text area, or they may be displayed around the conversation image 232 (in the area outside the conversation image 232).
[0298] Subsequently, at the end of the first stage, the blue conversation image 231 is hidden. Figures 30(d) and 30(e) illustrate the case where the first step-up animation ends in two stages. On the other hand, Figures 30(f) and 30(g) illustrate the case where the first step-up animation continues up to three stages.
[0299] If the first step-up animation ends in two stages, the ending section begins immediately after the second stage animation section ends. The ending section lasts for one second. During the ending section, for example, the transparency of dialogue image 232 gradually increases until it is completely hidden.
[0300] The second stage of the animation features two variations, red and gold, which can be considered an indication of the level of expectation. Furthermore, during the second stage of the animation, while the dialogue image 232 indicating the level of confidence is displayed, the decorative symbols 201 have high transparency (within the optimal animation period), making the dialogue image 232 easily visible to the player. In other words, the player can easily understand the level of confidence during the animation period.
[0301] If the first step-up animation continues up to the third stage, the third stage (SU3) animation period begins when the second stage animation period ends. The third stage animation period lasts for, for example, two seconds. Therefore, the third stage animation period takes place while the decorative symbol 201 is rapidly changing. In the third stage of the performance, as shown in Figures 30(h) to 30(j), a conversation image 233, for example, with a red or gold background, is displayed superimposed on a highly transparent decorative pattern 201. Here, if there is a time when the second and third stage performances overlap, there is a time when the second stage conversation image 232 and the third stage conversation image 233 are displayed simultaneously, as shown in the figure.
[0302] Figures 30(h) and 30(i) illustrate the case where the second-level conversation image 232 is displayed in red. On the other hand, Figure 30(j) illustrates the case where the second-level conversation image 232 is displayed in gold. Additionally, multiple glitter Gr elements are displayed on the golden conversation image 233. The glitter Gr elements may be displayed so as to extend beyond the text area, and may also be displayed around the conversation image 233 (in the area outside of conversation image 232).
[0303] As shown in Figures 30(h) to 30(j), the third-stage conversation image 233 is displayed in red or gold if the second-stage conversation image 232 is red, and in gold if the second-stage conversation image 232 is gold. In this way, the third-stage conversation image 231 is displayed in a color scheme that is the same as or higher than the second-stage conversation image.
[0304] Once the third stage of the presentation ends, the ending section begins immediately. In the ending section, as shown in Figures 30(k) and 30(l), the third stage conversation image 233 is displayed in a way that it gradually disappears (its transparency increases) and eventually disappears. The termination interval is, for example, changed to 1 second, and ends after the left symbol 201a switches to deceleration action but before the right symbol 201c switches to deceleration action. Therefore, the third-stage conversation image 233 is initially displayed overlapping the highly transparent decorative pattern 201, and finally displayed together with the opaque left pattern 201a.
[0305] The third stage of the animation features two variations, red and gold, suggesting an indication of the level of expectation. Furthermore, during the third stage of the animation, while the dialogue image 233 indicating reliability is displayed, the decorative symbols 201 have high transparency (within the optimal animation period), making the dialogue image 233 easily visible to the player. In other words, the player can easily understand the level of reliability during the animation period.
[0306] On the other hand, the third stage's ending section indicates the end of the step-by-step presentation, with conversation image 233 disappearing, and does not indicate the level of expectation. Therefore, even if conversation image 233 is difficult to see, players have already confirmed the level of expectation during the presentation section, so no particular problem arises. Furthermore, while the left symbol 201a is decelerating, its display area partially overlaps with the conversation image 233. However, since the conversation image 233 is hidden before the right symbol 201c switches to decelerating, it is possible to prevent the type of the temporarily stopped left symbol 201a from becoming unclear, and also to make it clear whether the left symbol 201a and the right symbol 201c are in a reach state or not. Alternatively, the display areas of the left symbol 201a and the conversation image 233 may be made so as not to overlap during the deceleration operation.
[0307] Then, after the third stage's ending section is completed and the conversation image 233 is hidden, that is, after the first step-up effect is finished, the right symbol 201c starts to decelerate, as shown in Figure 30(m).
[0308] Thus, in the first step-up animation, the end of the first and second animation phases are branching points that determine whether or not the next step animation will begin. At these branching points, the decorative symbol 201 has high transparency (it is within the optimal animation phase), making it easy for the player to see whether or not the next step animation will begin. On the other hand, by having the first step animation begin and the third step animation end at the moment when at least one of the decorative symbols 201 is opaque, the overall execution time of the first step-up animation is extended, while making the decorative symbol 201 highly transparent (within the optimal animation phase) at the branching points makes it easy for the player to understand whether or not the next step animation will begin.
[0309] Note that while the performance sections for the first and second stages, and the second and third stages, are designed not to overlap, it is also acceptable for the performance sections to overlap. Furthermore, if the final stage of the first step-up animation is one or two stages, the overall animation execution time is shorter compared to when it is executed up to the third stage. Therefore, all step animations may be executed during the high-speed fluctuation of the decorative symbol 201 (during the optimal animation interval).
[0310] (Second step-up performance) Figure 31 shows an example of the second step-up sequence. The second step-up sequence is a sequence in which one or two step sequences are performed in order, and the probability of winning increases as the step sequence progresses. Therefore, the second step sequence has fewer steps to reach the final stage compared to the first step sequence.
[0311] In the step-up animation, for example, the animation is performed using three different color patterns—blue, red, and gold—each representing a different level of expectation for a big win. In the second step-up animation, the expectation level is set to increase in the order of blue, red, and gold.
[0312] As shown in Figures 27 and 31(a) to 31(c), the second step-up animation begins after the start action of the decorative symbol 201 is completed and the decorative symbol 201 is switched to high-speed variation. When the second step-up animation begins, as shown in Figures 31(d) to 31(f), the first stage (SU1) animation section is displayed, for example, with a thin band-shaped cut-in image 241 superimposed on the highly transparent decorative symbol 201 in the center. The cut-in image 241 is an image in which a character is superimposed on one of the blue, red, or gold bands, with the expectation level set to increase in the order of blue, red, and gold.
[0313] Here, cut-in image 241 and cut-in image 242 (described later) are set to have a higher display priority than decorative pattern 201 (they are set to a higher layer). Therefore, cut-in images 241 and 242 will be displayed in front of decorative pattern 201.
[0314] The first stage (SU1) performance section lasts for, for example, 3.5 seconds. Therefore, the first stage performance section begins and ends during the high-speed fluctuation of decorative symbol 201 (optimal performance section).
[0315] The ending section begins immediately after the first stage of the presentation ends. The ending section lasts for 1.5 seconds. During the ending section, for example, the transparency of cut-in image 241 gradually increases until it is completely hidden.
[0316] The second stage (SU2) performance section begins 2 seconds after the start of the first stage performance section and before the end of the first stage performance section. The second stage performance section lasts for, for example, 3.5 seconds. Therefore, the second stage performance section starts and ends during the high-speed fluctuation of decorative symbol 201 (optimal performance section). In the second stage of the presentation, as shown in Figures 31(g) to 30(i), for example, a thick band-shaped cut-in image 242 is displayed in the center, overlapping with a highly transparent decorative pattern 201. Cut-in image 242 is an image in which a character is superimposed on one of three bands: blue, red, or gold, with the level of expectation increasing in the order of blue, red, and gold. Additionally, multiple Glitter Gr elements will be displayed in the golden cut-in images 241 and 242. The Glitter Gr elements may also be displayed so that they extend beyond the cut-in images 241 and 242. Furthermore, the cut-in image 242 displays character information 402 showing the character name in kanji, and supplementary character information 403 showing the pronunciation of the kanji character information 402 in katakana. For example, as shown in Figure 31(g), the character information 402 is displayed as "Fujiko" and the supplementary character information 403 is displayed as "Fujiko". In this case, the character information 402 and the supplementary character information 403 are displayed in different display modes (different fonts, sizes). However, the character information 402 and the supplementary character information 403 may be displayed in the same display mode, and no voice output is used to read out the character information 402. Also, different display modes may include different colors, and the same applies to other character information and supplementary character information. By displaying the character information 402 and the supplementary character information 403 in the cut-in image 242 in this way, the character name can be made understandable to the player through the supplementary character information 403, even in a short time of 3.5 seconds.
[0317] The second stage cut-in image 242 is displayed in a color scheme that is the same as or higher in terms of expectation level as the first stage cut-in image 241. Specifically, if the first stage cut-in image 241 is blue, the second stage cut-in image 242 will be displayed in blue, red, or gold; if the first stage cut-in image 241 is red, the second stage cut-in image 242 will be displayed in red or gold; and if the first stage cut-in image 241 is gold, the second stage cut-in image 242 will be displayed in gold.
[0318] Here, during the time when the first and second stage presentation sections overlap, both cut-in image 241 and cut-in image 242 are displayed. However, it is also acceptable to ensure that the first and second stage presentation sections do not overlap.
[0319] The ending section begins immediately after the end of the second stage of the presentation. In the ending section, as shown in Figures 31(j) and 31(k), the second stage cut-in image 242 is displayed in a way that it gradually disappears (its transparency increases) and eventually becomes invisible. At this time, the text information 402 and the auxiliary text information 403 may be hidden from the beginning. The termination interval is, for example, changed to 1.5 seconds, and ends after the left symbol 201a switches to deceleration mode but before the right symbol 201c switches to deceleration mode. Therefore, the second-stage cut-in image 242 is initially displayed overlapping the highly transparent decorative pattern 201, and finally displayed together with the opaque left pattern 201a.
[0320] The first and second stage step sequences each feature three different color variations: blue, red, and gold, and can be said to be sequences that suggest the level of expectation. Furthermore, during the first and second stage sequences, while the cut-in images 241 and 242, which indicate reliability, are displayed, the decorative symbols 201 have high transparency (this is the optimal sequence for the sequence), making the cut-in images 241 and 242 easy for the player to see. In other words, players can easily understand the level of reliability during the sequence.
[0321] On the other hand, the second stage's ending section indicates the end of the step-by-step animation, with cut-in image 242 disappearing, and does not indicate the level of expectation. Therefore, even if cut-in image 242 is difficult to see, players have already confirmed the level of expectation during the animation section, so there is no particular problem. Furthermore, while the left symbol 201a is decelerating, its display area partially overlaps with the cut-in image 242. However, since the cut-in image 242 is hidden before the right symbol 201c switches to decelerating, it prevents the player from losing track of the type of the temporarily stopped left symbol 201a, and also allows the player to understand whether the left symbol 201a and the right symbol 201c are in a reach state or not.
[0322] Then, after the second stage's ending section is completed and the cut-in image 242 is hidden, that is, after the second step-up effect is finished, the right symbol 201c starts to decelerate, as shown in Figure 31(l).
[0323] If the second step-up animation ends at the first stage, the second step-up animation will end while the decorative symbol 201 is still rapidly changing.
[0324] Thus, because the second step-up animation has fewer steps compared to the first step-up animation, by performing all animation segments when the decorative symbol 201 has high transparency (within the optimal animation segment), players can concentrate on the animation without being distracted by the changing display of the decorative symbol 201.
[0325] (First button press animation) Figure 32 shows an example of the first button effect. In the first button effect, the effect is performed in response to the operation of the effect button 25a.
[0326] As shown in Figures 28 and 32, the first button animation begins before the decorative symbol 201 starts its initial action and switches to high-speed variation. When the first button animation begins, as shown in Figures 32(a) to 32(c), a selection image 251 labeled "Super Hot," "Chance," and "Disappointing," which indicate the likelihood of a big win, is displayed in rotation as an introductory section. "Disappointing" has a blue background, "Chance" has a red background, and "Super Hot" has a gold background, with the likelihood of a big win increasing in the order of "Disappointing," "Chance," and "Super Hot" (blue, red, gold). Multiple glitter Gr elements are displayed in the selected image 251, which is labeled "Super Hot". The glitter Gr elements may extend beyond the selected image 251, or they may extend beyond the text "Super Hot".
[0327] The introductory period is, for example, 1 second and ends after the decorative pattern 201 switches to high-speed variation. Therefore, the selected image 251 is initially displayed overlapping the opaque decorative pattern 201, and finally ends up overlapping the highly transparent decorative pattern 201. Here, the selected image 251, the button image 252 (described later), and the validity period bar 253 are set to have a higher display priority than the decorative pattern 201 (they are set to a higher layer). Therefore, the selected image 251 will be displayed in front of the decorative pattern 201. At this time, the decorative pattern 201, which is performing the start action, is also visible, so no particular problems arise.
[0328] After the introduction section ends, a button activation section is set. The button activation section is the period during which the performance button 25a is accepted, and is set to, for example, 3.5 seconds. During the button activation section, as shown in Figure 32(d), a button image 252 that mimics the performance button 25a and an activation period bar 253 indicating the remaining button activation section are displayed. The activation period bar 253 is drawn with multiple memory segments representing divisions of the button activation section, and the memory segments decrease each time a predetermined amount of time has elapsed, thereby indicating the remaining button activation section.
[0329] Then, when the performance button 25a is operated within the button's active period, a post-operation performance is executed, as shown in Figures 32(e) and 32(f), in which a predetermined selected image 251 is displayed. In the figures, the selected image 251 "Super Hot" is displayed.
[0330] The post-operation animation runs for, for example, 3.5 seconds. Therefore, if the animation button 25a is operated just before the end of the button's active period, the post-operation animation will end after the left symbol 201a switches to deceleration mode. For this reason, the first button animation is set to end 8.5 seconds after the start of the variation.
[0331] Furthermore, if the performance button 25a is operated by the player before the end of the button activation period, a waiting period is provided after the performance ends, and the selected image 251 is displayed as is during this waiting period. This makes it possible to synchronize the end timing of the first button effect regardless of when the effect button 25a is operated during the button's active period.
[0332] Thus, in the first button presentation, the button is active during the button activation period, and the display of the selected image 251, which is of most interest to the player, is mostly performed when the decorative pattern 201 has high transparency (within the optimal presentation period). Therefore, the player can easily understand the selected image 251.
[0333] On the other hand, the selected image 251 will overlap with the display area of the left symbol 201a during the deceleration operation. However, since the selected image 251 will be hidden before the right symbol 201c switches to the deceleration operation, it is possible to prevent the type of the temporarily stopped left symbol 201a from becoming unclear, and also to make it clear whether the left symbol 201a and the right symbol 201c are in a reach state or not.
[0334] Then, after the post-operation animation section or waiting section ends and the selected image 251 is hidden, that is, after the second button animation ends, the right symbol 201c is switched to deceleration mode, as shown in Figure 32(g).
[0335] (Second button press animation) Figure 33 shows an example of a second button effect. In the second button effect, the effect is performed in response to the operation of the effect button 25a.
[0336] As shown in Figures 28 and 33(a) and 33(b), the second button animation starts after the decorative symbols 201 have switched to high-speed rotation, unlike the first button animation which starts before the decorative symbols 201 have switched to high-speed rotation. When the second button animation starts, as shown in Figure 33(c), a message screen 261 is displayed as an introductory section, which reads, "Press the button to choose your next development!". The introductory section is, for example, 1 second, and the message screen 261 is displayed so as to overlap the highly transparent decorative symbols 201. Here, the message screen 261 and the subsequent image 262 (described later) are set to have a higher display priority than the decorative pattern 201 (they are set to a higher layer). Therefore, the message screen 261 will be displayed in front of the decorative pattern 201.
[0337] After the introduction period ends, a button activation period is set. The button activation period is set to, for example, 3.5 seconds. During the button activation period, the button image 252 and the validity period bar 253 are displayed, as shown in Figure 33(d).
[0338] Then, when the performance button 25a is operated within the button's active period, a post-operation performance is executed, as shown in Figures 33(e) and 33(f), in which a development destination image 262 suggesting a development destination (for example, "SP1") is displayed.
[0339] The post-operation animation runs for, for example, 2.5 seconds. Therefore, if the animation button 25a is operated just before the end of the button's active period, the post-operation animation will end after the left symbol 201a switches to deceleration mode. For this reason, the second button animation is set to end 8.5 seconds after the start of the variation.
[0340] Furthermore, if the performance button 25a is operated by the player before the end of the button activation period, a waiting period is provided after the performance ends, and during this waiting period, the development destination image 262 is displayed as is. This makes it possible to synchronize the end timing of the second button effect regardless of when the effect button 25a is operated during the button's active period.
[0341] Thus, the display of the development image 262, which is of most interest to the player during the active operation period and the second button animation, is almost always performed when the decorative symbols 201 have high transparency (within the optimal animation period). Therefore, the player can easily understand the development. Furthermore, the second button animation has the same duration as the first button animation, but the execution time of the post-operation animation is shorter. Therefore, even if the introduction phase is delayed, all animations can be completed before the right symbol 201c switches to deceleration mode. Moreover, even if the introduction phase is delayed, the player can easily confirm the result after operating the animation button 25a (i.e., the post-operation animation) and whether the left symbol 201a and the right symbol 201c are in a reach state.
[0342] On the other hand, the developed image 262 will eventually overlap the display area with the left symbol 201a which is in the deceleration phase. However, since the developed image 262 is hidden before the right symbol 201c switches to the deceleration phase, it is possible to prevent the type of the temporarily stopped left symbol 201a from becoming unclear, and it is also possible to understand whether the left symbol 201a and the right symbol 201c are in a reach state or not.
[0343] Then, after the post-operation animation section or waiting section ends and the development destination image 262 is hidden, that is, after the second button animation ends, the right symbol 201c is switched to deceleration mode, as shown in Figure 33(g).
[0344] (Background change effect) Figure 34 shows the execution of the pattern stage. Figure 35 shows the execution of the school stage. Figure 36 shows the execution of the off-campus stage.
[0345] In the gaming machine 1, multiple performance stages (performance modes) are provided in the normal state. As an example of performance stages, there are three performance stages: the pattern stage shown in Figure 34, the school stage shown in Figure 35, and the off-campus stage shown in Figure 36.
[0346] In the performance stages, the display patterns of the decorative symbols 201, the display patterns of the hold indicators 203, the lighting patterns of the performance LEDs 27, the background image 210, the background sound (BGM), etc., differ from one another, creating a different world view for each performance stage. One or more of the display patterns of the decorative symbols 201, the display patterns of the hold indicators 203, the lighting patterns of the performance LEDs 27, and the background sound (BGM) may be common to multiple performance stages. In other words, in each performance stage, it is sufficient that at least one of the display patterns of the decorative symbols 201, the hold indicators 203, the lighting patterns of the performance LEDs 27, and the background sound (BGM) differs from the background image 210.
[0347] On the pattern stage, as shown in Figure 34(a), the hold indicator 203 and the hold indicator area 205 are displayed in a circular shape, BGM1 is output as background music, and the performance LED 27 is primarily red and lights up in a pattern synchronized with BGM1. Furthermore, in the pattern stage, as shown in Figure 34(b), "Pattern 1" and "Pattern 2" are switched and displayed as background image 210. Furthermore, on the pattern stage, a decorative pattern 201, as shown in Figure 34(c), is displayed.
[0348] On the school stage, as shown in Figure 35(a), the hold indicator 203 and hold indicator area 205 are displayed in a star shape, BGM2 is output as background music, and the performance LED 27 lights up in a blue-based pattern synchronized with BGM2. Furthermore, in the school stage, as shown in Figure 35(b), the background image 210 is switched between and displayed as "classroom" and "gymnasium". Furthermore, the school stage displays a decorative pattern 201 as shown in Figure 35(c). The decorative pattern 201 on the school stage is composed of a combination of characters, character names, and numbers. The character names are displayed as kanji names (character information) and alphabetical names (supplementary character information) that indicate the pronunciation of those kanji names. For example, in the "1" design, the character name "Fuji Taro" and its reading "Fuji Taro" are displayed. Below, the kanji name of the decorative design 201 in the school stage will be referred to as character information 404, and the alphabet name as supplementary character information 405. Since some characters have names with kanji characters (character information 404) that are difficult to read, displaying their alphabetical names (supplementary character information 405) alongside their kanji names makes it easier to understand the character names. Furthermore, since the decorative symbol 201 is displayed for a longer period while staying on the school stage compared to during special effects, displaying the character's name in alphabetical letters on the decorative symbol 201 allows players to constantly check the character's name, making it easier for them to remember the character's name.
[0349] On the off-campus stage, as shown in Figure 36(a), the hold indicator 203 and hold indicator area 205 are displayed in a triangular shape, BGM3 is output as background music, and the performance LED 27 is primarily green and lights up in a pattern synchronized with BGM3. Furthermore, on the off-campus stage, as shown in Figure 36(b), the background image 210 is switched between "city" and "park". Furthermore, decorative patterns 201, as shown in Figure 36(c), are displayed on the off-campus stage.
[0350] These performance stages are just examples; for example, the same hold display 203 or the same decorative pattern 201 may be used in multiple performance stages.
[0351] Figure 37 is a diagram showing an overview of the background change effect. Figure 38 is a diagram showing an example of the first background change effect. Figure 39 is a diagram showing an example of the second background change effect. The background change effect is a feature that changes (changes) the background image 210 during the variation effect (special symbol variation display game).
[0352] The performance control unit 121 executes a first background change performance when switching performance stages, and executes a second background change performance when only the background image 210 is switched without switching performance stages. As shown in Figure 37, the first background change effect is executed at a rate of once every 20 to 30 spins of the special symbol variation display game (variation effect), while the second background change effect is executed at a rate of once every 3 to 5 spins of the special symbol variation display game (variation effect). Therefore, the execution frequency of the first background change effect is lower than that of the second background change effect.
[0353] In the example shown in Figure 37, when the first background change effect is executed, the effect stages are changed in the order of pattern stage, school stage, and off-campus stage. However, these stages may be changed in other orders, for example, by changing randomly. Furthermore, each performance stage is provided with two types of background images 210, but the number of background images 210 provided for each performance stage may be one type, three or more types, or different numbers for each performance stage. Note that the second background change performance will not be executed in performance stages where only one type of background image 210 is provided.
[0354] As shown in Figures 28 and 38, the first background change effect starts after the start action of the decorative pattern 201 has begun but before it switches to high-speed variation. When the first background change effect starts, as shown in Figures 38(a) to 38(c), a transition image 271 is displayed with many horizontal lines that make it appear as if the screen is moving horizontally. At this time, the transition image 271 has a higher display priority (is a higher layer) than the background image 210, decorative pattern 201, hold display 203, and the hold display 207, and is displayed with gradually decreasing transparency, so that the background image 210, decorative pattern 201, hold display 203, and the hold display 207 before the transition are displayed and gradually fade out and become invisible. However, since the mini pattern 202 has a higher display priority than the transition image 271, the mini pattern 202 continues to be displayed even when the transition image 271 is displayed. Furthermore, during the first background change effect, the LED 27 for the effect lights up in a special lighting pattern (flashing) for the first background change effect, and a special sound effect for the first background change effect (for example, a "shpeeee
[0355] The lighting pattern specifically for the first background change effect is performed using all or some of the effect LEDs 27 mounted on the gaming machine 1. For the lighting pattern specifically for the first background change effect, it is preferable to use at least the effect LEDs 27 located on the game board and surrounding the LCD unit 57. Furthermore, at least the effect LEDs 27 located on the front frame 7 may be kept off during the first background change effect. Thus, during normal operation (when the first background change effect, etc., is not being performed) in each performance stage, the lighting pattern of the performance LEDs 27 is performed using a large number of performance LEDs 27 covering a wide area, while the lighting pattern during the performance of the first background change effect is performed using a narrower area (fewer LEDs) of performance LEDs 27 than the lighting pattern during normal operation. This makes it possible to view the entire performance LEDs 27 and LCD unit 57 used in the first background change effect with minimal eye movement, thereby improving the effect of the performance. Furthermore, it is advisable to turn off the LEDs 27 used for effects that are not being used in the first background change effect while the first background change effect is running. This makes the unused LEDs 27 less noticeable, allowing the viewer to focus on the LEDs 27 and LCD unit 57 used in the first background change effect.
[0356] The first background change animation (animation section) is performed for, for example, one second. Therefore, the first background change animation ends after the decorative pattern 201 switches to high-speed variation. As shown in Figures 38(d) to 38(f), after the first background change animation ends, the changed background image 210 belonging to the switched animation stage (school stage) is displayed. When the first background change effect is executed, the effect stage is switched, and the display mode of the decorative symbols 201, the hold indicator 203, the display mode of the said hold indicator 207, the lighting mode of the effect LED 27, and the background sound (BGM) are also switched to the execution mode corresponding to the changed effect stage at the same timing as the background image 210.
[0357] Thus, when the switched background image 210 is displayed, the decorative patterns 201 change rapidly and have high transparency, making it possible to ensure that the player can properly understand the changed background image 210.
[0358] In the first background change effect, a common transition image 271 is displayed regardless of whether it is the pre-change or post-change effect stage. However, it is also possible to display different transition images depending on whether it is the pre-change or post-change effect stage.
[0359] Furthermore, as shown in Figures 28 and 39, the second background change effect is started after the start action of the decorative pattern 201 has begun but before it switches to high-speed variation. When the second background change effect is started, a black background image 272 is displayed, for example, with a black background, as shown in Figures 39(a) and 39(b). At this time, the black background image 272 has a lower display priority (it is a lower layer) than the decorative pattern 201, mini pattern 202, hold display 203, and hold display area 205, so the decorative pattern 201, mini pattern 202, hold display 203, and hold display area 205 are displayed before the black background image 272. Furthermore, in the second background change effect, there is no illumination of the LED 27 for the effect corresponding to the second background change effect, nor is there output of a sound effect corresponding to the second background change effect. Therefore, when the second background change effect is performed, the background music (BGM) continues to be output before and after the background image 210 is switched, and the illumination of the LED 27 for the effect, which is linked to the BGM, also continues. In other words, in the second background change effect, the display mode of the decorative symbols 201, the hold indicator 203, the display mode of the said hold indicator 207, the illumination mode of the LED 27 for the effect, and the background sound (BGM) continue to be executed without change. The second background change effect is executed frequently, and the BGM output and LED 27 lighting patterns continue before and after the background image 210 changes. Therefore, if dedicated sound effects or lighting patterns for the effect LED 27 were to be output or displayed in a dedicated manner, as in the first background change effect, these continuities would be interrupted and disruptive. For this reason, dedicated sounds and lighting displays are not executed.
[0360] The second background change animation is shorter than the first background change animation, for example, lasting 0.5 seconds. Therefore, the second background change animation ends at the same time that the decorative symbols 201 switch to high-speed fluctuation. As shown in Figures 39(d) to 39(f), after the second background change animation ends, the changed background image 210, which belongs to the same animation stage as the animation stage before the switch, is displayed.
[0361] The second background change effect changes the background image 210 within the same performance stage, so the performance interval is set shorter than that of the first change effect, allowing for a quicker switch of the background image 210. However, the background change effect may be omitted when the background image 210 is changed within the same performance stage.
[0362] Here, the first background change effect is executed at a rate of approximately once every 20 to 30 spins of the special symbol variation display game (variation effect), while the second background change effect is executed at a rate of approximately once every 3 to 5 spins of the special symbol variation display game (variation effect). In this way, the second background change effect, which is executed more frequently, can be made less flashy than the first background change effect, thus creating an overall sense of calm, and the subtle background change can also be used to create a sense of anticipation.
[0363] The above-mentioned chance-up effects, first step-up effects, second step-up effects, first button effects, second button effects, and background change effects were explained using the example of a regular spin without pseudo-spins, but these effects may also be executed during pseudo-spins. If these effects are executed during pseudo-spins, they should be executed in the same way as in regular spins.
[0364] [7.3 Table used to determine the trailer production] Figures 40 and 41 show the preview sequence determination table. The preview sequence determination table shown in Figures 40 and 41 is stored in the ROM of the sequence control unit 121. The preview animation determination table in Figure 40 is used when the hold pre-read animation is not being performed. The preview animation determination table in Figure 41 is used when the hold pre-read animation is being performed. When the performance control unit 121 receives a variation pattern specification command in the command analysis process (see FIG. 13) of step S207 described above, if the hold preview performance is not being executed, it selects the preview performance determination table shown in FIG. 40, and if the hold preview performance is being executed, it selects the preview performance determination table shown in FIG. 41. It determines the type of preview performance (pre-reach preview performance) to be executed based on the variation pattern specification command by referring to the selected preview performance determination table.
[0365] In the preview performance determination table, a selection rate for the preview performance is set for each variation pattern. The numerical values stored in the preview performance determination table represent the distribution values of the selection rates when it is assumed that the random number for performance lottery can take 100 values from 0 to 99.
[0366] In the preview performance determination table, "none" indicates not to execute the preview performance, "CU" indicates to execute the chance-up performance, "1st SU" indicates to execute the first step-up performance, "2nd SU" indicates to execute the second step-up performance, "1st button" indicates to execute the first button performance, "2nd button" indicates to execute the second button performance, and "1st background change" indicates to execute the first background change performance.
[0367] According to the preview performance determination table, when the variation pattern is "normal 3s", "normal 5s", or "normal 10s", "none" is always determined. Therefore, when these are the variation patterns, the preview performance is not executed.
[0368] Also, for example, when the variation pattern is "SP1 (loss)" when the hold preview performance is not being executed, "none" is determined with a probability of 5 / 100, "CU" is determined with a probability of 20 / 100, "1st SU" is determined with a probability of 15 / 100, "2nd SU" is determined with a probability of 15 / 100, "1st button" is determined with a probability of 15 / 100, "2nd button" is determined with a probability of 15 / 100, and "1st background change" is determined with a probability of 15 / 100.
[0369] On the other hand, for example, if the variation pattern when the hold pre-read animation is being executed is "SP1 (miss)", there is a 20 / 100 chance that "none" will be determined, a 20 / 100 chance that "CU" will be determined, a 15 / 100 chance that "1st SU" will be determined, a 15 / 100 chance that "2nd SU" will be determined, a 15 / 100 chance that "1st button" will be determined, a 15 / 100 chance that "2nd button" will be determined, and "1st background change" will never be determined.
[0370] Then, if it is decided to perform a preview sequence, the content of the sequence is determined for each type of preview sequence that has been decided.
[0371] According to Figure 40, the first background change animation may be determined if the hold pre-read animation is not being executed. On the other hand, according to Figure 41, the first background change animation is not determined if the hold pre-read animation is being executed. Therefore, while the hold pre-read animation is being executed, that is, when the hold display 203 is displayed in a state other than the default, the first background change animation will not be executed, and the animation stage will not be changed. However, the first background change animation may be executed when the pending display 207 is displayed in a way other than the default.
[0372] Figure 42 shows the chance-up effect determination table. The chance-up effect determination table shown in Figure 42(a) is stored in the ROM of the effect control unit 121.
[0373] If the performance control unit 121 decides to execute a chance-up performance, it refers to the chance-up performance determination table and determines the content of the chance-up performance based on the variation pattern. The chance-up effect determination table has selection probabilities set for each variation pattern. The numbers stored in the notification effect determination table represent the distribution of selection probabilities assuming that the random number used for effect selection can take on 100 different values from 0 to 99.
[0374] In the chance-up effect determination table, "default" indicates that item image 222 will be displayed in the default (white) color, "blue" indicates that item image 222 will be displayed in blue, "green" indicates that item image 222 will be displayed in green, "red" indicates that item image 222 will be displayed in red, and "gold" indicates that item image 222 will be displayed in gold.
[0375] For example, if the variation pattern is "SP1 (miss)", there is a 10 / 100 chance that "default (white)" will be determined, a 10 / 100 chance that "blue" will be determined, a 20 / 100 chance that "green" will be determined, a 30 / 100 chance that "red" will be determined, and a 30 / 100 chance that "gold" will be determined. Furthermore, if the variation pattern is "SP1 (Big Win)", there is a 2 / 100 chance that "Default (White)" will be selected, a 3 / 100 chance that "Blue" will be selected, a 5 / 100 chance that "Green" will be selected, a 30 / 100 chance that "Red" will be selected, and a 60 / 100 chance that "Gold" will be selected.
[0376] As shown in Figure 42(b), the overall probability of winning a jackpot is set at approximately 3% for the chance-up effects. Furthermore, the percentage of jackpots resulting from these effects is set at approximately 10%. Here, "expected value" indicates the probability of winning a jackpot when that particular animation is performed. "Occupancy rate" indicates the percentage of times the animation is performed when a jackpot is won. Therefore, when a chance-up animation is performed, there is approximately a 3% chance of winning a jackpot, and when a jackpot is won, the chance-up animation is performed in approximately 10% of cases.
[0377] Additionally, the expected value when item image 222 is the default (white) is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. Additionally, the expected probability of item image 222 being blue is set to approximately 2%, and its occupancy rate is set to less than approximately 0.3%. Additionally, the expected probability of item image 222 being green is set to approximately 5%, and the occupancy rate is set to approximately 0.5%. Additionally, the expected probability of item image 222 being red is set to approximately 40%, and the occupancy rate is set to approximately 3%. Additionally, the probability of item image 222 being gold is set to approximately 60%, and its occupancy rate is set to approximately 6%.
[0378] Figure 43 shows the first step-up performance determination table. The ROM of the performance control unit 121 stores the first step-up performance determination table shown in Figure 43(a).
[0379] If the performance control unit 121 decides to execute the first step-up performance, it refers to the first step-up performance decision table and determines the content of the first step-up performance based on the variation pattern. The first step-up performance determination table has selection probabilities set for each variation pattern. The numbers stored in the first step-up performance determination table represent the distribution of selection probabilities, assuming that the random number used for performance selection can take on 100 different values from 0 to 99.
[0380] In the first step-up animation determination table, "1st stage (blue)" indicates that only a 1-stage step animation will be performed and a blue conversation image 231 will be displayed. "2nd stage (blue, red)" indicates that a 2-stage step animation will be performed, with a blue conversation image 231 displayed in the first stage and a red conversation image 232 displayed in the second stage. "2nd stage (blue, gold)" indicates that a 2-stage step animation will be performed, with a blue conversation image 231 displayed in the first stage and a gold conversation image 232 displayed in the second stage. "3 stages (blue, red, red)" indicates a three-stage step-by-step animation, where the first stage displays blue dialogue image 231, the second stage displays red dialogue image 232, and the third stage displays red dialogue image 233. "3 stages (blue, red, gold)" indicates a three-stage step-by-step animation, where the first stage displays blue dialogue image 231, the second stage displays red dialogue image 232, and the third stage displays gold dialogue image 233. "3 stages (blue, gold, gold)" indicates a three-stage step-by-step animation, where the first stage displays blue dialogue image 231, the second stage displays gold dialogue image 232, and the third stage displays gold dialogue image 233.
[0381] For example, if the variation pattern is "SP1 (miss)", there is a 10 / 100 chance that "Stage 1 (blue)" will be determined, a 30 / 100 chance that "Stage 2 (blue, red)" will be determined, a 15 / 100 chance that "Stage 2 (blue, gold)" will be determined, a 20 / 100 chance that "Stage 3 (blue, red, red)" will be determined, a 15 / 100 chance that "Stage 2 (blue, red, gold)" will be determined, and a 10 / 100 chance that "Stage 3 (blue, gold, gold)" will be determined. Furthermore, if the variation pattern is "SP1 (Big Win)", there is a 5 / 100 chance that "Stage 1 (Blue)" will be determined, a 10 / 100 chance that "Stage 2 (Blue, Red)" will be determined, a 20 / 100 chance that "Stage 2 (Blue, Gold)" will be determined, a 15 / 100 chance that "Stage 3 (Blue, Red, Red)" will be determined, a 25 / 100 chance that "Stage 2 (Blue, Red, Gold)" will be determined, and a 25 / 100 chance that "Stage 3 (Blue, Gold, Gold)" will be determined.
[0382] As shown in Figure 43(b), the first step-up sequence has an overall probability of resulting in a jackpot of approximately 3%. Furthermore, the occupancy rate of jackpots is set at approximately 10%. Furthermore, the expected probability of being blue in the final stage is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. Furthermore, the expected probability for the final stage being red is set to approximately 40%, and the occupancy rate is set to approximately 3%. Furthermore, the probability of the final stage being gold is set to approximately 60%, and the occupancy rate is set to approximately 6%.
[0383] Furthermore, as shown in Figure 43(c), the expected value is set to less than approximately 0.1% and the occupancy rate is set to less than approximately 0.1% when there is only one final stage. Furthermore, if the final stage consists of two stages, the expected success rate is set to approximately 20%, and the market share is set to approximately 3%. Furthermore, if the final stage consists of three stages, the expected success rate is set to approximately 50%, and the market share is set to approximately 6%.
[0384] Figure 44 shows the second step-up performance determination table. The ROM of the performance control unit 121 stores the second step-up performance determination table shown in Figure 44(a).
[0385] If the performance control unit 121 decides to execute the second step-up performance, it refers to the second step-up performance decision table and determines the content of the second step-up performance based on the variation pattern. The second step-up performance determination table has selection probabilities set for each variation pattern. The numbers stored in the second step-up performance determination table represent the distribution of selection probabilities assuming that the random number used for performance selection can take on 100 different values from 0 to 99.
[0386] In the second step-up animation determination table, "1st stage (blue)" indicates that only the 1st stage step animation will be performed and a blue cut-in image 241 will be displayed. "1st stage (red)" indicates that only the 1st stage step animation will be performed and a red cut-in image 241 will be displayed. "1st stage (gold)" indicates that only the 1st stage step animation will be performed and a gold cut-in image 241 will be displayed. "Two Stages (Blue, Blue)" indicates a two-stage step animation, where the first stage displays the blue cut-in image 241 and the second stage displays the blue cut-in image 242. "Two Stages (Blue, Red)" indicates a two-stage step animation, where the first stage displays the blue cut-in image 241 and the second stage displays the red cut-in image 242. "Two Stages (Blue, Gold)" indicates a two-stage step animation, where the first stage displays the blue cut-in image 241 and the second stage displays the gold cut-in image 242. "Two Stages (Red, Red)" indicates a two-stage step animation, where the first stage displays the red cut-in image 241 and the second stage displays the red cut-in image 242. "Two Stages (Red, Gold)" indicates a two-stage step animation, where the first stage displays the red cut-in image 241 and the second stage displays the gold cut-in image 242. "Two stages (gold, gold)" indicates that a two-stage step-by-step animation will be performed, with the first stage displaying a golden cut-in image 241 and the second stage displaying a golden cut-in image 242.
[0387] For example, if the variation pattern is "SP1 (miss)", there is a 15 / 100 chance that "Stage 1 (blue)" will be determined, a 15 / 100 chance that "Stage 1 (red)" will be determined, a 10 / 100 chance that "Stage 1 (gold)" will be determined, a 20 / 100 chance that "Stage 2 (blue, blue)" will be determined, a 10 / 100 chance that "Stage 2 (blue, red)" will be determined, a 5 / 100 chance that "Stage 2 (blue, gold)" will be determined, a 15 / 100 chance that "Stage 2 (red, red)" will be determined, a 5 / 100 chance that "Stage 2 (red, gold)" will be determined, and a 5 / 100 chance that "Stage 2 (gold, gold)" will be determined. Furthermore, if the variation pattern is "SP1 (Big Win)", there is a 5 / 100 chance that "Stage 1 (Blue)" will be determined, a 10 / 100 chance that "Stage 1 (Red)" will be determined, a 15 / 100 chance that "Stage 1 (Gold)" will be determined, a 10 / 100 chance that "Stage 2 (Blue, Blue)" will be determined, a 10 / 100 chance that "Stage 2 (Blue, Red)" will be determined, a 15 / 100 chance that "Stage 2 (Red, Red)" will be determined, a 10 / 100 chance that "Stage 2 (Red, Gold)" will be determined, and a 10 / 100 chance that "Stage 2 (Gold, Gold)" will be determined.
[0388] As shown in Figure 44(b), the second step-up sequence has an overall probability of resulting in a jackpot of approximately 3%. Furthermore, the occupancy rate of jackpots during this sequence is set at approximately 10%. Then, the probability of cut-in images 241 and 242 ultimately being blue is set to less than approximately 0.1%, and the occupancy rate is set to less than approximately 0.1%. Furthermore, the probability of cut-in images 241 and 242 ultimately being red is set to approximately 40%, and the occupancy rate is set to approximately 4%. Additionally, the probability of cut-in images 241 and 242 ultimately being gold is set to approximately 60%, and the occupancy rate is set to approximately 6%.
[0389] Furthermore, as shown in Figure 44(c), the expected value is set to approximately 20% and the occupancy rate to approximately 4% when there is only one final stage. Furthermore, if the final stage consists of two stages, the expected success rate is set to approximately 50%, and the market share is set to approximately 6%.
[0390] Figure 45 shows the first button animation determination table. The ROM of the animation control unit 121 stores the first button animation determination table shown in Figure 45(a).
[0391] If the performance control unit 121 decides to execute the first button performance, it refers to the first button performance determination table and determines the content of the first button performance based on the variation pattern. The first button animation determination table contains selection probabilities for each variation pattern. The numbers stored in the first button animation determination table represent the distribution of selection probabilities, assuming that the random number used for animation selection can take on 100 different values between 0 and 99.
[0392] In the first button animation selection table, "Unfortunate (White)" indicates that the unfortunate selection image 251 will be displayed. "Chance (Red)" indicates that the chance selection image 251 will be displayed. "Super Hot (Gold)" indicates that the super hot selection image 251 will be displayed.
[0393] For example, if the variation pattern is "SP1 (miss)", there is a 10 / 100 chance of getting "Unfortunate (white)", a 60 / 100 chance of getting "Chance (red)", and a 30 / 100 chance of getting "Super Hot (gold)". Additionally, if the variation pattern is "SP1 (Big Win)", there is a 5 / 100 chance of getting "Disappointment (White)", a 35 / 100 chance of getting "Chance (Red)", and a 60 / 100 chance of getting "Super Hot (Gold)".
[0394] As shown in Figure 45(b), the overall probability of a big win for the first button sequence is set to approximately 3%. Furthermore, the percentage of big wins occurring during this sequence is set to approximately 10%. Furthermore, the expected probability of getting a "disappointing (white)" result is set to less than approximately 0.1%, and the occupancy rate is also set to less than approximately 0.1%. Furthermore, the expected probability for "Chance (Red)" is set to approximately 40%, and the occupancy rate is set to approximately 4%. Furthermore, the expected probability for "Super Hot (Gold)" is set to approximately 60%, and the occupancy rate is set to approximately 6%.
[0395] Figure 46 shows the second button animation determination table. The ROM of the animation control unit 121 stores the second button animation determination table shown in Figure 46(a).
[0396] If the performance control unit 121 decides to execute the second button performance, it refers to the second button performance determination table and determines the content of the second button performance based on the variation pattern. The second button animation determination table contains selection probabilities for each variation pattern. The numbers stored in the second button animation determination table represent the distribution of selection probabilities, assuming that the random number used for animation selection can take on 100 different values between 0 and 99.
[0397] In the second button animation determination table, "···" indicates that the development destination image 262 will be displayed, which does not indicate the development destination. "SP1" indicates that the development destination image 262 will be displayed, which indicates that the development destination is SP1. "SP2" indicates that the development destination image 262 will be displayed, which indicates that the development destination is SP2. "SP3" indicates that the development destination image 262 will be displayed, which indicates that the development destination is SP3.
[0398] For example, if the variation pattern is "SP1 (loser)", then "SP1" is determined with a probability of 100 / 100, and nothing else is determined. Furthermore, if the variation pattern is "SP1 (Big Win)", there is a 100 / 100 probability that "SP1" will be determined, and no other pattern will be determined.
[0399] As shown in Figure 46(b), the second button sequence has an overall probability of resulting in a jackpot of approximately 3%. Furthermore, the occupancy rate of jackpots during this sequence is set at approximately 10%. Furthermore, the expected value of "..." is set to less than approximately 0.1%, and the market share is set to less than approximately 0.1%. Furthermore, the expected value for "SP1" is set to approximately 40%, and its market share is set to approximately 3%. Furthermore, the expected value for "SP2" is set to approximately 50%, and the market share is set to approximately 3%. Furthermore, the expected value for "SP3" is set to approximately 60%, and its market share is set to approximately 4%.
[0400] Figure 47 shows the expected value and occupancy rate of the background change effect. When the effect control unit 121 decides to execute the first background change effect, it executes the first background change effect and moves the effect stage to the next effect stage.
[0401] As shown in Figure 47, the background change effect has an overall probability of resulting in a jackpot of approximately 3%. Furthermore, its occupancy rate during a jackpot is set at approximately 10%. Furthermore, the expected probability for the first background change effect is set to approximately 10%, and the occupancy rate is also set to approximately 10%. Furthermore, the probability of success in the case of a second background change animation is set to approximately 0.1%, and the occupancy rate is also set to approximately 0.1%. The possibility of executing the second background change animation will be explained later.
[0402] Thus, the probability of winning a jackpot is higher when the first background change animation is performed than when the second background change animation is performed.
[0403] [7.4 Processing related to preview effects] Next, we will explain the processing performed by the performance control unit 121 related to the pre-announcement effect (pre-reach announcement effect).
[0404] Figure 48 is a flowchart illustrating the process of receiving a pending lookup command. When the performance control unit 121 receives a hold-and-look-ahead command (steps S221, S222: see Figure 11) transmitted from the main control board 100, it executes a hold-and-look-ahead command reception process in the command analysis process of step S507 (see Figure 22).
[0405] When the performance control unit 121 starts the process of receiving a pending pre-read command, it stores the result of the pre-read judgment indicated in the pending pre-read command received in step S701 as pending information.
[0406] Step S702 determines whether the execution of the pre-read animation is prohibited. For example, if the execution of the pre-read animation is determined based on hold information stored before the current hold information, or if the execution of the pre-read animation is prohibited by the player's setting of the animation frequency, the execution of the pre-read animation is deemed prohibited (No in step S702), and the hold pre-read command reception process is terminated.
[0407] On the other hand, if the execution of the pre-read animation is not prohibited, step S703 executes a hold display determination process that determines the display pattern of the hold display (hold display 203 and the hold display 207) related to the hold information based on the hold information, and terminates the hold pre-read command reception process. The hold display 203 and the hold display 207 will be displayed on the LCD unit 57 with the display pattern determined here. Therefore, it can be said that the decision on whether or not to execute the hold pre-read animation is made here.
[0408] Figure 49 is a flowchart illustrating the process of receiving a command specifying a variation pattern. When the performance control unit 121 receives a variation pattern specification command (step S208: see Figure 10) transmitted from the main control board 100, it executes the variation pattern specification command reception process in the command analysis process of step S507 (see Figure 22). Note that processing is also performed here based on the decorative pattern specification command transmitted simultaneously with the variation pattern specification command.
[0409] When the performance control unit 121 starts processing the receipt of a variable pattern specification command, in step S701 it executes a performance scenario determination process in which it determines a performance scenario based on the information contained in the variable pattern specification command (and decorative pattern specification command) and stores the data of that performance scenario (performance scenario data) in the scenario setting area of the RWM.
[0410] In step S712, it is determined whether the hold pre-read animation is currently running. If the hold pre-read animation is running (Yes in step S712), in step S713, the type of pre-announcement animation to be executed is determined by referring to the pre-announcement animation determination table shown in Figure 41. As a result, the first background change animation will not be executed while the hold pre-read animation is running. On the other hand, if the hold pre-read animation is not currently running (No in step S712), the type of pre-announcement animation to be executed is determined in step S714 by referring to the pre-announcement animation determination table shown in Figure 40. As a result, the first background change animation will be executed when the hold pre-read animation is not running.
[0411] After processing in step S713 or step S714, in step S715, the content of the announcement effect is determined by referring to a table (Figures 38 to 46) corresponding to the type of announcement effect determined in step S713 or step S714.
[0412] In the following step S716, it is determined whether the execution of the first background change effect has been decided. If the execution of the first background change effect has been decided (Yes in step S716), the process of receiving the variation pattern specification command is terminated.
[0413] If the execution of the first background change effect has not been decided (No in step S716), in step S717, the decision is made as to whether or not to execute the second background change effect. Here, the decision to execute the second background change effect can be made randomly, for example, at an interval of 3 to 5 spins, based on the number of special symbol display games since the previous execution of the second background change effect. However, the decision to execute the effect can also be made randomly by lottery for each game. Thus, the decision on whether or not to execute the second background change animation is made only when the first background change animation has not been executed (No in step S716). Therefore, the first and second background change animations will never occur while the same special symbol variation display game (variation animation) is in progress. This eliminates the difficulty in viewing caused by the first and second background change animations occurring while the same special symbol variation display game is in progress, making the background change animations easier to see.
[0414] [7.5 Variations of trailer production] Figures 50 and 51 show modified examples of pre-reach notification effects. Although Figures 50 and 51 use chance-up effects as examples, the same applies to the first step-up effect, second step-up effect, first button effect, second button effect, and background change effect.
[0415] The above-mentioned chance-up effects, first step-up effects, second step-up effects, first button effects, second button effects, and background change effects are just examples, and other effects may be used.
[0416] Furthermore, these pre-announcement effects are designed to end after the left symbol 201a switches to deceleration mode but before the middle symbol 201b switches to deceleration mode. However, as shown in Modification 1 of Figure 50, these pre-announcement effects may end before the left symbol 201a switches to deceleration mode. Also, as shown in Modification 2 of Figure 50, they may end after the left symbol 201a and the right symbol 201c switch to deceleration mode but before the middle symbol 201b switches to deceleration mode (or slow scrolling). Even in these cases, it is preferable for the effect section to end within the optimal effect section in order to make the indication of the level of expectation and the decorative symbol 201 easier to see. Thus, the pre-reach notification sequence (pre-reach notification sequence) only needs to end before all the decorative symbols 201 enter a waiting state. As a result, the notification sequence ends before the right symbol 201c stops, or before the left symbol 201a and right symbol 201c perform their reach actions, making it easy to confirm whether the left symbol 201a and right symbol 201c will enter a reach state or not.
[0417] Furthermore, in these preview sequences, the explanation included examples where, in most sequences, the images used in the preview sequence (for example, item image 222, conversation images 231, 232, 233, cut-in images 241, 242, selection image 251, development image 262, etc.) had a larger display area than the decorative symbols 201. However, the image used in the preview sequence may have a smaller display area than the decorative symbol 201. If the image used in the preview sequence is smaller than the decorative symbol 201 and is displayed overlapping with the opaque decorative symbol 201, the image used in the preview sequence will become even harder to see. Therefore, it is more effective to have the sequence begin after the decorative symbol 201 has high transparency.
[0418] Furthermore, these preview sequences are designed to include a presentation section after the introductory section. However, they can also end after only the introductory section (a so-called false alarm).
[0419] Furthermore, although we have described the case where the execution time of the start action for all decorative patterns 201 is the same, the execution times of the start actions for the decorative patterns 201 may be different. For example, as shown in Modification 3 of Figure 51, even if the starting action of the left symbol 201a is 0.5 seconds, the starting action of the right symbol 201c is 1 second, and the starting action of the middle symbol 201b is 1.5 seconds, the performance section should start after all the decorative symbols 201 have been switched to high-speed variation. Furthermore, as shown in Modification 4 of Figure 51, if the execution time of the start action of the decorative symbol 201 is long, for example, 2 seconds, the pre-announcement effect may be started after the decorative symbol 201 is switched to high-speed variation in order to show the start action of the decorative symbol 201 to the player.
[0420] In the above example, a fade-in section is provided only for the step-up effect. However, a fade-in section may be provided for other preview effects, or may not be provided for all preview effects.
[0421] FIG. 52 is a diagram showing the fixing of the effect stage in a modified example. In the above example, the effect stage can be switched by executing the first background change effect. However, for example, during a demonstration, an effect stage fixing screen 281 as shown in FIG. 52(a) is displayed on the LCD unit 57, and when any one of the effect stage icons 283 (icons shown in black in the figure) displayed on the effect stage fixing screen 281 is selected by the player via the operation of the operation button 25, the effect control unit 121 may fix to the effect stage corresponding to the selected effect stage icon 283 and prevent switching to other effect stages. Specifically, when determining the preview effect, the preview effect determination table shown in FIG. 41 may be used to prevent the execution of the first background change effect. In this way, when the effect stage is fixed, as shown in FIG. 52(b), an icon 285 indicating that the effect stage is fixed may be displayed on the LCD unit 57. Note that the second background change effect is executed even if the effect stage is fixed. Therefore, the situation where the background image is always fixed is avoided. However, depending on the effect stage, there may be a case where there is only one type of background image displayed in that effect stage. In such a case, the second background change effect is not executed either.
[0422] <8. Special Effects> Next, the special effect will be described. The special effect is an effect performed during the execution of the reach effect (after the left symbol 201a and the right symbol 201c are in the reach mode), and when executed, it is an effect that increases the expectation of a big win. Therefore, the special effect can be said to be a type of preview effect.
[0423] Figure 53 shows an SP (Special Performance) sequence where no special effects are performed. Figure 54 shows an SP sequence where special effects are performed.
[0424] As shown in Figure 53, in a variation sequence in which an SP (Special Performance) is executed, as shown in Figure 53(a), the left symbol 201a and the right symbol 201c are temporarily stopped in a reach pattern, and then an SP (Special Performance) is executed according to the variation pattern.
[0425] In the special effects, for example, a battle scene will be performed in which the ally character "Fuji Yu" and the enemy character "Fujio" face off.
[0426] When the SP (battle) sequence begins, the LCD unit 57 displays the ally character "Fuji Isamu" as shown in Figure 53(b), and the text information 406 for "Fuji Isamu" is displayed for, for example, 3 seconds. In addition, the voice of "Fuji Isamu" reading the text information 406 is output from the speaker 29 along with the background music. At this time, the volume of "Fuji Isamu"'s voice is louder than the volume of the background music.
[0427] Subsequently, as shown in Figure 53(c), the text information 407 "VS Fujio," indicating that you will fight Fujio alongside the enemy character "Fujio," is displayed for, for example, 3 seconds. At this time, the text "VS Fujio" can be displayed in one of the following colors, such as white, red, or gold, to suggest the likelihood of a big win. The likelihood of a big win increases in the order of white, red, and gold. Additionally, the voice of "Fujiotoko" reading the text information 407 for "Fujio" is output from speaker 29 along with background music. At this time, the volume of "Fujiotoko"'s voice is louder than the volume of the background music. The battle sequence is performed both when you win and when you lose, so in addition to the color of the "VS Fujio" text, various suggestive animations are performed at different points during the sequence to indicate the likelihood of winning.
[0428] However, the LCD unit 57 does not display supplementary character information indicating the pronunciation of "Fuji Isamu" and "VS Fujio". Therefore, when the text information 406 for "Fuji Isamu" and the text information 407 for "VS Fujio" are displayed, the voices "Fuji Isamu" and "VS Fujio" are output from speaker 29, allowing the user to understand the pronunciation of "Fuji Isamu" and "Fujio" through voice. Furthermore, by lowering the volume of the background music compared to the volume of these voices, the voices reading out text information 406 and 407 are made easier to hear.
[0429] After that, as shown in Figure 53(d), an image (video) of a battle scene between allied characters and enemy characters is displayed, followed by a notification sequence informing the player whether they have won the jackpot.
[0430] In the notification sequence for a big win, as shown in Figure 53(e), a victory sequence is performed in which the allied character defeats the enemy character. Then, as shown in Figure 53(f), decorative symbols 201a, 201b, and 201c are temporarily stopped and displayed as the same decorative symbol, and the result of the final big win lottery is announced.
[0431] On the other hand, when the result is a miss, as a notification effect, as shown in Figure 53(g), a defeat animation is performed in which an ally character is defeated by an enemy character, and then as shown in Figure 53(h), the middle symbol 201b temporarily stops on the left symbol 201a and a different decorative symbol from the left symbol 201a, and it is notified that it was a miss.
[0432] In the SP (Special Performance) sequence, as shown in Figure 54(a), the left symbol 201a and the right symbol 201c are temporarily stopped in a reach-type position, after which the special performance sequences shown in Figures 54(b) to 54(g) are executed.
[0433] The special effect image (special effect image) is displayed across approximately the entire display area of the LCD unit 57. Here, "approximately the entire display area of the LCD unit 57" refers to the entire display area visible to the player, and the special effect does not need to be displayed in areas that are not visible to the player.
[0434] In the examples shown in FIGS. 54(b) to 54(g), a special effect is executed such that a phoenix is summoned. As such, the special effect is an effect in which a story is developed through a plurality of scenes. Therefore, the execution time of the special effect is set to be a relatively long time. Specifically, it is set to, for example, 15 seconds, which is longer than the execution time of the reach preview effect described above, and the player can enjoy the special effect over a long period of time.
[0435] At this time, the entire display area is displayed in a golden color pattern. Therefore, during the execution of the special effect, a large number of glitter Gr are displayed everywhere in the display area. As shown in FIG. 54(d), the glitter Gr is also displayed so as to overlap the characters. At this time, the glitter Gr may be displayed so as to protrude from the characters. Note that the glitter Gr displayed in the special effect has the same effect as the glitter Gr displayed in the golden color pattern in the reach preview effect.
[0436] By executing the special effect in gold in this way, a sense of expectation of winning the big hit can be given to the player. Therefore, the special effect is set with a high degree of expectation of the big hit.
[0437] [[ID=**16]] Note that in the special effect, if it can be seen that the effect is generally executed in gold, for example, a color pattern that does not suggest the degree of expectation of the big hit, such as black, may be mixed and executed. At this time, the display area of gold as a whole is made larger than the display area of black.
[0438] Also, in the special effect, as shown in FIG. 54(d), in the scene where a phoenix is summoned, character information 408 marked with "Phoenix Summon" is displayed, and auxiliary character information 409 marked with "Phoenix", which indicates how to read it, is displayed for, for example, 5 seconds. At this time, speaker 29 outputs BGM and sound effects specifically for the special effects, so to avoid interfering with those sounds, no audio is output for the text information 408 that reads "Summon the Phoenix." However, by displaying the supplementary text information 409, the player can be made to understand how to pronounce "Phoenix" without interfering with the effects. As shown in character information 408 and supplementary character information 409, the supplementary character information may also include furigana (phonetic readings) for some of the character information.
[0439] After the special effect is executed, the battle effect resumes as shown in Figures 54(h) to 54(l). Therefore, when the special effect is executed, the normal variation effect (SP effect) is temporarily interrupted, the special effect is inserted and executed, and then the normal variation effect resumes.
[0440] Figure 55 shows the special effects determination table. The special effects determination table shown in Figure 55(a) is stored in the ROM of the effects control unit 121.
[0441] If the execution of the SP performance is decided in step S507 described above, the performance control unit 121 refers to the special performance decision table and decides whether or not to execute the special performance based on the variation pattern. The special effect determination table has selection probabilities set for the content of the background change effect for each variation pattern. The numbers stored in the special effect determination table represent the distribution of selection probabilities assuming that the random number used for effect selection can take on 100 different values between 0 and 99.
[0442] In the special performance decision table, "Execute" indicates that the special performance will be executed. "Do not execute" indicates that the special performance will not be executed.
[0443] For example, if the variation pattern is "SP1 (miss)", there is a 10 / 100 probability that "execution" will be decided and a 90 / 100 probability that "non-execution" will be decided. Furthermore, if the variation pattern is "SP1 (Big Win)", there is a 70 / 100 probability that "execution" will be decided, and a 30 / 100 probability that "non-execution" will be decided.
[0444] As shown in Figure 55(b), the special effects are set to have an overall probability of resulting in a big win of approximately 60%. Furthermore, the occupancy rate of these special effects during a big win is set to approximately 70%.
[0445] <9. Jackpot animations and animations during high probability state> Figure 56 shows an example of a jackpot animation and an animation during a high-probability state. When a jackpot is won in the normal state and the jackpot game begins, the animation control unit 121 displays the character information 410 of the model name of the gaming machine 1, "Eiyuu Monogatari," on the LCD unit 57 during the opening time, as shown in Figure 56(a), and also displays the auxiliary character information 411 of "Heroic Legends," which indicates how to pronounce "Eiyuu Monogatari," on the LCD unit 57. The opening time is, for example, 5 seconds, which allows the player to fully understand how to pronounce the model name of the gaming machine 1. Note that while the opening background music and sound effects will be output from speaker 29, the audio of the "Heroic Tale" being read aloud will not be output.
[0446] When a round of gameplay begins, images introducing the characters from "Hero Story" are displayed on the LCD unit 57, as shown in Figures 56(b) and 56(b). For example, a different character and their name are displayed for each round. In the example in Figure 56(b), the text information 412 for "Fuji Taro" and the auxiliary text information 413 for "Fuji Taro" indicating how to pronounce it are displayed on the LCD unit 57 along with the round number. One round of gameplay takes about 6 to 10 seconds, as it takes 10 game balls to enter the large prize pocket 49. Therefore, it is possible to give the player ample time to understand how to pronounce the characters.
[0447] After all rounds of gameplay are completed and it is time for the ending, as shown in Figure 56(d), the game transitions to a high probability state and a time-saving state, and the text information 414 of "BATTLE RUSH" indicating that the game has entered the BATTLE RUSH performance stage in the high probability state and time-saving state is displayed across the entire screen of the LCD unit 57. In addition, the auxiliary text information 415 of "Battle Rush," which indicates how to read the text information 414 "BATTLE RUSH," is displayed overlaid on the "BATTLE RUSH" text information 414. Note that no images are displayed overlaid on the auxiliary text information 415 of "Battle Rush." This prevents the auxiliary text information 415 of "Battle Rush" from becoming difficult to read.
[0448] Additionally, the "Entering Battle Rush" voice prompt, indicating the start of "BATTLE RUSH," is output from speaker 29, overlaid on the background music specifically for the ending sequence. At this time, the volume of the "Entering Battle Rush" voice prompt is set to be louder than the volume of the background music specifically for the ending sequence. The ending time is, for example, 5 seconds, and it is possible to sufficiently inform the player that they are entering BATTLE RUSH through the text information 414, the supplementary text information 415, and their corresponding audio. Furthermore, by displaying the supplementary text information 415 overlaid on the text information 414, it is possible to avoid the supplementary text information 415 becoming difficult to see, and to ensure that the player is reliably aware that they are entering BATTLE RUSH through the supplementary text information 415.
[0449] When the game transitions to a high-probability state or a time-saving state and the special symbol variation display game begins, the text information 416 "BATTLE RUSH" indicating that BATTLE RUSH is in progress is displayed in the upper left corner of the LCD unit 57, for example, as shown in Figure 56(e). This "BATTLE RUSH" text information 416 will continue to be displayed during the special symbol variation display game when the game is in a high-probability state or a time-saving state, and may be displayed for a long period of time, such as several minutes to an hour.
[0450] On the other hand, during the special symbol variation display game when the game has transitioned to a high probability state or a time-saving state, no supplementary text information indicating how to read "BATTLE RUSH" is displayed, nor is any voice output from speaker 29 reading out "BATTLE RUSH". Speaker 29 outputs the background music for "BATTLE RUSH".
[0451] In this way, when entering "BATTLE RUSH," the auxiliary character information 415 is first displayed to allow the player to understand how to read it, and then the auxiliary character information is not displayed during subsequent "BATTLE RUSH" sessions, thereby reducing the annoyance caused by the auxiliary character information being constantly displayed during "BATTLE RUSH."
[0452] <10. Volume Settings> Figure 57 shows an example of a volume setting screen. In the gaming machine 1, for example, during a demo, a volume setting screen 421 as shown in Figure 57 can be displayed on the LCD unit 57. The volume setting screen 421 displays volume setting icons 422 for individually setting the volume of BGM, dialogue (voice), and SE. For the volume of BGM, dialogue (voice), and SE, it is possible to select "Low," "Normal," or "High," and when one of these is selected via the operation button 25, the performance control unit 121 individually sets the volume of BGM, dialogue (voice), and SE to the selected volume. This allows you to, for example, make the dialogue louder to make it easier to hear, or to increase the volume of the background music to make it easier to hear.
[0453] <11. Example Configuration> The following describes an example configuration of gaming machine 1.
[0454] The gaming machine 1 of this embodiment has the following (configuration A1). (Composition A1) The gaming machine 1 includes display means capable of displaying a predetermined image, determination means for determining whether to perform a special game advantageous to the player, decoration symbol variation means for variably displaying a plurality of decoration symbols on the display means based on the determination result of the determination means, and preview performance execution means for executing a preview performance suggesting the determination result. The variable display of the decoration symbols includes a start operation in which the decoration symbols start the variable display, a variation operation in which the variable display of the decoration symbols is maintained after the start operation, a deceleration operation in which the decoration symbols decelerate after the variation operation, a stop action operation in which the decoration symbols perform a stop action after the deceleration operation, and a standby operation in which the decoration symbols enter a standby state after the stop action operation. In the variation operation, the transparency of the decoration symbols is higher than that in the start operation, the deceleration operation, the stop action operation, and the standby operation. The preview performance is executed by being superimposed on the decoration symbols in the display area where the decoration symbols are variably displayed on the display means, and includes an expected degree performance section in which an expected degree performance is executed in any of a plurality of modes with different expected degrees of performing the special game, and a common performance section in which a common performance with a common mode regardless of the mode of the expected degree performance is executed before the expected degree performance section. The common performance section starts before the decoration symbols are switched to the variation operation, and the expected degree performance section starts after the decoration symbols are switched to the variation operation.
[0455] In the case of this (Configuration A1) concept, the display means corresponds to the LCD unit 57, the determination means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the decoration symbol variation means and the preview performance execution means correspond to the effect control unit 121. Also, the start operation corresponds to the start action, the variation operation corresponds to the high-speed variation, and the standby operation corresponds to the swaying and reach action. The expected degree performance section corresponds to the performance section, and the common performance section corresponds to the introduction section. The plurality of modes with different expected degrees correspond to the color modes of blue, red, and gold. The pre-announcement effects correspond to, for example, chance-up effects (see Figure 29) and first step-up effects (see Figure 30). If the pre-announcement effect is a first step-up effect, the common effect section corresponds to the first step effect.
[0456] For example, in a chance-up effect, the introduction section begins before the decorative symbol 201 switches to high-speed rotation (during the start action), and the effect section begins after the decorative symbol 201 switches to high-speed rotation. When the decorative pattern 201 is rapidly changing, it has high transparency, making other effects easier to see. By having the effect section run after this optimized effect section has started, it becomes possible to clearly show the item image 222 that suggests the level of expectation to the player. Furthermore, by starting the introduction section before the decorative pattern 201 switches to high-speed variation (during the start action), it becomes possible to secure a longer execution time for the performance section, allowing for a longer duration of the performance that indicates the level of expectation. Thus, the visual effects can be improved in gaming machine 1.
[0457] The gaming machine 1 of this embodiment has (configuration A1) in addition to the following (configuration A1-2). (Composition A1-2) The preview sequence ends after the decorative symbols switch to a deceleration animation.
[0458] For example, in a chance-up effect, the ending section starts before the left symbol 201a switches to a deceleration action and ends after the switch. Furthermore, the ending section is primarily intended to indicate the end of the chance-up effect and does not suggest the level of reliability, so even if the opaque decorative symbol 201 and the superimposed item image 222 become slightly difficult to see, it does not cause any problems in terms of the effect. Furthermore, by executing the ending section until the left symbol 201a switches to deceleration mode, it becomes possible to secure a longer execution time for the performance section in the optimal performance section, allowing for a longer duration of the performance that indicates the level of expectation, thereby improving the performance effect.
[0459] The gaming machine 1 of this embodiment has (configuration A1) and (configuration A1-2) in addition to the following (configuration A1-3). (Composition A1-3) The preview sequence ends before all the decorative symbols switch to their standby state.
[0460] In the chance-up sequence, the sequence ends before all of the decorative symbols 201 switch to standby mode. Even if one of the decorative symbols 201 becomes obscured by overlapping with item image 222 during the final section, the chance-up effect ends before all of the decorative symbols 201 stop, thus avoiding situations where it becomes impossible to identify which decorative symbol 201 has stopped.
[0461] The gaming machine 1 of this embodiment has (configuration A1), (configuration A1-2), (configuration A1-3), and the following (configuration A1-4). (Composition A1-4) Multiple decorative symbols have different start times, and the expectation-building sequence begins after all decorative symbols have switched to their variable movements.
[0462] As shown in Modification 3 of Figure 51, even if the execution times of the starting actions of the decorative symbols 201 differ, the performance section of the chance-up effect starts after all the decorative symbols 201 have switched to high-speed variation. Therefore, the item image 222 is displayed so as to overlap with the highly transparent decorative symbols 201. In other words, the item image 222 can be made so as not to overlap with the opaque decorative symbols 201.
[0463] This makes the item image 222 indicating the degree of expectation easier to see and reduces the possibility that the player cannot understand the color of the item image 222.
[0464] The gaming machine 1 of the embodiment has the following (Configuration A2). (Configuration A2) The gaming machine 1 includes display means capable of displaying a predetermined image, determination means for determining whether to perform a special game advantageous to the player, decoration symbol variation means for variably displaying a plurality of decoration symbols on the display means based on the determination result of the determination means, and preview performance execution means for executing a preview performance suggesting the determination result. The variable display of the decoration symbol includes a start operation in which the decoration symbol starts the variable display, a variable operation in which the variable display of the decoration symbol is maintained after the start operation, a deceleration operation in which the decoration symbol decelerates after the variable operation, a stop action operation in which the decoration symbol performs a stop action after the deceleration operation, and a standby operation in which the decoration symbol enters a standby state after the stop action operation. In the variable operation, the transparency of the decoration symbol is higher than that in the start operation, the deceleration operation, the stop action operation, and the standby operation. The preview performance is executed by being superimposed on the decoration symbol in the display area where the decoration symbol is variably displayed on the display means, and includes a stage performance in which the expectation of performing a special game increases as the stage of the performance progresses. The stage performance starts with the first stage before the decoration symbol is switched to the variable operation, and the second and subsequent stages start after the decoration symbol is switched to the variable operation.
[0465] In the case of the concept of this (Configuration A2), the display means corresponds to the LCD unit 57, the determination means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the decoration symbol variation means and the preview performance execution means correspond to the performance control unit 121. Also, the start operation corresponds to the start action, the variable operation corresponds to the high-speed variation, and the standby operation corresponds to the swaying and reach action. The expectation performance section corresponds to the performance section, and the common performance section corresponds to the introduction section. The preview performance corresponds to the first step-up performance (see FIG. 30).
[0466] For example, in the first step-up animation, the first stage begins before the decorative symbol 201 switches to high-speed rotation (during the start action), and the second stage begins after the decorative symbol 201 switches to high-speed rotation. When the decorative pattern 201 is rapidly changing, it has high transparency, making it easy to see other effects. The second stage is executed after this state begins, allowing the player to easily confirm whether or not the second stage step effect will be executed, and also making it possible to clearly show the player the second and subsequent stage step effects (conversation image 231) that suggest the level of expectation. Furthermore, by starting the first stage before the decorative pattern 201 switches to high-speed variation (during the start action), it becomes possible to secure a longer execution time for the entire first step-up animation, allowing for a longer animation that indicates the level of expectation. Thus, the visual effects can be improved in gaming machine 1.
[0467] The gaming machine 1 of this embodiment has the following (configuration A2-2) in addition to (configuration A2). (Configuration A2-2) If the staged presentation ends after the first stage without proceeding to the second stage, the decorative symbols will switch to a changing animation before the first stage begins.
[0468] As a result, if the step-up animation ends at the first stage, the animation execution time is short, making it possible to perform the entire animation during the high-speed fluctuation of decorative symbol 201. Therefore, by performing the entire first step-up animation during the high-speed fluctuation of decorative symbol 201, the entire animation can be clearly shown to the player without overlapping with the opaque decorative symbol 201, thereby improving the effect of the animation.
[0469] The gaming machine 1 of this embodiment has (configuration A2) and (configuration A2-2) in addition to the following (configuration A2-3). (Configuration A2-3) The preview sequence includes a second-stage sequence, which has fewer stages to reach the final stage than the standard stage sequence. The second stage of the performance begins after the decorative symbols switch to a fluctuating motion, followed by the start of the first stage.
[0470] In this (Configuration A2-3) approach, the second stage of the performance corresponds to the second step-up performance. The second step-up animation has fewer final stages (two) compared to the first step-up animation, which has three. Therefore, even if all step animations are executed within the optimal animation interval, sufficient animation execution time can be secured for the second step-up animation. Therefore, by performing the entire second step-up effect during the high-speed fluctuation of decorative symbol 201, all of it can be clearly shown to the player without overlapping with the opaque decorative symbol 201, thereby improving the effect of the performance.
[0471] The gaming machine 1 of this embodiment has the following (configuration A3). (Configuration A3) The gaming machine 1 includes an operating means that can be operated by a player, a display means that can display a predetermined image, a determination means that determines whether or not to perform a special game that is advantageous to the player, a decorative pattern changing means that changes and displays a plurality of decorative patterns on the display means based on the determination result of the determination means, and a preview effect execution means that performs a preview effect that suggests the determination result. The display of the decorative pattern includes a start operation in which the display of the decorative pattern begins to change, a change operation in which the display of the decorative pattern is maintained after the start operation, a deceleration operation in which the decorative pattern slows down after the change operation, a stop action operation in which the decorative pattern performs a stop action after the deceleration operation, and a standby operation in which the decorative pattern enters a standby state after the stop action operation. In variable motion, the transparency of the decorative pattern is higher than in the start motion, deceleration motion, stop action motion, and standby motion. The preview performance is executed by being superimposed on the decorative pattern in the display area where the decorative pattern is variably displayed on the display means, and includes an operation valid section in which the operation of the operation means becomes valid, a lead-in performance section in which a lead-in performance is performed before the operation valid section, and an after-operation performance section in which an after-operation performance is performed after the operation means is operated within the operation valid section. The lead-in performance section starts before the decorative pattern is switched to the variable operation, and the operation valid section starts after the decorative pattern is switched to the variable operation.
[0472] In the case of this (Configuration A3) concept, the operation means corresponds to the performance button 25a, the display means corresponds to the LCD unit 57, the determination means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the decorative pattern variable means and the preview performance execution means correspond to the performance control unit 121. Also, the start operation corresponds to the start action, the variable operation corresponds to the high-speed variation, and the standby operation corresponds to the swaying and reach action. The after-operation performance section corresponds to the after-operation performance, and the lead-in performance section corresponds to the lead-in section. The preview performance corresponds to the first button performance (see FIG. 32).
[0473] In the first button performance, the lead-in section starts before the decorative pattern 201 is switched to the high-speed variation (during the start action), and the operation valid section starts after the decorative pattern 201 is switched to the high-speed variation. Since the decorative pattern 201 has a high transmittance when it is changing at high speed, other performances are in a visible state. By executing the operation valid section after this optimal performance section starts, it becomes possible for the player to clearly understand that the performance button 25a is valid. Also, by starting the lead-in section before the decorative pattern 201 is switched to the high-speed variation (during the start action), it becomes possible to secure a long execution time for the operation valid section and the after-operation performance section, and the after-operation performance can be performed for a long time. Thus, in the gaming machine 1, the performance effect can be improved. <00,01990> The gaming machine 1 of this embodiment has the following (configuration A3-2) in addition to (configuration A3). (Configuration A3-2) The preview sequence ends after the decorative symbols switch to a deceleration animation. In the first button effect, the post-operation effect is triggered when the effect button 25a is operated within the valid operation period, so the post-operation effect can start at various times. On the other hand, the execution time of the post-operation effect is constant. Therefore, it is necessary to create a time structure with a relatively generous margin to execute the post-operation animation. By ending the first button animation after the deceleration action of the decorative symbol 201 has switched, it becomes possible to extend the execution time of the post-operation animation regardless of when the animation button 25a is operated, thereby improving the effect of the animation.
[0475] The gaming machine 1 of this embodiment has the following (configuration A4). (Configuration A4) The gaming machine 1 includes a display means capable of displaying a predetermined image, a determination means for determining whether or not to perform a special game that is advantageous to the player, a decorative pattern changing means for changing and displaying a plurality of decorative patterns on the display means based on the determination result of the determination means, and a background display means for displaying one of a plurality of background images on the display means and switching the background image displayed on the display means by executing a change animation when changing the background image. The display of the decorative pattern includes a start operation in which the display of the decorative pattern begins to change, a change operation in which the display of the decorative pattern is maintained after the start operation, a deceleration operation in which the decorative pattern slows down after the change operation, a stop action operation in which the decorative pattern performs a stop action after the deceleration operation, and a standby operation in which the decorative pattern enters a standby state after the stop action operation. In variable motion, the transparency of the decorative pattern is higher than in the start motion, deceleration motion, stop action motion, and standby motion. The change animation begins before the decorative symbols switch to their variable motion, and the changed background image is displayed after the decorative symbols switch to their variable motion.
[0476] In this (Configuration A4) approach, the display means corresponds to the LCD unit 57, the determination means corresponds to the main control unit 101 which performs the special pattern management processing in step S208, and the decorative pattern variation means and background display means correspond to the performance control unit 121. Furthermore, the starting action corresponds to the starting action, the fluctuating action corresponds to high-speed fluctuation, and the waiting action corresponds to shaking or reaching action. The post-operation sequence corresponds to the post-operation sequence, and the introduction sequence corresponds to the introduction sequence. The change effect corresponds to the background change effect (see Figure 34).
[0477] In the background change effect, the effect begins before the decorative symbol 201 switches to high-speed rotation (during the start action), and the changed background image 210 is displayed after the decorative symbol 201 switches to high-speed rotation. When decorative pattern 201 is rapidly changing, it has high transparency, making other effects easier to see. By switching to the changed background image 210 after this optimal effect section begins, it becomes possible to properly show the changed background image 210 to the player. Furthermore, by starting the background change animation before the decorative pattern 201 switches to high-speed variation (during the start action), it becomes possible to display the changed background image 210 for a longer period of time. Thus, the visual effects can be improved in gaming machine 1.
[0478] The gaming machine 1 of this embodiment has the following (configuration B1). (Configuration B1) The gaming machine 1 includes a determination means for determining whether or not to perform a special game that is advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means is capable of executing a preview performance that suggests the judgment result. The preview sequences include the first preview sequence, the second preview sequence, and the third preview sequence. The first preview sequence can be performed using the first color mode, the second color mode which has a higher probability of triggering a special game than the first color mode, or the third color mode which has a higher probability of triggering a special game than the second color mode. The second preview performance can be executed according to the second color mode or the third color mode, and is not executed in the first color mode. The third preview performance is a performance in which a story is developed through a plurality of scenes, can be executed according to the third color mode, and is not executed in other color modes. The execution time of the third preview performance is longer than that of the first preview performance and the second preview performance.
[0479] In the case of this concept of (Configuration B1), the determination means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the performance execution means corresponds to the performance control unit 121. Also, the first preview performance corresponds to the performance section of the chance-up performance (see FIG. 29), the second preview performance corresponds to the second and third stages of the first step-up performance (see FIG. 30), and the third preview performance corresponds to the special performance (see FIG. 60). The first color mode corresponds to blue, the second color mode corresponds to red, and the third color mode corresponds to gold.
[0480] The execution time of the performance section of the chance-up performance is 5.5 seconds, the execution times of the second and third stages of the first step-up performance are each 2.5 seconds, and the execution time of the special performance is 15 seconds. Therefore, the execution time of the special performance is longer than the execution time of the performance section of the chance-up performance and the execution times of the second and third stages of the first step-up performance.
[0481] Since the special performance has a long execution time, if the special performance is produced in a plurality of color modes respectively, compared with the case of producing the chance-up performance or the second and third stages of the first step-up performance with a short execution time, the labor for creating the performance becomes enormous and the production cost also increases.
[0482] Also, if the special performance with a long execution time is executed in a color with a low expectation level, such as blue or green, the player will be shown a performance with a low expectation level for a long time and will feel annoyed.
[0483] Therefore, by using only gold, which has a high expectation level, for special effects that take a long time to execute, production time and costs can be reduced, and the effect of the effects can be improved without making the player feel annoyed.
[0484] The gaming machine 1 of this embodiment has the following (configuration B1-2) in addition to (configuration B1). (Configuration B1-2) The first, second, and third color modes are color modes that are used in both cases, whether a special game is being played or not.
[0485] The probability of blue appearing is a few percent, red about 40%, and gold about 60%. Therefore, blue, red, and gold can appear whether you win the jackpot or lose. On the other hand, some colors, like rainbow, only appear when you win the jackpot.
[0486] In this context, the chance-up effect, the first step-up effect, and the special effect are executed in the same color pattern whether a big win is achieved or a loss is determined. This allows players to enjoy the effect while anticipating what will happen next, further enhancing the effect of the effect.
[0487] The gaming machine 1 of this embodiment has the following configuration (B1-3). (Configuration B1-3) The gaming machine 1 includes a determination means for determining whether or not to perform a special game that is advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means is capable of executing a preview performance that suggests the judgment result. The preview sequences include the first preview sequence, the second preview sequence, and the third preview sequence. The first preview animation is performed using one of several color patterns, each indicating a different level of expectation that a special game will be played. The second preview performance is executed by any one of the color patterns used in the first preview performance and having a smaller number than the number of color patterns used in the first preview performance. The third preview performance is a performance in which a story is developed by a plurality of scenes, and is executed in a color pattern with a relatively high degree of expectation among the color patterns used in the second preview performance, and is not executed in other color patterns. The third preview performance has a longer execution time than the first and second preview performances.
[0488] In the case of this concept of (Configuration B1-3), the determination means corresponds to the main control unit 101 that performs the special symbol management process in step S208, and the performance execution means corresponds to the performance control unit 121. Also, the first preview performance corresponds to the performance section of the chance-up performance, the second preview performance corresponds to the second and third steps of the first step-up performance, and the third preview performance corresponds to the special performance.
[0489] The chance-up performance is executed by any one of the five color forms of default (white), blue, green, red, and gold. The second and third steps of the first step-up performance are executed by any one of the two color forms of red and gold. The special performance is executed only in gold with the highest degree of expectation and is not executed in the color forms of blue and red.
[0490] The execution time of the performance section of the chance-up performance is 5.5 seconds. The execution times of the second and third steps of the first step-up performance are each 2.5 seconds. The execution time of the special performance is 15 seconds. Therefore, the execution time of the special performance is longer than the execution time of the performance section of the chance-up performance and the execution times of the second and third steps of the first step-up performance.
[0491] Since the special performance has a long execution time, if the special performance is produced in a plurality of color patterns respectively, compared with the case of producing the chance-up performance or the second and third steps of the first step-up performance with a short execution time, the labor for creating the performance becomes enormous and the production cost also increases.
[0492] Furthermore, if a special animation that takes a long time to execute is performed using a color that doesn't evoke much expectation, such as blue or green, players will find it annoying to be forced to watch an animation that doesn't evoke much expectation for an extended period.
[0493] Therefore, by using only gold, which has a high expectation level, for special effects that take a long time to execute, production time and costs can be reduced, and the effect of the effects can be improved without making the player feel annoyed.
[0494] The gaming machine 1 of this embodiment has the following (configuration B2). (Configuration B2) The gaming machine 1 includes a display means capable of displaying a predetermined image, a determination means for determining whether or not to perform a special game that is advantageous to the player, and a performance execution means for executing a performance based on the determination result of the determination means. The performance execution means is capable of performing a preview performance that displays a preview performance image suggesting the judgment result on the display means. The preview sequences include the first preview sequence, the second preview sequence, and the third preview sequence. The first preview sequence can be performed using the first color mode, the second color mode which has a higher probability of triggering a special game than the first color mode, or the third color mode which has a higher probability of triggering a special game than the second color mode. The second preview sequence can be performed in the second or third color mode, but not in the first color mode. The third preview sequence is a sequence in which the story unfolds through multiple scenes, and is executable in the third color mode but not in the other color modes. The third preview sequence features a larger area of the preview sequence image displayed on the display device compared to the first and second preview sequences.
[0495] In this (configuration B2) approach, the determination means corresponds to the main control unit 101 which performs the special symbol management processing in step S208, and the performance execution means corresponds to the performance control unit 121. Also, the first preview performance corresponds to the performance section of the chance-up performance (see FIG. 29), the second preview performance corresponds to the second and third steps of the first step-up performance (see FIG. 30), and the third preview performance corresponds to the special performance (see FIG. 60). The first color mode corresponds to blue, the second color mode corresponds to red, and the third color mode corresponds to gold. Also, the preview performance images correspond to the pedestal image 221, the item image 222, the conversation images 231, 232, 233, and the special performance image.
[0496] The chance-up performance and the first step-up performance are displayed in a part of the display area in the LCD unit 57. On the other hand, the special performance is displayed in the entire display area of the LCD unit 57.
[0497] Since the special performance has a large display area, it takes a lot of labor and time to produce. Also, if the special performance with a large display area is executed in, for example, blue or green with low expectation, the player will be shown a performance with low expectation in a large image and will feel bothered.
[0498] Therefore, by executing the special performance with a large display area only in gold with high expectation, it is possible to reduce the production time and production cost, and to improve the performance effect without bothering the player.
[0499] In addition to (Configuration B2), the gaming machine 1 of the embodiment has the following (Configuration B2-2). (Configuration B2-2) In the third preview performance, the preview performance image is displayed in almost the entire area of the display means.
[0500] As a result, the special performance particularly takes a lot of labor and time to produce. Also, the special performance displayed in almost the entire area of the LCD unit 57 becomes highly expected by the player. Therefore, the special performance is executed only in gold with high expectation.
[0501] The gaming machine 1 of the embodiment has the following (Configuration B2-3). (Configuration B2-3) The gaming machine 1 includes display means capable of displaying a predetermined image, determination means for determining whether to perform a special game advantageous to the player, and effect execution means for executing an effect based on the determination result of the determination means. The effect execution means is capable of executing a preview effect for displaying a preview effect image suggesting the determination result on the display means. The preview effect includes a first preview effect, a second preview effect, and a third preview effect. The first preview effect is executed by any one of a plurality of color patterns having different degrees of expectation that a special game will be performed. The second preview effect is executed by any one of the color patterns that is less than the number of color patterns used in the first preview effect among the color patterns used in the first preview effect. The third preview effect is an effect in which a story is developed by a plurality of scenes, and is executed by a color pattern having a relatively high degree of expectation among the color patterns used in the second preview effect, and is not executed by other color patterns. The area of the preview effect image displayed on the display means by the third preview effect is larger than that of the first preview effect and the second preview effect.
[0502] In the case of the concept of this (Configuration B2-3), the determination means corresponds to the main control unit 101 that performs the special symbol management process of step S208, and the effect execution means corresponds to the effect control unit 121. Also, the first preview effect corresponds to the effect section of the chance-up effect, the second preview effect corresponds to the second and third steps of the first step-up effect, and the third preview effect corresponds to the special effect.
[0503] The chance-up effect is executed by any one of the three color forms of blue, red, and gold, the first step-up effect is executed by any one of the two color forms of red and gold, and the special effect is executed only by gold with the highest degree of expectation and is not executed by the blue and red color forms.
[0504] The chance-up and first step-up effects are displayed in a portion of the display area of the LCD unit 57. On the other hand, special effects are displayed in the entire display area of the LCD unit 57.
[0505] Special effects require a large display area, making their production time-consuming and labor-intensive. Furthermore, if a special effect with a large display area is performed using a color that doesn't evoke much excitement, such as blue or green, players will find it annoying to be shown a large image of an effect that doesn't evoke much excitement.
[0506] Therefore, by using only gold, which has a high potential, for special effects with a large display area, production time and costs can be reduced, and the effect of the effects can be improved without causing inconvenience to the player.
[0507] The gaming machine 1 of this embodiment has the following (configuration B3). (Composition B3) The gaming machine 1 includes a determination means for determining whether or not to perform a special game that is advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means is capable of executing a preview performance that suggests the judgment result. The preview sequences include the first and second preview sequences. The first preview sequence can be performed using the first color mode, the second color mode which has a higher probability of triggering a special game than the first color mode, or the third color mode which has a higher probability of triggering a special game than the second color mode. The second preview sequence is a sequence in which the story unfolds through multiple scenes, and is executable in the third color mode, but not in the other color modes. The second preview sequence generates a higher level of anticipation than the first preview sequence.
[0508] In this (configuration B3) approach, the determination means corresponds to the main control unit 101 which performs the special symbol management processing in step S208, and the performance execution means corresponds to the performance control unit 121. In addition, the first preview effect corresponds to the effect section of the chance-up effect (see FIG. 29), and the second preview effect corresponds to the special effect (see FIG. 60). The first color mode corresponds to blue, the second color mode corresponds to red, and the third color mode corresponds to gold.
[0509] The expected degree of the chance-up effect is approximately 10% as a whole, and the expected degree of the special effect is approximately 60%.
[0510] Since the special effect is set to have a high expected degree, even if the special effect is produced in a plurality of color modes respectively, while the labor and cost increase, it becomes difficult to produce a difference in the expected degree in each color mode, and there is a risk that the effect of the effect will decrease.
[0511] Therefore, by executing the special effect with a high expected degree only in gold, it is possible to reduce the production time and production cost, and it is possible to improve the effect of the effect.
[0512] In addition to (Configuration B3), the gaming machine 1 of the embodiment has the following (Configuration B3-2). (Configuration B3-2) When a special game is performed, the effect execution means executes the second preview effect at a higher rate than the first preview effect in the third color mode.
[0513] The occupancy rate of the chance-up effect in gold is approximately 6%, and the occupancy rate of the special effect is approximately 70%.
[0514] By executing the special effect with a high occupancy rate only in gold in this way, it is possible to reduce the production time and production cost, and it is possible to improve the effect of the effect.
[0515] The gaming machine 1 of the embodiment has the following (Configuration B3-3). (Configuration B3-3) The gaming machine 1 includes a determination means for determining whether or not to perform a special game advantageous to the player, and an effect execution means for executing an effect based on the determination result of the determination means. The performance execution means is capable of executing a preview performance that suggests the judgment result. The preview sequences include the first and second preview sequences. The first preview animation is performed using one of several color patterns, each indicating a different level of expectation that a special game will be played. The second preview sequence is a sequence in which the story unfolds through multiple scenes, and is executed using the color scheme that is relatively more anticipated among the color schemes used in the first preview sequence, and is not executed using any other color scheme. The second preview sequence generates a higher level of anticipation than the first preview sequence.
[0516] In this (configuration B3) approach, the determination means corresponds to the main control unit 101 which performs the special symbol management processing in step S208, and the performance execution means corresponds to the performance control unit 121. Furthermore, the first preview sequence corresponds to the sequence of the chance-up sequence, and the second preview sequence corresponds to the special sequence.
[0517] Chance-up effects are performed using one of three color forms: blue, red, or gold. Special effects are performed only in gold, which has the highest probability of success, and are not performed in blue or red.
[0518] The overall probability of success for chance-up effects is approximately 10%, while the probability of success for special effects is approximately 60%.
[0519] Because special effects are set to have a high level of anticipation, even if special effects are produced in multiple color variations, the effort and cost will increase, and it will become difficult to differentiate the level of anticipation for each color variation, potentially reducing the effectiveness of the effects.
[0520] Therefore, by using only gold for highly anticipated special effects, production time and costs can be reduced, while the effect of the effects can be improved.
[0521] The gaming machine 1 of this embodiment has the following configuration (C1-1). (Configuration C1-1) The gaming machine 1 is a gaming machine capable of performing special games that are advantageous to the player, and comprises performance execution means capable of performing performances, display means capable of displaying images, and sound output means capable of outputting sound. The performance execution means is capable of performing a first character display performance, which displays the first character information on the display means and outputs a sound reading of the first character information from the sound output means, and a second character display performance, which displays the second character information on the display means but does not output a sound reading of the second character information from the sound output means. In the second character display effect, when the second character information is displayed, auxiliary character information indicating how to read the second character information is displayed on the display means. In the first character display presentation, when the first character information is displayed, auxiliary character information indicating how to read the first character information is not displayed on the display means.
[0522] In this configuration (C1-1), the performance execution means corresponds to the performance control unit 121, the display means corresponds to the LCD unit 57, and the sound output means corresponds to the speaker 29. Furthermore, special games are equivalent to jackpot games. The first character display animation corresponds to the animation shown in Figures 53(b) and (c), and the first character information corresponds to character information 06 for "Fuji Isamu" and character information 407 for "VS Fujio". The second character display effect corresponds to the effect shown in Figure 54(d), and the second character information corresponds to the character information 408 such as "Summoning the Phoenix".
[0523] During the special performance, when the text information 408 "Summoning the Phoenix" is displayed, no voice is output to read out the text information 408. However, when the text information 406 "Fuji Isamu" in Figure 53(b) is displayed, the voice "Fuji Isamu" is output from speake...
Claims
[Claim 1] A gaming machine that allows for special gameplay that is advantageous to the player, A means for executing a performance that can carry out a performance, A display means capable of displaying an image, It comprises a sound output means capable of outputting sound, The aforementioned performance execution means is A specific effect can be performed after the decorative pattern is displayed in a specific manner. In addition to the execution of the aforementioned specific performance, the display means can display text information and also display auxiliary text information indicating how to read the text information. During the execution of the aforementioned specific performance, the text information can be displayed on the display means, and the auxiliary text information can be omitted. Gaming machine.