Gaming machine
The gaming machine enhances player engagement by implementing specific and non-specific effects triggered by player operations, offering a more dynamic and engaging gaming experience through varied visual and auditory displays.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2026-05-01
- Publication Date
- 2026-07-09
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player interest and engagement through varied and dynamic effects that can be triggered by specific or non-specific player operations.
The gaming machine incorporates an effect execution means capable of executing specific and non-specific effects, with specific effects having a higher number of appearances when a specific operation is performed, and includes an effect control means to manage these effects, along with an operation means for player interaction, enhancing engagement through varied visual and auditory displays.
This design significantly improves player interest and engagement by providing a richer gaming experience with varied effects, including display and sound outputs that respond to player actions.
Smart Images

Figure 2026116473000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among gaming machines, there are gaming machines capable of executing effects that are expected to have future developments. For example, in the gaming machine described in Patent Document 1, by operating an operation means operable by a player, various effects such as a crane lifting an item are performed. And the gaming machine described in Patent Document 1 focuses on what item is lifted by the crane, aiming to improve the interest.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there was room for improving the interest.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems comprises an effect execution means capable of executing effects, an effect control means capable of controlling the effect execution means, and an operation means capable of performing specific operations, wherein the effects include specific effects that can be advanced triggered by a specific operation of the operation means, and non-specific effects that can be advanced without being triggered by a specific operation of the operation means, the specific effects do not involve specific actions of the characters, the non-specific effects may involve specific actions of the characters, the non-specific effects can be executed after the specific effects, the specific actions in the non-specific effects include a first specific action and a second specific action different from the first specific action, and the gist of the invention is that when a specific operation of the operation means is performed in the specific effects, the number of effects until the second specific action appears is greater than when a specific operation of the operation means is not performed in the specific effects. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3 shows the performance modes. [Figure 4] Figure 4 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 5] Figures 5(a) and 5(b) show examples of the display content of the display device and the sound output from the speaker when a jackpot announcement is performed. [Figure 6] Figure 6 shows an example of the display content of the performance display device and the sound output from the speaker when a premium performance is executed. [Figure 7]Figure 7(a) shows an example of the display content of the display device and the sound output from the speaker when the right-handed notification effect is executed, and Figure 7(b) shows an example of the display content of the display device and the sound output from the speaker when the left-handed notification effect is executed. [Figure 8] Figures 8(a) to 8(c) show examples of the display content of the performance display device and the sound output from the speaker when a challenge performance is executed. [Figure 9] Figures 9(a) to 9(e) show examples of the display content of the performance display device and the sound output from the speaker when the ending performance is executed. [Figure 10] Figure 10(a) shows an example of the display content of the performance display device and the sound output from the speaker when the first entry performance is executed, and Figure 10(b) shows an example of the display content of the performance display device and the sound output from the speaker when the second entry performance is executed. [Figure 11] Figures 11(a) to 11(d) show customized images. [Figure 12] Figures 12(a) to 12(c) show examples of the display content of the performance display device and the sound output from the speaker. [Figure 13] Figures 13(a) to 13(f) show examples of the display content of the performance display device and the sound output from the speaker. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14. The game machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is provided in a position where a player can touch it. In the gaming machine 10, game balls, which serve as the game medium, are launched with an intensity corresponding to the amount of operation (rotation) of the launch handle 16. In other words, the gaming machine 10 is configured so that the launch intensity of the game balls can be adjusted by operating the launch handle 16.
[0009] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a lighting effect (hereinafter referred to as a lighting effect) by turning the built-in light-emitting element on and off. The gaming machine 10 is equipped with a speaker 18 on the front side of the front frame 14 that can output sound. The speaker 18 performs a sound effect (hereinafter referred to as a sound effect) by outputting sounds such as voices, sound effects, and music. The gaming machine 10 is equipped with an operable effect button EB on the front side of the front frame 14. The gaming machine 10 is equipped with an up button B1, a right button B2, a down button B3, and a left button B4 on the front side of the front frame 14. The effect button EB and buttons B1 to B4 can each be operated by the player. The operable operating means include the effect button EB.
[0010] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.
[0011] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a displays a first special symbol variation game (hereinafter referred to as the first special game) which displays predetermined symbols in a variable manner and ultimately displays the first special symbol in a confirmed stop. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b displays a second special symbol variation game (hereinafter referred to as the second special game) which displays predetermined symbols in a variable manner and ultimately displays the second special symbol in a confirmed stop. In the following description, the first special game and the second special game may be collectively referred to as the "special game" or "special symbol variation game". Thus, the special game as a variation game includes the first special game as the first variation game and the second special game as the second variation game. In this embodiment, the first special symbol display unit 22a functions as a first variable game execution means capable of executing the first special game as a first variable game. In this embodiment, the second special symbol display unit 22b functions as a second variable game execution means capable of executing the second special game as a second variable game. Furthermore, in this embodiment, the special symbol display units 22a and 22b function as variable game execution means capable of executing the special game as a variable game. The special symbols are symbols that notify the results of an internal lottery, which will be described later. In this way, the gaming machine 10 is configured to execute special games.
[0012] In this specification, "variable display" means a state in which the types of displayed symbols change over time. In this specification, "fixed stop display" means a state in which the symbols are fixedly stopped and displayed, and the types of displayed symbols do not change. The special symbols that can be fixedly stopped in the special symbol display units 22a and 22b include jackpot symbols and losing symbols. When a jackpot symbol is fixedly stopped and displayed in a special game, the player can recognize a jackpot. When a losing symbol is fixedly stopped and displayed in a special game, the player can recognize a loss. In the gaming machine 10, the first special game and the second special game are not executed simultaneously. In the gaming machine 10, the second special game is executed with priority over the first special game.
[0013] In the gaming machine 10, a jackpot lottery may be conducted when executing a special game. In the gaming machine 10, when winning the jackpot in the jackpot lottery, the jackpot symbol is fixedly stopped and displayed in the special game targeted by the winning, and then a jackpot game is awarded (occurs). Thus, when winning the jackpot in the jackpot lottery conducted when executing a special game, the gaming machine 10 can award a jackpot game after the special game ends. That is, in the gaming machine 10, a jackpot game is awarded when winning the jackpot lottery. As described above, in the gaming machine 10, when winning the jackpot, a jackpot game is awarded after the end of the special game based on winning the jackpot. That is, in the gaming machine 10, when winning, it is configured to award a jackpot game after the end of the variable game. Thus, the gaming machine 10 can award a jackpot game. Winning the jackpot in the jackpot lottery corresponds to winning the jackpot lottery and winning the jackpot in the win lottery. The fact that the jackpot symbol is fixedly stopped and displayed in the special game corresponds to deriving the result of winning the jackpot in the special game. The fact that the losing symbol is fixedly stopped and displayed in the special game corresponds to deriving the result of not winning the jackpot in the special game.
[0014] The information display panel 22 includes a first special hold display unit 22c. The first special hold display unit 22c displays the number of times the first special game has been held in a reserved state (hereinafter referred to as the first special hold number) because the start condition has been met but the execution condition has not yet been met. The information display panel 22 also includes a second special hold display unit 22d. The second special hold display unit 22d displays the number of times the second special game has been held in a reserved state (hereinafter referred to as the second special hold number) because the start condition has been met but the execution condition has not yet been met. For example, the upper limits for the first special hold number and the second special hold number are each 4. In the following description, a special game whose execution is being held in a reserved state may be simply referred to as a "reserved special game" or a "reserved special game." As described above, the gaming machine 10 can hold the execution of multiple special games in a reserved state.
[0015] The information display panel 22 is equipped with a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and ultimately a normal symbol is displayed as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22e include at least normal winning symbols and normal losing symbols. In a normal game, the player can recognize a normal win when a normal winning symbol is displayed as a confirmed stop, and in a normal game, the player can recognize a normal loss when a normal losing symbol is displayed as a confirmed stop. In the gaming machine 10, if a normal win is won in the normal win lottery, a normal win game is granted after the normal game to which the win pertains has ended. In the gaming machine 10, if a special game is executed based on a win of a jackpot in the jackpot lottery, a jackpot game is granted after the special game has ended. On the other hand, in the gaming machine 10, if a normal game is executed based on a normal win in the normal win lottery, a normal win game is granted after the completion of that normal game. The information display panel 22 is equipped with a normal hold display unit 22f. The normal hold display unit 22f displays the number of normal games (hereinafter referred to as the normal hold number) whose execution is on hold because the start condition has been met but the execution condition has not yet been met. For example, the upper limit of the normal hold number is 4.
[0016] The gaming machine 10 includes a center frame 23 with various decorations at approximately the center of the game area 21 on the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called the center role or center role item.
[0017] The gaming machine 10 includes an effect display device 25 capable of displaying images. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 has a display area 25r where images are displayed. The effect display device 25 can display images. The effect display device 25 is assembled to the game board 20 so that the player can visually recognize the display area 25r through the opening 23a of the center frame 23. As one of the effects, the effect display device 25 executes an effect (hereinafter referred to as a display effect) of displaying a predetermined image. In the present embodiment, a function as an effect execution means capable of executing an effect by at least one of the decorative lamp 17 as a light emitting means, the speaker 18 as a sound output means, and the effect display device 25 as a display means is realized. Thus, the effect execution means includes at least one of a light emitting means, a sound output means, and a display means.
[0018] The gaming machine 10 includes a first start port 26 as a start port. The first start port 26 is always open so that game balls can be entered. The gaming machine 10 includes a first start sensor SE1 (shown in FIG. 4) that detects game balls entering the first start port 26. For example, a ball passage that guides the entered game balls to the back side of the game board 20 is continuously provided at the first start port 26, and the first start sensor SE1 is disposed in the ball passage. When a game ball is detected by the first start sensor SE1, the start condition of the first special game may be satisfied, and the condition for paying out bonus balls may be satisfied. That is, the gaming machine 10 is configured to be able to hold the execution of the first special game when a game ball enters the first start port 26.
[0019] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 4) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second start sensor SE2 is installed in this ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the start conditions for the second special game may be met, and the payout conditions for prize balls may also be met. That is, the gaming machine 10 is configured to postpone the execution of the second special game when a game ball enters the second start port 27. The second start port 27 also has a first variable member 28 as a variable member. The first variable member 28 is operable to an open state, which makes it easy or possible to insert a game ball into the second start opening 27, and a closed state, which makes it difficult or impossible to insert a game ball into the second start opening 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 4). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0020] The gaming machine 10 is equipped with a large prize slot 29. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 4) that detects game balls that have entered the large prize slot 29. For example, the large prize slot 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. The large prize slot 29 has a second variable member 30. The second variable member 30 can operate in an open state that allows game balls to enter the large prize slot 29 and a closed state that prevents game balls from entering the large prize slot 29. The second variable member 30 operates by receiving power from a second actuator A2 (shown in Figure 4). The second variable member 30 is operated in the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0021] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the left of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 4) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0022] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27 and the big prize port 29 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of game balls flowing down the game area 21. In addition, the gaming machine 10 may be equipped with a ball entry port (so-called general prize port) in which the conditions for starting a special game or a normal game are not met, but the conditions for paying out prize balls are met, and balls can enter at all times. The general prize port is sometimes called a normal prize port.
[0023] Next, the path through which the game balls flow down in this embodiment will be described. The gaming machine 10 has multiple paths for the game balls to flow down in the game area 21, depending on the launch strength of the game balls. The paths for the game balls to flow down can also be understood as the areas through which the game balls flow down. Among the multiple paths are a first path R1 that passes to the left of the center frame 23 and leads to the out opening 34, and a second path R2 that passes to the right of the center frame 23 and leads to the out opening 34. The first path R1 and the second path R2 may overlap in part, or they may not overlap at all. Hereinafter, when the game board 20 is viewed from the front, the area located to the left of the center line CL that divides the game area 21 into left and right halves will be referred to as the left area RA, and the area located to the right of the center line CL will be referred to as the right area RB. The path flowing down in the left area RA corresponds to the first path R1, and the path flowing down in the right area RB corresponds to the second path R2.
[0024] The player can adjust the launch strength of the game ball by operating the launch handle 16, thereby directing the game ball to the left area RA and the right area RB, and directing the game ball into the start openings 26 and 27, the big prize opening 29, and the gate 31. Specifically, when the launch strength is adjusted to be weaker and the game ball is launched (so-called left-handed shooting), the game ball is more likely to be guided downwards to the left area RA and has a chance of entering the first start opening 26. On the other hand, when the launch strength is adjusted to be stronger and the game ball is launched (so-called right-handed shooting), the game ball is more likely to be guided downwards to the right area RB and has a chance of entering one of the second start opening 27, the big prize opening 29, or the gate 31. That is, the first start opening 26 is on the first path R1, and the second start opening 27, the big prize opening 29, and the gate 31 are on the second path R2. In other words, the left-side area RA is provided with a first starting opening 26, and the right-side area RB is provided with a second starting opening 27, a large prize opening 29, and a gate 31. When the game ball flows down the first path R1, the probability of it entering the second starting opening 27, the large prize opening 29, and the gate 31 is lower compared to when it flows down the second path R2. When the game ball flows down the second path R2, the probability of it entering the first starting opening 26 is lower compared to when it flows down the first path R1. In this specification, shooting the game ball so that it flows down the first path R1 may be referred to as "left-handed shooting," and shooting the game ball so that it flows down the second path R2 may be referred to as "right-handed shooting."
[0025] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."
[0026] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.
[0027] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".
[0028] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring it so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the first variable member 28 may not be in the open state even if a normal win is achieved in the normal win lottery, so a game ball may not enter the second start opening 27. When configured as described above, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.
[0029] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.
[0030] In the gaming machine 10, when the base is low, it is difficult to get the game balls into the first starting port 26 even when shooting to the right, so shooting to the left is recommended. On the other hand, in the gaming machine 10, when the base is high, it is recommended to shoot to the right to get the game balls into the gate 31 and then into the second starting port 27. Furthermore, in the gaming machine 10, when the base is high, it is expected that the number of game balls entering the second starting port 27 will be overwhelmingly greater than the number of game balls entering the first starting port 26. In addition, as mentioned above, in the gaming machine 10, the second special game is executed with priority over the first special game. For these reasons, in the gaming machine 10, when the base is high, the number of times the second special game is executed per unit time tends to be higher than when the base is low.
[0031] Next, we will explain how to win a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.
[0032] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0033] The display effects that the display device 25 can execute include a display effect game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally a combination of display effect symbols is determined and stopped. The display effect game is executed by changing the display effect symbols in multiple columns. Display effect symbols are also called "decorative symbols" or "ornamental symbols". The display effect game is performed by displaying the first, second, and third columns of symbols in a vertical variable manner (scroll display). In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, in principle, display effect symbols that resemble the numbers [1] to [8] are displayed in a predetermined order in a variable manner.
[0034] The performance game is played in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be playable during the execution of the special game. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a winning symbol is displayed as confirmed stops in the special game, the winning symbol combinations resulting from the performance symbols are displayed as confirmed stops in the performance game. For example, a winning symbol combination is a combination where all the performance symbols in all rows are the same, such as
[0777] . If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combinations resulting from the performance symbols are displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as
[0426] ,
[0115] ,
[0323] . In this manner, the performance display device 25 executes a performance game in conjunction with the execution of a special game. During the performance game, the performance symbols are temporarily stopped before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the possibility of the symbols changing again, such as a "shaking fluctuation state," or a state that indicates something different from a confirmed stop display.
[0035] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0036] The gaming machine 10 is configured to execute various performance modes. There are multiple types of performance modes. The gaming machine 10 is controlled to one of these multiple performance modes. Performance modes are also called performance states.
[0037] As shown in Figure 3, the game machine 10 has three controllable performance modes: normal mode, chance mode, and probability variation mode. Normal mode is the performance mode controlled when the game is in a normal state. Chance mode is the performance mode controlled when the game is in a low probability high base state, and when it is in a high probability high base state. Probability variation mode is the performance mode controlled when the game is in a high probability high base state. Thus, the game machine 10 has different performance modes that can be controlled depending on the game state.
[0038] In the gaming machine 10, after a jackpot game ends, it is controlled to either chance mode or probability variation mode. For example, in the gaming machine 10, after the first jackpot game ends, it is controlled to either chance mode or probability variation mode. Also, in the gaming machine 10, after the second jackpot game ends, it is controlled to chance mode. In the gaming machine 10, if 100 special games are played after the jackpot game ends in chance mode and the state is not probability variation (shown as "100 games completed + non-probability variation state" (high base state ended) in Figure 3), when the high base state ends, it is controlled to normal mode. On the other hand, in the gaming machine 10, if 100 special games are played after the jackpot game ends in chance mode and the state is probability variation (shown as "100 games completed + probability variation state" in Figure 3), it is controlled to probability variation mode. Therefore, in the gaming machine 10, if the machine is controlled to chance mode after the first jackpot game ends, 100 special games are played in that chance mode, after which the chance mode ends and the machine is controlled to probability variation mode. On the other hand, in the gaming machine 10, if the machine is controlled to chance mode after the second jackpot game ends, 100 special games are played in that chance mode, after which the chance mode ends and the machine is controlled to normal mode.
[0039] In each performance mode, mode identification information is displayed that allows the player to identify the current performance mode (the controlled performance mode). For example, in the gaming machine 10, a different background image is displayed on the performance display device 25 for each type of performance mode to indicate mode identification information. For example, in the gaming machine 10, a decorative lamp 17 is illuminated with a different light color for each type of performance mode to indicate mode identification information. For example, in the gaming machine 10, a different background sound is output from the speaker 18 for each type of performance mode to indicate mode identification information.
[0040] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 4, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of these processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute lighting effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and sub-board 50 are located on the back side of the game board 20. The game board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50. The gaming machine 10 also includes a power supply unit 60. The power supply unit 60 is a unit that supplies power to the main board 40 and the sub-board 50 when the power switch 61 is switched to the ON state. Power is supplied to the gaming machine 10 when the power switch 61 is switched to the ON state.
[0041] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main board 40 also includes a clear switch 45. The main CPU 41 performs various processes by executing its own control program (main control program). The main CPU 41 is also configured to accept an operation signal to be output when the clear switch 45 is operated to the ON position.
[0042] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values used in the jackpot lottery. The jackpot determination values include high probability values and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common value is used, while in the jackpot lottery when the machine is in a probability-increasing state, both the common value and the high probability value are used. The main ROM 42 also stores the performance determination values used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.
[0043] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.
[0044] There are two types of variation patterns: those that can be determined when the base state is high, and those that can be determined when the base state is low. The variation patterns that can be determined when the base state is high and those that can be determined when the base state is low differ in some or all ways. The variation time set for the variation patterns that can be determined when the base state is high is shorter (or is often shorter) than the variation time set for the variation patterns that can be determined when the base state is low. There are two types of variation patterns: those for the first special game that can be determined when the first special game is played, and those for the second special game that can be determined when the second special game is played. The variation patterns for the first special game and those for the second special game differ in some or all ways.
[0045] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.
[0046] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0047] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE4 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).
[0048] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.
[0049] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, speaker 18, and performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance device, which is the performance execution means among the decorative lamp 17, speaker 18, and performance display device 25, thereby realizing the function of a performance control means capable of controlling the performance execution means. The performance button EB is connected to the sub-board 50. The sub-CPU 51 is configured to receive an operation signal to be output when the performance button EB is operated via a port (not shown). The sub-board 50 is connected to an up button B1, a right button B2, a down button B3, and a left button B4. The sub-CPU 51 is configured to receive an operation signal to be output when each of the buttons B1 to B4 is operated via a port (not shown).
[0050] Next, we will describe the power supply unit 60. The power supply unit 60 converts the power voltage supplied from an external power source, such as a gaming arcade, into the power voltage to be supplied to each circuit board 40 and 50. The power supply unit 60 supplies power to each circuit board 40 and 50 via power supply lines. The power supply unit 60 has a power switch 61. When the power switch 61 is switched from the off state to the on state, power is supplied to each circuit board 40 and 50. On the other hand, when the power switch 61 is switched from the on state to the off state, power is cut off to each circuit board 40 and 50. Cutting off the power supply is equivalent to stopping the power supply.
[0051] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply has been cut off. The main RWM 43 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 62. Similarly, the backup power supply 62 also supplies power to the sub-RWM 53 even after the power supply has been cut off. The sub-RWM 53 can retain its stored contents at the time the power supply was cut off, even after the power supply has been cut off, because it receives power from the backup power supply 62. For example, either or both of the main RWM 43 and the sub-RWM 53 may be configured as non-volatile memory capable of retaining stored contents even when the power supply is cut off, so that the stored information can be retained even after the power supply has been cut off.
[0052] The gaming machine 10 is equipped with a backup function. The backup function is a function that internally retains (backs up) various information related to game control even when the power supply from an external power source is cut off, and when power supply is restored, restores game control based on the retained information. In this embodiment, the main board 40 and the sub-board 50 have the backup function. For example, the sub-board 50 does not need to have the backup function. In this embodiment, the main RWM 43 and the sub-RWM 53 are examples of storage means that are capable of storing various information and are configured to retain at least some of the stored information even after the power supply is cut off.
[0053] Here, we will explain the various processes performed in the gaming machine 10. First, we will explain the main power cutoff process and the sub-power cutoff process performed in conjunction with the interruption of the power supply. For example, the power supply unit 60 may be configured to monitor the power supplied to the gaming machine 10, and when the power supplied to the gaming machine 10 decreases, control information indicating that the power supply to the gaming machine 10 has been cut off may be output. The main CPU 41 may be configured to recognize that the power supply to the gaming machine 10 has been cut off by inputting control information indicating that the power supply to the gaming machine 10 has been cut off. Similarly, the sub-CPU 51 may be configured to recognize that the power supply to the gaming machine 10 has been cut off by inputting control information indicating that the power supply to the gaming machine 10 has been cut off.
[0054] During the main power cut-off process, the main CPU 41 stores information such as registers and the stack pointer as backup information in the main RWM 43, in addition to the various information stored in the main RWM 43. For example, the backup information includes the base state flag and the probability state flag, which will be described later. For example, by storing the stack pointer, the main CPU 41 can resume processing from where it left off even if the power supply is cut off in the middle of processing, when the power supply is restored afterward. The main CPU 41 also calculates the checksum of the main RWM 43 and stores the checksum in the main RWM 43. Furthermore, the main CPU 41 sets the backup flag in the main RWM 43. After that, the main CPU 41 prohibits access to the main RWM 43. Then, the main CPU 41 performs loop processing. The main CPU 41 will perform loop processing until the power supply is cut off. After the power supply is cut off, power is supplied from the backup power supply 62 to the main RWM43, and some or all of the information stored in the main RWM43 when the power supply was cut off is stored as backup information.
[0055] During the sub-power cutoff process, the sub-CPU 51 stores information such as registers and the stack pointer as backup information in the sub-RWM 53, in addition to the various information stored in the sub-RWM 53. Backup information includes, for example, the performance mode flag described later. For example, by storing the stack pointer, the sub-CPU 51 can resume processing from where it left off even if the power supply is cut off in the middle of processing, when the power supply is restored afterward. The sub-CPU 51 also calculates the checksum of the sub-RWM 53 and stores the checksum in the sub-RWM 53. Furthermore, the sub-CPU 51 sets a backup flag in the sub-RWM 53. After that, the sub-CPU 51 prohibits access to the sub-RWM 53. Then, the sub-CPU 51 performs loop processing. The sub-CPU 51 will perform loop processing until the power supply is cut off. After the power supply is cut off, power is supplied from the backup power supply 62 to the sub-RWM 53, and some or all of the information stored in the sub-RWM 53 when the power supply was cut off is stored as backup information.
[0056] Next, we will explain the processes that take place when power supply is initiated. In the gaming machine 10, when power supply is started, the main CPU 41 performs a main power restoration process. Similarly, in the gaming machine 10, when power supply is started, the sub-CPU 51 performs a sub-power restoration process.
[0057] In the main power recovery process, the main CPU 41 performs various settings necessary when power supply is started. These settings include disabling interrupts in the interrupt processing, allowing access to the main RWM 43's memory area, and initializing the peripheral devices and watchdog timers of the main board 40. Next, the main CPU 41 determines whether the clear switch 45 has been operated. If the clear switch 45 has been operated, the main CPU 41 performs the main initial startup process. On the other hand, if the clear switch 45 has not been operated, the main CPU 41 performs the main recovery process.
[0058] In the main initial startup process, the main CPU 41 erases the backup information stored in the main RWM 43. Then, the main CPU 41 stores initial information in the main RWM 43 and initializes the contents of the main RWM 43. For example, the main CPU 41 sets initial values in the main RWM 43, such as the stack pointer. Next, the main CPU 41 stores control information (hereinafter referred to as initialization commands) that can identify that the main initial startup process has been performed in the output buffer. Next, the main CPU 41 sets an interrupt processing interval timer (for example, 4ms) and enables interrupt processing. Then, the main CPU 41 terminates the main initial startup process. After that, the main CPU 41 performs interrupt processing at predetermined intervals. The control information (control commands) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in subsequent interrupt processing. In the following description, when it says "when initialized upon the start of power supply", it means when power supply is started and the main initial startup process is performed. In the gaming machine 10, once the main initial startup process is successfully completed, the machine becomes ready to play after the main initial startup process is finished.
[0059] In the main recovery process, the main CPU 41 determines whether the backup flag is set. If the backup flag is not set, the main CPU 41 enters a recovery error state. If the backup flag is set, the main CPU 41 calculates the checksum of the main RWM 43 and determines whether the calculated checksum matches the checksum value calculated when the power supply was cut off. If the checksum calculated when the power supply is started does not match the checksum calculated when the power supply is stopped, the main CPU 41 enters a recovery error state. In the gaming machine 10, when a recovery error state occurs, it is not possible to play games. Therefore, in the gaming machine 10, when a recovery error state occurs, the power supply is cut off again, and then the main initial startup process is performed by operating the clear switch 45 when the power supply is started, which initializes the memory contents of the main RWM 43, making it possible to play games.
[0060] If the checksum calculated upon the start of power supply matches the checksum calculated upon the cessation of power supply, the main CPU 41 performs the main backup process. In the main backup process, the main CPU 41 restores the stack pointer to the state it was in before the power supply was cut off. Next, the main CPU 41 stores control information (hereinafter referred to as a return command) that identifies that the main return process has been performed in the output buffer. Subsequently, the main CPU 41 sets the interval timer for interrupt processing. Furthermore, the main CPU 41 restores the contents of the registers at the time the power supply was cut off. After that, the main CPU 41 restores the interrupt processing permission / denial (prohibition) to the state it was in when the power supply was cut off, sets the address to the state it was in before the power supply was cut off, and returns to that set address. As a result, the gaming machine 10 returns based on the backup information. Once the return based on the backup information is performed, the main CPU 41 terminates the main backup process. After that, the main CPU 41 performs interrupt processing at predetermined intervals. In the following explanation, when we refer to "when power supply is restored after being interrupted," we mean when power supply is restored and the main backup process is performed. In the gaming machine 10, if the main backup process is performed successfully, the machine becomes capable of playing games after the main backup process is completed.
[0061] During the sub-power recovery process, the sub-CPU 51 performs various necessary settings (initial settings) upon the start of power supply. After performing the initial settings, the sub-CPU 51 waits until an initialization command or recovery command is entered. Note that the sub-CPU 51 starts up before the main CPU 41. Therefore, when the main CPU 41 outputs an initialization command or recovery command, the sub-CPU 51 has already started up and is waiting for the input of an initialization command or recovery command.
[0062] When an initialization command is entered, the sub-CPU 51 performs a sub-initial startup process. In the sub-initial startup process, the sub-CPU 51 erases the backup information stored in the sub-RWM 53. The sub-CPU 51 stores the initial information in the sub-RWM 53 and initializes the contents of the sub-RWM 53. Then, the sub-CPU 51 terminates the sub-initial startup process. When the sub-initial startup process is performed, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the display device 25 to execute an initialization animation that suggests or notifies that the main initial startup process has been performed. The initialization animation is executed until the execution time of the initialization animation has elapsed.
[0063] If a recovery command is entered, the sub-CPU 51 determines whether the backup flag is set. If the backup flag is not set, the sub-CPU 51 performs the sub-initial startup process. If the backup flag is set, the sub-CPU 51 calculates the checksum of the sub-RWM 53 and determines whether the calculated checksum matches the checksum value calculated when the power supply was cut off. If the checksum calculated upon the start of power supply and the checksum calculated upon the stop of power supply do not match, the sub-CPU 51 performs the sub-initial startup process.
[0064] If the checksum calculated upon the start of power supply matches the checksum calculated upon the cessation of power supply, the sub-CPU 51 performs sub-backup processing. In sub-backup processing, the sub-CPU 51 restores the stack pointer to the state it was in before the power supply was cut off. Furthermore, the sub-CPU 51 restores the contents of the registers at the time the power supply was cut off. After that, the sub-CPU 51 sets the address to the state it was in before the power supply was cut off and returns to that set address. As a result, the gaming machine 10 returns to normal based on the backup information. Once the return based on the backup information is complete, the sub-CPU 51 terminates the sub-backup processing.
[0065] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).
[0066] First, let's explain the special symbol input process performed by the main CPU 41. In the special symbol input process, the main CPU 41 performs the first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs the second special symbol input process. After completing the second special symbol input process, the main CPU 41 terminates the special symbol input process.
[0067] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1 (hereinafter referred to as the first input determination). If the result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the result of the first input determination is positive, the main CPU 41 determines whether the number of first special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the first reserved ball determination). If the result of the first reserved ball determination is negative, the main CPU 41 terminates the first special symbol input process. If the result of the first reserved ball determination is positive, the main CPU 41 adds 1 to the number of first special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 stores control information that can identify the updated number of first special reserved balls (hereinafter referred to as the first reserved ball command) in the output buffer.
[0068] Furthermore, if the result of the first hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the information in a way that makes it possible to identify that it is random number information for the first special game and the order in which the random number information is stored. In this embodiment, the execution of the first special game is held in a hold by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After that, the main CPU 41 terminates the first special symbol input process.
[0069] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether it has received a detection signal from the second start sensor SE2 (hereinafter referred to as the second input determination). If the result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second input determination is positive, the main CPU 41 determines whether the number of second special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the second reserved ball determination). If the result of the second reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the second reserved ball determination is positive, the main CPU 41 adds 1 to the number of second special reserved balls and updates it. The main CPU 41 controls the information display panel 22 to display the updated number of second special reserved balls. The main CPU 41 also stores control information that can identify the updated number of second special reserved balls (hereinafter referred to as the second reserved ball command) in the output buffer. Furthermore, if the result of the second hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40, stores the random number information based on the acquired random numbers in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the second special game and the storage order of the random number information. In this embodiment, the execution of the second special game is suspended by storing the random number information for the second special game in the main RWM 43. After that, the main CPU 41 terminates the second special symbol input process.
[0070] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether the game is not in a jackpot state and is not currently running a special game. If the game is in a jackpot state or a special game is currently running, the main CPU 41 terminates the special symbol start process. On the other hand, if the game is not in a jackpot state and is not currently running a special game, the main CPU 41 performs a second reserve determination to determine if the second special reserve count is 1 or greater. If the second reserve determination determines that the second special reserve count is 1 or greater, the main CPU 41 performs the second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process. If the second reserve determination determines that the second special reserve count is not 1 or greater, the main CPU 41 performs a first reserve determination to determine if the first special reserve count is 1 or greater. If the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 terminates the special symbol start process. If the first reserve determination determines that the number of first special reserves is 1 or more, the main CPU 41 performs the first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU 41 terminates the special symbol start process.
[0071] Incidentally, if the second reserve determination determines that the second special reserve count is not 1 or greater, and the first reserve determination determines that the first special reserve count is not 1 or greater, the main CPU 41 stores control information that can identify the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the first reserve determination determines that the first special reserve count is not 1 or greater, and the second reserve determination determines that the second special reserve count is not 1 or greater, until the special game is executed after the standby command is stored in the output buffer. In this embodiment, the standby state can be said to be a situation in which the special game is not being executed, that is, a situation in which the special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being played.
[0072] Now, let's explain the process for starting the first special symbol. In the process of starting the first special symbol, the main CPU 41 decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the first special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0073] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs a jackpot lottery using the common jackpot determination value and the high probability jackpot determination value, while if it is not in a probability variation state, it performs a jackpot lottery using the common jackpot determination value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs a jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.
[0074] In the jackpot game processing during the first special symbol start processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0075] In the losing game processing during the first special symbol start processing, the main CPU 41 determines the losing symbol. In the losing game processing, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the losing game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the losing variation pattern with a reach if the performance lottery has been won, and determines the losing variation pattern without a reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing.
[0076] Next, we will explain the process for starting the second special symbol. In the process of starting the second special symbol, the main CPU 41 decrements the second special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 for the second special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0077] In the jackpot lottery process during the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process during the first special symbol start process. If the jackpot lottery is won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is not won during the jackpot lottery process during the second special symbol start process, the main CPU 41 terminates the jackpot lottery process and performs the losing game process.
[0078] In the jackpot game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing during the first special symbol start processing described above. After determining the special symbols and variation patterns in the jackpot game processing during the second special symbol start processing, the main CPU 41 terminates the jackpot game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing.
[0079] In the losing game processing during the second special symbol start processing, the main CPU 41 performs the same control as in the losing game processing during the first special symbol start processing described above. After determining the special symbol and variation pattern during the losing game processing during the second special symbol start processing, the main CPU 41 terminates the losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing. In the following explanation, the variation pattern command stored in the output buffer during the first special symbol start processing may be referred to as the first variation pattern command, and the variation pattern command stored in the output buffer during the second special symbol start processing may be referred to as the second variation pattern command.
[0080] As described above, in the gaming machine 10, a jackpot lottery may be held when executing a special game. In this embodiment, the main CPU 41 performs the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery. In addition, in the gaming machine 10, the main CPU 41 determines the variation pattern, thereby determining the variation time of the special game. In this embodiment, the main CPU 41 realizes the function of a game time determination means that determines the variation time of the variation game.
[0081] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer. After displaying the confirmed stop state of the special symbol, the main CPU 41 sets an interval between variations (for example, 1 second). During the interval between variations, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing the function of a variable game control means for executing a variable game. Furthermore, when the main CPU 41 executes the first special game, it controls the first special symbol display unit 22a. When the main CPU 41 executes the second special game, it controls the second special symbol display unit 22b.
[0082] Next, we will explain the jackpot processing performed by the main CPU 41. The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between reel spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, the game machine 10 is configured so that if a jackpot is won, the jackpot game is assigned after the special game has ended.
[0083] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.
[0084] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means for controlling the game state.
[0085] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.
[0086] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0087] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.
[0088] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0089] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.
[0090] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.
[0091] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.
[0092] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game balls entered are dispensed as prize balls. In this embodiment, prize balls are awarded by the main CPU 41 performing prize ball processing and controlling the system so that game balls are dispensed as prize balls.
[0093] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.
[0094] The sub-CPU 51 controls the performance mode. Specifically, the sub-CPU 51 controls to normal mode when the sub-base state flag is set to a value that identifies a low base state. After the first jackpot game ends, the sub-CPU 51 controls to either chance mode or probability variation mode. The control regarding whether to control to chance mode or probability variation mode after the first jackpot game ends will be explained later. Also, if the control is set to chance mode after the first jackpot game ends, the sub-CPU 51 controls to probability variation mode after 100 special games have been completed in chance mode. After the second jackpot game ends, the sub-CPU 51 controls to chance mode. Note that if the control is set to chance mode after the second jackpot game ends, and 100 special games have been completed in that chance mode, the sub-base state flag will be set to a value that identifies a low base state, and therefore the sub-CPU 51 will control to normal mode.
[0095] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.
[0096] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.
[0097] The sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a jackpot animation is performed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an opening animation is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a round animation is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an ending animation is performed.
[0098] In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling the display means.
[0099] The gaming machine 10 is capable of executing a jackpot announcement animation. The jackpot announcement animation can be executed during the execution of a special game. The jackpot announcement animation is executed during the execution of a special game, but before the animation symbols are temporarily stopped and displayed in the animation game. For example, if a reach animation is executed, the jackpot announcement animation is executed before the reach animation begins. The jackpot announcement animation is an animation that can suggest that the special game being played will result in a jackpot, that is, that a jackpot game will be awarded in the future. In other words, the jackpot announcement animation is an animation that can suggest that the game will unfold favorably. In this embodiment, the jackpot announcement animation corresponds to the first animation. The jackpot announcement animation is configured to be executable by the speaker 18 and the animation display device 25. Thus, among the animations that the animation execution means can execute, there is the jackpot announcement animation as the first animation.
[0100] As shown in Figures 5(a) and 5(b), in the jackpot announcement sequence, a character CH modeled after a cat is displayed on the display device 25. Character CH is an image displayed on the display device 25. In the jackpot announcement sequence, two character CHs are displayed: Calico Cat CH1, modeled after a calico cat, and Black Cat CH2, modeled after a black cat. Calico Cat CH1 has a mouth. That is, Calico Cat CH1 is a character with a mouth. Black Cat CH2 has a mouth. That is, Black Cat CH2 is a character with a mouth. The jackpot announcement sequence unfolds with the displayed character CH speaking lines. At this time, the mouth of the character CH that is speaking the lines moves. At this time, the speaker 18 outputs sound corresponding to the character CH that is speaking the lines. For example, as shown in Figures 5(a) and 5(b), when the calico cat CH1 speaks a line, the mouth of the calico cat CH1 moves, and the speaker 18 outputs the sound corresponding to the calico cat CH1 speaking the line. Thus, in the jackpot announcement sequence of this embodiment, the mouth of the calico cat CH1 moves, while the mouth of the black cat CH2 does not. In other words, in the jackpot announcement sequence, the calico cat CH1 and the black cat CH2 are displayed, and the mouth of the calico cat CH1 that corresponds to the sound output from the speaker 18 moves, while the mouth of the black cat CH2 that does not correspond to the sound output from the speaker 18 does not move.
[0101] The simultaneous output of sound from speaker 18 and the movement of the character's mouth is also known as lip synchronization (or lip sync). In this embodiment, the movement of character CH's mouth corresponds to a specific action of the character. In other words, a specific action of the character is the movement of the character's mouth. Thus, in the jackpot announcement sequence, character CH's mouth moves. That is, in this embodiment, the first sequence may be accompanied by a specific action of the character. Furthermore, this embodiment is capable of outputting sound in conjunction with the character's specific action. In addition, in the jackpot announcement sequence, a dialogue image SG containing character information that allows for the identification of the dialogue is displayed on the sequence display device 25.
[0102] There are multiple types of jackpot announcement sequences. When the content of the jackpot announcement sequence differs, the lines spoken by the calico cat CH1 also differ. Furthermore, the probability of winning a jackpot differs depending on the content of the jackpot announcement sequence. In other words, in the gaming machine 10, the probability of a favorable outcome differs depending on the content of the jackpot announcement sequence. In this embodiment, the first and second types of jackpot announcement sequences are given as examples. In the gaming machine 10, the jackpot announcement sequence of the second type has a higher probability of winning a jackpot than the jackpot announcement sequence of the first type. However, the jackpot announcement sequence of the second type can be executed even when a jackpot has not been won. In other words, in the gaming machine 10, it is not possible to definitively recognize that the special game currently being played will result in a jackpot simply by the execution of either the first or second type of jackpot announcement sequence.
[0103] As shown in Figure 5(a), when the first jackpot announcement sequence is executed, the calico cat CH1 and the black cat CH2 are displayed on the performance display device 25. When the first jackpot announcement sequence is executed, the mouth of the calico cat CH1 moves. Furthermore, when the first jackpot announcement sequence is executed, the speaker 18 outputs the voice corresponding to the calico cat CH1, saying, "I can't find the king." In this way, the gaming machine 10 is able to output the voice "I can't find the king" when the mouth of the calico cat CH1 moves when the first jackpot announcement sequence is executed. Thus, this embodiment is able to output sound in conjunction with the specific actions of the characters. In addition, when the first jackpot announcement sequence is executed, a dialogue image SG containing the text information "I can't find the king" is displayed on the performance display device 25. In this way, the first jackpot announcement sequence is shown on the display device 25, with the calico cat CH1 and black cat CH2 appearing on the display device 25. As the mouth of the calico cat CH1 moves, the voice "The king is nowhere to be found" is output from the speaker 18, and a dialogue image SG containing the text information "The king is nowhere to be found" is displayed on the display device 25.
[0104] As shown in Figure 5(b), when the second jackpot announcement sequence is executed, the calico cat CH1 and the black cat CH2 are displayed on the performance display device 25. When the second jackpot announcement sequence is executed, the mouth of the calico cat CH1 moves. Furthermore, when the second jackpot announcement sequence is executed, the speaker 18 outputs the voice corresponding to the calico cat CH1, "The king went to the lake." In this way, the game machine 10 is able to output the voice "The king went to the lake" when the second jackpot announcement sequence is executed, in conjunction with the movement of the mouth of the calico cat CH1. Thus, this embodiment is capable of outputting sound in conjunction with specific actions of the characters. In addition, when the second jackpot announcement sequence is executed, a dialogue image SG containing the text information "The king went to the lake" is displayed on the performance display device 25. In this way, the second type of jackpot announcement is shown on the display device 25, and as the mouth of the calico cat CH1 moves, the voice "The king has gone to the lake" is output from the speaker 18, and a dialogue image SG containing the text information "The king has gone to the lake" is displayed on the display device 25.
[0105] Incidentally, in the gaming machine 10, the content of the jackpot announcement sequence performed during the execution of the first special game differs, at least in part, from the content of the jackpot announcement sequence performed during the execution of the second special game. Furthermore, the jackpot announcement sequence performed during the execution of the second special game tends to run for a longer period of time than the jackpot announcement sequence performed during the execution of the first special game. In other words, the duration of the jackpot announcement sequence tends to be longer during the execution of the second special game compared to the execution of the first special game. Therefore, for example, if a jackpot is won while the second special game is being played, the jackpot announcement sequence is likely to run for a longer period of time compared to when a jackpot is won while the first special game is being played. That is, if the second spin game results in a win, the duration of the sequence involving specific character actions tends to be longer compared to when the first spin game results in a win.
[0106] The gaming machine 10 is capable of executing premium effects. Premium effects can be executed during the execution of a special game. Premium effects are executed during the execution of a special game, at a timing after the execution of a reach effect has started. For example, if a jackpot announcement effect and a premium effect are executed within the period of execution of one special game, the premium effect is executed at a timing later than the jackpot announcement effect. In other words, if a jackpot announcement effect and a premium effect are executed within the period of execution of one special game, the jackpot announcement effect is executed at a timing earlier than the premium effect. A premium effect is an effect that can suggest that the special game being played will result in a jackpot, that is, that a jackpot game will be awarded in the future. That is, a premium effect is an effect that can suggest that the game will unfold favorably. In this embodiment, the premium effect corresponds to a second effect. The premium effect is configured to be executable by the speaker 18 and the effect display device 25. Thus, among the effects that the effect execution means can execute, there is the premium effect as a second effect.
[0107] The premium effect can only be executed if a jackpot has been won. For this reason, the premium effect can be said to be an effect that can notify that the special game currently being played will result in a jackpot. In the gaming machine 10, even if a jackpot notification effect is executed, it is not possible to definitively recognize that a jackpot will be won. On the other hand, in the gaming machine 10, if a premium effect is executed, it is possible to definitively recognize that a jackpot will be won. Thus, the premium effect has a higher expectation of a jackpot, that is, a higher expectation of a favorable outcome, compared to the jackpot notification effect. In other words, in this embodiment, the second effect has a higher expectation of a favorable outcome compared to the first effect.
[0108] As shown in Figure 6, in the premium performance, a character CH modeled after a cat is displayed on the performance display device 25. Character CH is an image displayed on the performance display device 25. In the premium performance, a calico cat CH1 is displayed as character CH. As mentioned above, calico cat CH1 is a character with a mouth. The premium performance unfolds with the displayed calico cat CH1 speaking lines. At this time, the mouth of calico cat CH1 does not move. However, the speaker 18 outputs sound corresponding to calico cat CH1. For example, as shown in Figure 6, in the premium performance, the mouth of calico cat CH1 does not move, and the speaker 18 outputs sound corresponding to calico cat CH1. Thus, in the premium performance, the mouth of character CH does not move. That is, in this embodiment, the second performance does not involve any specific action of the character. In addition, in the premium performance, a dialogue image SG containing character information that allows for the identification of the lines is displayed on the performance display device 25.
[0109] As shown in Figure 6, when a premium animation is performed, the calico cat CH1 is displayed on the animation display device 25. Also, when a premium animation is performed, the mouth of the calico cat CH1 does not move. On the other hand, when a premium animation is performed, the speaker 18 outputs the voice corresponding to the calico cat CH1, which says, "It appears you have won the jackpot." Thus, when a premium animation is performed, the gaming machine 10 can output the voice "It appears you have won the jackpot" without the mouth of the calico cat CH1 moving. In addition, when a premium animation is performed, a dialogue image SG containing the text information "It appears you have won the jackpot" is displayed on the animation display device 25. Thus, in a premium animation, the calico cat CH1 is displayed on the animation display device 25, the mouth of the calico cat CH1 does not move, the voice "It appears you have won the jackpot" is output from the speaker 18, and a dialogue image SG containing the text information "It appears you have won the jackpot" is displayed on the animation display device 25.
[0110] During a special game, either a jackpot announcement or a premium animation may be performed, or both may be performed. In other words, both the jackpot announcement and the premium animation may be performed during a single special game. Of course, it is also possible that neither the jackpot announcement nor the premium animation will be performed during a single special game. If a reach animation is performed, the jackpot announcement animation will start before the reach animation begins. In contrast, the premium animation will start after the reach animation has started. Therefore, if both the jackpot announcement and the premium animation are performed during a special game, the jackpot announcement animation will be performed before the premium animation.
[0111] In the gaming machine 10, effects related to the launch strength of the game balls are executed on the effect display device 25. Specifically, in the gaming machine 10, the effects related to the launch strength of the game balls include a right-handed notification effect that encourages right-handed shooting and a left-handed notification effect that encourages left-handed shooting.
[0112] As shown in Figure 7(a), in the right-hit notification animation, an image YG1 resembling a right-pointing arrow and the text information MJ1 "hit right" are displayed on the animation display device 25. In addition, in the right-hit notification animation, a cat-like character CH is displayed on the animation display device 25. In the right-hit notification animation, a calico cat CH1 is displayed as the character CH. As mentioned above, the calico cat CH1 is a character with a mouth. The right-hit notification animation unfolds with what the calico cat CH1 says. At this time, the mouth of the calico cat CH1 does not move. However, the speaker 18 outputs the sound corresponding to the calico cat CH1. For example, as shown in Figure 7(a), in the right-hit notification animation, the mouth of the calico cat CH1 does not move, and the speaker 18 outputs the sound corresponding to the calico cat CH1 saying "Please hit right". Thus, in the right-hit notification animation, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the right-handed hit notification animation does not involve any specific action by the character.
[0113] The right-hand shooting notification animation is performed in situations where right-hand shooting is recommended. Specifically, the right-hand shooting notification animation is performed during the opening time of a jackpot game. The right-hand shooting notification animation may be configured to continue running until the termination condition for the right-hand shooting notification animation is met. The termination condition for the right-hand shooting notification animation may be met, for example, when a predetermined duration of the right-hand shooting notification animation has elapsed.
[0114] As shown in Figure 7(b), in the left-handed notification sequence, an image YG2 resembling a left-pointing arrow and the text information MJ2 "Please return to left-handed play" are displayed on the display device 25. In addition, in the left-handed notification sequence, a cat-like character CH is displayed on the display device 25. In the left-handed notification sequence, the character CH displayed is a calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. The left-handed notification sequence unfolds with what the calico cat CH1 says. At this time, the mouth of the calico cat CH1 does not move. However, the speaker 18 outputs the sound corresponding to the calico cat CH1. For example, as shown in Figure 7(b), in the left-handed notification sequence, the mouth of the calico cat CH1 does not move, and the speaker 18 outputs the sound corresponding to the calico cat CH1, "Please return to left-handed play." Thus, in the left-handed notification sequence, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the left-handed hit notification animation does not involve any specific actions by the character.
[0115] The left-handed shooting notification animation is performed in situations where left-handed shooting is recommended. Specifically, the left-handed shooting notification animation is performed when the chance mode ends and the game transitions to normal mode. Alternatively, the left-handed shooting notification animation may be configured to be performed when it is determined that the player is shooting to the right in a situation where left-handed shooting is recommended. In this case, the player may be determined to be shooting to the right when a game ball enters gate 31. The left-handed shooting notification animation may be configured to continue running until the termination condition for the left-handed shooting notification animation is met. The termination condition for the left-handed shooting notification animation may be met, for example, when a predetermined duration for the left-handed shooting notification animation has elapsed.
[0116] The gaming machine 10 is capable of executing a challenge sequence. The challenge sequence can be executed during the final round of a jackpot game (in this embodiment, the 8th round of the game). In the challenge sequence, if the sequence button EB is operated, either a success result is derived that specifies that the game will be controlled to a probability variation state after the jackpot game ends, or a failure result is derived that does not specify whether the game will be controlled to a probability variation state after the jackpot game ends. However, in the challenge sequence, if the sequence button EB is not operated, neither a success result nor a failure result is derived. Thus, the challenge sequence is a sequence that can progress triggered by the operation of the sequence button EB. In other words, the challenge sequence is a sequence that can progress triggered by the operation of the operation means. In this embodiment, the challenge sequence corresponds to a specific sequence. The challenge sequence is configured to be executable by the speaker 18 and the sequence display device 25. Thus, among the sequences that the sequence execution means can execute, there is the challenge sequence as a specific sequence.
[0117] Incidentally, in the gaming machine 10, the situation in which the game is controlled to a probability variation state after the end of the assigned jackpot game corresponds to the time during the first jackpot game. Conversely, in the gaming machine 10, the situation in which the game is not controlled to a probability variation state after the end of the assigned jackpot game corresponds to the time during the second jackpot game. During the second jackpot game, even if the performance button EB is operated during the challenge sequence, a success result will not be derived, and only a failure result will be derived. On the other hand, during the first jackpot game, when the performance button EB is operated during the challenge sequence, a success result may be derived, or a failure result may be derived. For this reason, even if a failure result is derived as a result of operating the performance button EB during the challenge sequence, the game may still be controlled to a probability variation state after the end of the jackpot game. And when a success result is derived during the challenge sequence, it can be definitively recognized that the game will be controlled to a probability variation state after the end of the jackpot game.
[0118] As shown in Figure 8(a), when the challenge sequence is started, an action prompting image PG prompting the user to press the sequence button EB is displayed on the sequence display device 25. Specifically, in the challenge sequence before the result is derived, the action prompting image PG is displayed on the sequence display device 25. In addition, in the challenge sequence, a cat-like character CH is displayed on the sequence display device 25. In the challenge sequence, the character CH is a calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. In the challenge sequence before the result is derived, the sequence unfolds with what the calico cat CH1 says. At this time, the mouth of the calico cat CH1 does not move. However, the speaker 18 outputs a sound corresponding to the calico cat CH1. As shown in Figure 8(a), in the challenge sequence before the result is derived, the mouth of the calico cat CH1 does not move, and the speaker 18 outputs a sound corresponding to the calico cat CH1 saying "Press the button". Thus, in the challenge sequence before the result is derived, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the specific performance does not involve any specific actions by the character. Furthermore, in the challenge performance before the result is derived, the performance display device 25 displays text information MJa that indicates that the challenge performance can progress when the performance button EB is operated. In this embodiment, the text information MJa is "Press the button, and if the king appears, you will enter the bonus mode!"
[0119] As shown in Figure 8(b), in the event of a failed challenge sequence, a cat-like character CH is displayed on the performance display device 25. In the event of a failed challenge sequence, the character CH displayed is a calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. The event of a failed challenge sequence unfolds with the content spoken by the calico cat CH1. At this time, the mouth of the calico cat CH1 does not move. However, the speaker 18 outputs the sound corresponding to the calico cat CH1. As shown in Figure 8(b), in the event of a failed challenge sequence, the mouth of the calico cat CH1 does not move, and the speaker 18 outputs the sound corresponding to the calico cat CH1, "It seems there is no king." Thus, in the event of a failed challenge sequence, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, specific sequences do not involve specific actions by the character. In addition, in the event of a failed challenge sequence, character information MJb that identifies it as a failure is displayed on the performance display device 25. In this embodiment, the character information MJb is set to the character information "Unfortunately...".
[0120] As shown in Figure 8(c), in the case of a successful challenge, the character CH, which is modeled after a cat, is displayed on the display device 25. In the case of a failed challenge, the characters CH displayed are Calico Cat CH1 and King CHx, which is modeled after the king of cats. As mentioned above, Calico Cat CH1 is a character with a mouth. King CHx also has a mouth. In other words, King CHx is a character with a mouth. In the case of a successful challenge, King CHx is displayed in addition to Calico Cat CH1, and the story unfolds with what Calico Cat CH1 says. At this time, the mouth of Calico Cat CH1 does not move. Similarly, at this time, the mouth of King CHx does not move. However, the speaker 18 outputs the sound corresponding to Calico Cat CH1. As shown in Figure 8(c), in the case of a successful challenge, the mouth of Calico Cat CH1 does not move, and the speaker 18 outputs the sound corresponding to Calico Cat CH1, which says, "Your Majesty, we have been waiting for you." Thus, in the successful outcome of the challenge sequence, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, specific sequences do not involve specific actions by the character. Furthermore, in the successful outcome of the challenge sequence, text information MJc that identifies it as a successful outcome is displayed on the sequence display device 25. In this embodiment, the text information MJc is the text information "The King Has Arrived!".
[0121] The gaming machine 10 is capable of executing a concluding sequence. The concluding sequence can be executed within the ending time of a jackpot game. Therefore, in the gaming machine 10, after the challenge sequence is executed in the final round of a jackpot game, the concluding sequence is executed within the ending time. Thus, within the duration of one jackpot game, the concluding sequence is executed at a later timing than the challenge sequence. In other words, within the duration of one jackpot game, the challenge sequence is executed at a earlier timing than the jackpot announcement sequence. The concluding sequence is a sequence that can progress even if the sequence button EB is not operated. That is, the concluding sequence is a sequence that can progress without being triggered by the operation of the operation means. In this embodiment, the concluding sequence corresponds to a non-specific sequence. The concluding sequence is configured to be executable by the speaker 18 and the sequence display device 25. Thus, among the sequences that the sequence execution means can execute, there is the concluding sequence as a non-specific sequence.
[0122] As shown in Figures 9(a) to 9(e), when the ending sequence is started, the ending sequence displays a cat-like character CH on the sequence display device 25. In the ending sequence, either a calico cat CH1 is displayed as the character CH, or a king CHx is displayed in addition to the calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. As mentioned above, the king CHx is a character with a mouth. The ending sequence unfolds with the displayed character CH speaking lines. At this time, the mouth of the character CH that is speaking the lines is activated. At this time, the speaker 18 outputs sound corresponding to the character CH that is speaking the lines. For example, when the calico cat CH1 speaks lines, the mouth of the calico cat CH1 is activated, and the speaker 18 outputs sound corresponding to the calico cat CH1 speaking the lines. For example, when King CHx speaks a line, the mouth of King CHx moves, and the speaker 18 outputs sound corresponding to King CHx speaking the line. In this way, the mouth of character CH moves during the concluding scene. That is, in this embodiment, non-specific scenes may involve specific actions by the character. Furthermore, this embodiment is capable of outputting sound in conjunction with the specific actions of the character. In addition, during the concluding scene, a dialogue image SG containing character information that allows for the identification of the line is displayed on the performance display device 25.
[0123] There are multiple variations in the progression of the concluding sequence. In particular, the initial content of the concluding sequence may differ depending on whether the sequence button EB was operated during the challenge sequence. Furthermore, even if the sequence button EB was operated during the challenge sequence, the initial content of the concluding sequence may differ depending on the result derived from that operation. Thus, the initial content of the concluding sequence may differ depending on the progression of the challenge sequence. In other words, the progression of the concluding sequence may differ depending on the progression of the challenge sequence. In the gaming machine 10, it may be possible to determine that the game will be controlled to a probability variation state after the end of a jackpot game based on the progression of the concluding sequence. On the other hand, in the gaming machine 10, it may not be possible to determine that the game will be controlled to a probability variation state after the end of a jackpot game based on the progression of the concluding sequence.
[0124] During the second jackpot game, the concluding sequence unfolds in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot game ends. On the other hand, during the first jackpot game, the concluding sequence may unfold in a way that makes it possible to determine whether the game will be controlled to a probability variation state after the jackpot game ends, or it may unfold in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot game ends. However, if a successful result has already been obtained in the challenge sequence, the concluding sequence unfolds in a way that makes it possible to determine whether the game will be controlled to a probability variation state after the jackpot game ends.
[0125] As shown in Figure 9(a), if the ending sequence is executed after the performance button EB is not operated during the challenge sequence, the calico cat CH1 is displayed on the performance display device 25. Similarly, if the ending sequence is executed after a failure result is obtained during the challenge sequence, the calico cat CH1 is displayed on the performance display device 25. In addition, the mouth of the calico cat CH1 moves. Furthermore, the speaker 18 outputs the voice corresponding to the calico cat CH1, "Now, let's go find the king." Thus, when the ending sequence is executed with the content shown in Figure 9(a) as the initial content, the game machine 10 can output the voice "Now, let's go find the king" in conjunction with the movement of the mouth of the calico cat CH1. In this way, this embodiment can output sound in conjunction with specific actions of the character. In addition, when the ending sequence is executed with the content shown in Figure 9(a) as the initial content, a dialogue image SG containing the text information "Now, let's go find the king" is displayed on the performance display device 25.
[0126] As shown in Figure 9(b), after the ending sequence is executed with the content shown in Figure 9(a) as the initial content, if the game progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends, the calico cat CH1 is displayed on the performance display device 25. In addition, the mouth of the calico cat CH1 moves. Furthermore, the speaker 18 outputs the voice corresponding to the calico cat CH1, saying "Let's go." Thus, the game machine 10 is able to output the voice saying "Let's go" in conjunction with the movement of the mouth of the calico cat CH1 when the game progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends. In this way, this embodiment is able to output sound in conjunction with the specific actions of the character. In addition, if the game progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends, a dialogue image SG containing the text information "Let's go" is displayed on the performance display device 25. Thus, if the game machine 10 proceeds in a way that makes it impossible to determine whether it will be controlled to a probability variation state after the end of the jackpot game, the mouth of the calico cat CH1 will move and output the sound "Let's go".
[0127] As shown in Figure 9(c), after the ending sequence is executed with the content shown in Figure 9(a) as the initial content, if the sequence progresses in a way that makes it possible to control the game into a probability variation state after the jackpot game ends, King CHx will be displayed on the performance display device 25 in addition to Calico Cat CH1. Also, King CHx's mouth will move. Furthermore, the speaker 18 will output the voice corresponding to King CHx saying "Sorry to keep you waiting." In this way, this embodiment is capable of outputting sound in conjunction with the specific actions of the characters. In addition, after the ending sequence is executed with the content shown in Figure 9(a) as the initial content, if the sequence progresses in a way that makes it possible to control the game into a probability variation state after the jackpot game ends, a dialogue image SG containing the text information "Sorry to keep you waiting" will be displayed on the performance display device 25.
[0128] Furthermore, as shown in Figure 9(d), if the ending sequence is executed with the content shown in Figure 9(a) as the initial content, and the game progresses in a way that makes it possible to control the game into a probability variation state after the jackpot game ends, then Calico Cat CH1 and King CHx are displayed on the performance display device 25. Also, the mouth of King CHx moves. Furthermore, the speaker 18 outputs the voice corresponding to King CHx, "Now, let's go to battle." In this way, this embodiment is capable of outputting sound in conjunction with the specific actions of the characters. In addition, if the ending sequence is executed with the content shown in Figure 9(a) as the initial content, and the game progresses in a way that makes it possible to control the game into a probability variation state after the jackpot game ends, then a dialogue image SG containing the text information "Now, let's go to battle" is displayed on the performance display device 25.
[0129] Thus, if the game machine 10 proceeds in a manner that allows it to be determined that after the end of a jackpot game the game will be controlled to a probability variation state, the mouth of King CHx will operate and output the voice "Sorry to keep you waiting." Furthermore, if the game machine 10 then proceeds in a manner that allows it to be determined that after the end of a jackpot game the game will be controlled to a probability variation state, the mouth of King CHx will operate and output the voice "Now, let's go to battle."
[0130] As described above, when the ending sequence is executed with the content shown in Figure 9(a) as the initial content, there are two possibilities: the sequence progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends, and the sequence progresses in a way that makes it possible to determine whether the game will be controlled to a probability variation state after the jackpot ends. When the ending sequence is executed with the content shown in Figure 9(a) as the initial content, and the sequence progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends, the ending sequence progresses from the content shown in Figure 9(a) to the content shown in Figure 9(b). In the following explanation, the sequence that progresses from the content shown in Figure 9(a) to the content shown in Figure 9(b) may be referred to as the sequence that progresses via the first route. In the game machine 10, the sequence that progresses via the first route corresponds to the sequence that progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the jackpot ends. Furthermore, if the ending sequence is executed starting with the content shown in Figure 9(a), and progresses in a way that makes it identifiable that the game will be controlled to a probability variation state after the jackpot game ends, the ending sequence will progress from the content shown in Figure 9(a) to the content shown in Figure 9(c), and then to the content shown in Figure 9(d). In the following explanation, the case where the sequence progresses from the content shown in Figure 9(a) to the content shown in Figure 9(c), and then to the content shown in Figure 9(d), may be referred to as the case where the sequence progresses via the second route. In the game machine 10, the case where the ending sequence progresses via the second route corresponds to the case where the sequence progresses in a way that makes it identifiable that the game will be controlled to a probability variation state after the jackpot game ends.
[0131] As shown in Figure 9(e), when the ending sequence is executed after a successful result is obtained in the challenge sequence, the Calico Cat CH1 and King CHx are displayed on the performance display device 25. At this time, the mouth of the Calico Cat CH1 moves. Furthermore, the speaker 18 outputs the voice corresponding to the Calico Cat CH1, saying "Preparation is complete." Thus, when the ending sequence is executed with the content shown in Figure 9(e) as the initial content, the game machine 10 is able to output the voice "Preparation is complete" in conjunction with the movement of the mouth of the Calico Cat CH1. In this way, this embodiment is able to output sound in conjunction with specific actions of the characters. In addition, when the ending sequence is executed with the content shown in Figure 9(e) as the initial content, a dialogue image SG containing the text information "Preparation is complete" is displayed on the performance display device 25.
[0132] Then, in the gaming machine 10, after the ending sequence is executed with the content shown in Figure 9(e) as the initial content, it progresses to the content shown in Figure 9(d), so that the ending sequence progresses in a way that makes it impossible to determine whether the game will be controlled to a probability variation state after the end of the jackpot game. In this way, when the ending sequence is executed with the content shown in Figure 9(e) as the initial content, the gaming machine 10 can output the voice "Preparation complete" as the mouth of the calico cat CH1 moves. Furthermore, after the ending sequence is executed with the content shown in Figure 9(e) as the initial content, the gaming machine 10 can output the voice "Now, let's go to battle" as the mouth of the king CHx moves.
[0133] As described above, when the ending sequence is executed with the content shown in Figure 9(e) as the initial content, it progresses in a way that makes it possible to identify that the game will be controlled to a probability variation state after the jackpot game ends. When the ending sequence is executed with the content shown in Figure 9(e) as the initial content, the ending sequence progresses from the content shown in Figure 9(e) to the content shown in Figure 9(d). In the following explanation, the case where the sequence progresses from the content shown in Figure 9(e) to the content shown in Figure 9(d) may be referred to as the case where the sequence progresses via the third route. In the game machine 10, the case where the ending sequence progresses via the third route corresponds to the case where the sequence progresses in a way that makes it possible to identify that the game will be controlled to a probability variation state after the jackpot game ends.
[0134] The gaming machine 10 is capable of executing an entry sequence. The entry sequence can be executed during the ending time of a jackpot game. Specifically, the entry sequence is executed during the ending time of a jackpot game, and begins after the conclusion sequence has finished. Thus, the entry sequence is executed after the conclusion sequence has finished. The entry sequence is an animation that notifies the animation mode that will be controlled after the jackpot game has finished. There are two types of entry sequences: a first entry sequence that notifies that the game will be controlled to chance mode, and a second entry sequence that notifies that the game will be controlled to probability variation mode.
[0135] As shown in Figure 10(a), in the first entry sequence, the text information CT "Chance Mode Entry" which identifies the game as being controlled to chance mode is displayed on the display device 25. In addition, in the first entry sequence, a cat-like character CH is displayed on the display device 25. In the first entry sequence, the character CH displayed is a calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. The first entry sequence unfolds with what the calico cat CH1 says. At this time, the mouth of the calico cat CH1 does not move. However, the speaker 18 outputs the sound corresponding to the calico cat CH1. As shown in Figure 10(a), in the first entry sequence, the mouth of the calico cat CH1 does not move, and the speaker 18 outputs the sound corresponding to the calico cat CH1, which says "Chance Mode Entry". Thus, in the first entry sequence, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the first entry sequence does not involve any specific action of the character. The first entry sequence is executed after the conclusion sequence has finished, if the conclusion sequence progresses along the first route.
[0136] As shown in Figure 10(b), in the second entry sequence, the text information KT "Entering Probability Mode," which identifies that the game is being controlled to Probability Mode, is displayed on the display device 25. In addition, in the second entry sequence, a cat-like character CH is displayed on the display device 25. In the second entry sequence, the characters CH displayed are Calico Cat CH1 and King CHx. As mentioned above, Calico Cat CH1 is a character with a mouth. Similarly, King CHx is a character with a mouth. The second entry sequence unfolds with what Calico Cat CH1 says. At this time, the mouth of Calico Cat CH1 does not move. However, the speaker 18 outputs the sound corresponding to Calico Cat CH1. As shown in Figure 10(b), in the second entry sequence, the mouth of Calico Cat CH1 does not move, and the speaker 18 outputs the sound corresponding to Calico Cat CH1, which says "Entering Probability Mode." Thus, in the second entry sequence, the mouth of Calico Cat CH1 does not move. In other words, in this embodiment, the second entry sequence does not involve any specific actions by the characters. The second entry sequence is executed after the conclusion sequence has finished if the conclusion sequence progresses along the second route. Also, the second entry sequence is executed after the conclusion sequence has finished if the conclusion sequence progresses along the third route.
[0137] As described above, the gaming machine 10 can output sound from the speaker 18 when the mouth of the character CH displayed on the performance display device 25 moves. In the gaming machine 10 configured in this way, the volume of the sound output from the speaker 18 when the mouth of the character CH moves can be customized. Specifically, the gaming machine 10 can customize whether or not the sound to be output from the speaker 18 when the mouth of the character CH moves is actually output from the speaker 18. Furthermore, the gaming machine 10 can customize the volume of the sound output from the speaker 18 when the mouth of the character CH moves is output. In the gaming machine 10, the volume of the sound output from the speaker 18 when the mouth of the character CH moves can be customized from three levels: "small" < "medium" < "large". Note that customization can also be described as adjustment.
[0138] In the gaming machine 10, by operating the up button B1 or the down button B3, the player can enter a customizable state (hereinafter referred to as the customizable state) by operating the right button B2 or the left button B4. Then, in the gaming machine 10, by operating the right button B2 or the left button B4 in the customizable state, the player can customize whether or not the sound output from the speaker 18 when the mouth of character CH is moving is actually output from the speaker 18, and the volume of the sound when it is actually output.
[0139] When the machine is in a customizable state, one of the first customization image CU1, the second customization image CU2, the third customization image CU3, and the fourth customization image CU4 is controlled by the display device 25. Specifically, in the gaming machine 10, when the machine is in a customizable state, the image from customization images CU1 to CU4 that corresponds to the currently customized content is displayed on the display device 25.
[0140] As shown in Figure 11(a), the first customization image CU1 contains the text information "Sound output during lip sync: Low". The first customization image CU1 is displayed on the performance display device 25 when the volume of sound output from speaker 18 when the character CH's mouth is operating is customized to "Low". As shown in Figure 11(b), the second customization image CU2 contains the text information "Sound output during lip sync: Medium". The second customization image CU2 is displayed on the performance display device 25 when the volume of sound output from speaker 18 when the character CH's mouth is operating is customized to "Medium". As shown in Figure 11(c), the third customization image CU3 contains the text information "Sound output during lip sync: High". The third customization image CU3 is displayed on the performance display device 25 when the volume of sound output from speaker 18 when the character CH's mouth is operating is customized to "High". The first customized image CU1 to the third customized image CU3 are displayed on the performance display device 25 when the sound output from speaker 18 is actually output from speaker 18 when the mouth of character CH is moving.
[0141] As shown in Figure 11(d), the fourth customized image CU4 contains the text information "Sound output during lip sync: None". The fourth customized image CU4 is displayed on the performance display device 25 when the character CH is customized not to output sound from the speaker 18 when the character CH's mouth is moving. In other words, the fourth customized image CU4 is displayed on the performance display device 25 when the character CH is customized not to actually output sound from the speaker 18 when the character CH's mouth is moving.
[0142] In the gaming machine 10, when the customizable state is enabled and the first customization image CU1 is displayed on the display device 25, operating the right button B2 will cause the second customization image CU2 to be displayed on the display device 25 instead of the first customization image CU1, and the customization content will be changed. At this time, the customization content will be changed from "low" to "medium" for the volume of sound output from the speaker 18 when the mouth of character CH is activated. Also, in the gaming machine 10, when the customizable state is enabled and the first customization image CU1 is displayed on the display device 25, operating the left button B4 will cause the fourth customization image CU4 to be displayed on the display device 25 instead of the first customization image CU1, and the customization content will be changed. At this time, the customization setting changes from "low" to "no sound output from speaker 18 when character CH's mouth is operating" to "no sound output from speaker 18 when character CH's mouth is operating".
[0143] In the gaming machine 10, when the customizable state is enabled and the second customization image CU2 is displayed on the display device 25, operating the right button B2 will cause the third customization image CU3 to be displayed on the display device 25 instead of the second customization image CU2, and the customization content will be changed. At this time, the customization content will be changed from "medium" to "high" for the volume of the sound output from the speaker 18 when the mouth of character CH is activated. Also, in the gaming machine 10, when the customizable state is enabled and the second customization image CU2 is displayed on the display device 25, operating the left button B4 will cause the first customization image CU1 to be displayed on the display device 25 instead of the second customization image CU2, and the customization content will be changed. At this time, the customization setting for the volume of sound output from speaker 18 when the character CH's mouth is operating is changed from "medium" to "low".
[0144] Similarly, in the gaming machine 10, when the customizable state is enabled and the third customization image CU3 is displayed on the display device 25, operating the right button B2 will cause the fourth customization image CU4 to be displayed on the display device 25 instead of the third customization image CU3, and the customization content will be changed. At this time, the customization content will be changed from the setting where the volume of the sound output from the speaker 18 when the mouth of character CH is operated is set to "high" to the setting where no sound is output from the speaker 18 when the mouth of character CH is operated. Also, in the gaming machine 10, when the customizable state is enabled and the third customization image CU3 is displayed on the display device 25, operating the left button B4 will cause the second customization image CU2 to be displayed on the display device 25 instead of the third customization image CU3, and the customization content will be changed. At this time, the customization setting for the volume of sound output from speaker 18 when the character CH's mouth is operating is changed from "high" to "medium".
[0145] In the gaming machine 10, when the customizable state is enabled and the fourth customization image CU4 is displayed on the display device 25, operating the right button B2 will cause the first customization image CU1 to be displayed on the display device 25 instead of the fourth customization image CU4, and the customization content will be changed. At this time, the customization content will be changed from a setting where no sound is output from the speaker 18 when the mouth of character CH is operating, to a setting where the volume of the sound output from the speaker 18 when the mouth of character CH is operating is set to "low". Also, in the gaming machine 10, when the customizable state is enabled and the fourth customization image CU4 is displayed on the display device 25, operating the left button B4 will cause the third customization image CU3 to be displayed on the display device 25 instead of the fourth customization image CU4, and the customization content will be changed. At this time, the customization is changed from a setting where no sound is output from speaker 18 when the mouth of character CH is operating, to a setting where the volume of sound output from speaker 18 when the mouth of character CH is operating is set to "high".
[0146] Here, we will explain the control of various effects. First, let's discuss the controls related to customization. The sub-CPU 51, when not in a customizable state, will enable customization if it receives operation signals from the upper button B1 and the lower button B3. Furthermore, if the sub-CPU 51 does not receive operation signals from the various buttons B1 to B4 for a predetermined customization time (for example, 10 seconds) while in a customizable state, it will terminate the customizable state.
[0147] When the system is in a customizable state, the sub-CPU 51 controls the display device 25 so that the image corresponding to the currently customized content from among the customized images CU1 to CU4 is displayed. The sub-RWM 53 stores information that can identify the currently customized content (hereinafter referred to as customization information). The customization information includes information that can identify that the volume of the sound output from the speaker 18 when the mouth of the character CH is operating is customized to "low" (hereinafter referred to as "low" customization information). The customization information includes information that can identify that the volume of the sound output from the speaker 18 when the mouth of the character CH is operating is customized to "medium" (hereinafter referred to as "medium" customization information). The customization information includes information that can identify that the volume of the sound output from the speaker 18 when the mouth of the character CH is operating is customized to "high" (hereinafter referred to as "high" customization information). The customization information includes information that can identify that the system is customized not to output sound from the speaker 18 when the mouth of the character CH is operating (hereinafter referred to as "none" customization information). Thus, the gaming machine 10 is configured to allow adjustment so that sound is not output from the speaker 18. In other words, the gaming machine 10 is configured to allow selection of not to output sound.
[0148] When customizable, the sub-CPU 51 can change the customization information of the sub-RWM 53 when it receives an operation signal from the right button B2 or the left button B4. Specifically, when the customization information is "small", the sub-CPU 51 changes it to "medium" when it receives an operation signal from the right button B2, and changes it to "none" when it receives an operation signal from the left button B4. Also, when the customization information is "medium", the sub-CPU 51 changes it to "large" when it receives an operation signal from the right button B2, and changes it to "small" when it receives an operation signal from the left button B4. Also, when the customization information is "large", the sub-CPU 51 changes it to "none" when it receives an operation signal from the right button B2, and changes it to "medium" when it receives an operation signal from the left button B4. Also, when the customization information is "none", the sub-CPU 51 changes it to "small" when it receives an operation signal from the right button B2, and changes it to "large" when it receives an operation signal from the left button B4.
[0149] Incidentally, customization information is stored as backup information. In other words, the currently customized settings can be maintained even after the power supply is cut off. Furthermore, customization information is not initialized even if a sub-initial startup process is executed. In other words, the currently customized settings can be maintained even if an initialization process is executed. For example, if the power supply is cut off when the "None" customization information is stored, and then the power supply is restored, sound may not be output from speaker 18 when the mouth of character CH is operating. In this case, even if an initialization process is executed when the power supply is restored, sound may not be output from speaker 18 when the mouth of character CH is operating. Thus, in the gaming machine 10, even if the power supply is cut off when speaker 18 is adjusted not to output sound, sound may not be output from speaker 18 after the power supply is restored, even if the speaker 18 is not adjusted again not to output sound. In other words, in the gaming machine 10, even if the power supply is cut off when the option to not output sound is selected, sound may not be output even if the option to not output sound is not selected again after the power supply is restored.
[0150] Furthermore, the sub-CPU 51 identifies the currently customized content from the customization information and controls the display device 25 so that an image corresponding to the identified content is displayed. Specifically, when "small" customization information is stored, the sub-CPU 51 controls the display device 25 so that the first customization image CU1 is displayed. When "medium" customization information is stored, the sub-CPU 51 controls the display device 25 so that the second customization image CU2 is displayed. When "large" customization information is stored, the sub-CPU 51 controls the display device 25 so that the third customization image CU3 is displayed. When "none" customization information is stored, the sub-CPU 51 controls the display device 25 so that the fourth customization image CU4 is displayed. In addition, if the customization information is updated, the sub-CPU 51 identifies the currently customized content from the updated customization information and controls the display device 25 so that an image corresponding to the identified content is displayed.
[0151] Next, we will explain the control related to the jackpot announcement effect. When a variable pattern command is input, the sub-CPU 51 performs a notification lottery to determine whether to execute a jackpot notification sequence. In the gaming machine 10, if the notification lottery is won, it is decided that the jackpot notification sequence will be executed, and if the notification lottery is not won, it is decided that the jackpot notification sequence will not be executed. For example, the probability of winning the notification lottery may differ depending on whether a first variable pattern command or a second variable pattern command is input. The probability of winning the notification lottery may differ depending on the type of variable pattern that can be identified from the variable pattern command. The probability of winning the notification lottery may also differ depending on the special symbol (for example, the type of jackpot) that can be identified from the symbol command.
[0152] If the notification lottery is unsuccessful, the sub-CPU 51 does not execute the jackpot notification animation. On the other hand, if the notification lottery is successful, the sub-CPU 51 determines the content of the jackpot notification animation. For example, the sub-CPU 51 determines the content of the jackpot notification animation depending on whether the first variation pattern command or the second variation pattern command is input. For example, if the second variation pattern command is input, the sub-CPU 51 is more likely to determine an animation with a longer duration as the content of the jackpot notification animation compared to if the first variation pattern command is input. For example, the sub-CPU 51 determines the content of the jackpot notification animation depending on the type of variation pattern that can be identified from the variation pattern command. For example, the sub-CPU 51 may determine the content of the jackpot notification animation depending on the special symbol (for example, the type of jackpot) that can be identified from the symbol command.
[0153] Then, if the sub-CPU 51 wins the pre-announcement lottery, it controls the speaker 18 and the performance display device 25 so that the pre-announcement performance with the determined performance content is executed at the timing of the pre-announcement performance during the execution of the special game. For example, if the sub-CPU 51 determines the first performance content, it controls the performance display device 25 so that the calico cat CH1 and black cat CH2 are displayed. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the mouth of the calico cat CH1 moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "The king is nowhere to be found," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. Furthermore, the sub-CPU 51 controls the display device 25 so that a dialogue image SG containing the text information "The king is nowhere to be found" is displayed.
[0154] Furthermore, for example, when the sub-CPU 51 determines the second performance content, it controls the performance display device 25 so that the calico cat CH1 and black cat CH2 are displayed. In addition, the sub-CPU 51 controls the performance display device 25 so that the mouth of the calico cat CH1 moves. Accordingly, the sub-CPU 51 controls the speaker 18 so that the voice corresponding to the calico cat CH1, "The king went to the lake," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. Also, the sub-CPU 51 controls the performance display device 25 so that the dialogue image SG containing the text information "The king went to the lake" is displayed.
[0155] Next, we will explain the control related to premium effects. The sub-CPU 51, upon receiving a symbol command that can identify a winning symbol, performs a premium lottery to determine whether to execute a premium effect. In the gaming machine 10, if the premium lottery is won, it is decided that the premium effect will be executed, and if the premium lottery is not won, it is decided that the premium effect will not be executed. For example, the probability of winning the premium lottery may differ depending on whether a first variation pattern command or a second variation pattern command is entered. The probability of winning the premium lottery may also differ depending on the type of variation pattern that can be identified from the variation pattern command. The probability of winning the premium lottery may also differ depending on the special symbol (for example, the type of jackpot) that can be identified from the symbol command.
[0156] If the premium lottery is unsuccessful, the sub-CPU 51 will not execute the premium animation. On the other hand, if the premium lottery is successful, the sub-CPU 51 will control the speaker 18 and the animation display device 25 so that the premium animation is executed at the timing of the premium animation execution during the execution of the special game. Specifically, the sub-CPU 51 will control the animation display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "It appears you have won the jackpot," is output. The sub-CPU 51 will also control the animation display device 25 so that a dialogue image SG containing the text information "It appears you have won the jackpot" is displayed. However, during the premium animation, the sub-CPU 51 will not make the mouth of the calico cat CH1 move.
[0157] In the gaming machine 10, when the sub-CPU 51 executes a premium effect, it does not change the control related to the premium effect according to the customization information. When executing a premium effect, the sub-CPU 51 may control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing a premium effect, if the customization information is any of the "small," "medium," or "large" customization information, the sub-CPU 51 may control the speaker 18 so that sound is output at a volume that can be determined from the customization information. For example, when executing a premium effect, if the customization information is "none," the sub-CPU 51 may not output any sound.
[0158] Next, we will explain the control related to the right-hand hit notification effect. The sub-CPU 51 controls the speaker 18 and the display device 25 so that a right-hand shooting notification animation is executed when an opening command is entered. Specifically, the sub-CPU 51 controls the display device 25 so that the image YG1 and the text information MJ1 are displayed. In addition, the sub-CPU 51 controls the display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Please shoot to the right," is output. However, in the right-hand shooting notification animation, the sub-CPU 51 does not make the mouth of the calico cat CH1 move.
[0159] In the gaming machine 10, when the sub-CPU 51 executes a right-hand shooting notification effect, it does not change the control related to the right-hand shooting notification effect according to the customization information. When executing the right-hand shooting notification effect, the sub-CPU 51 may control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing the right-hand shooting notification effect, if the customization information is any of the "small," "medium," or "large" customization information, the sub-CPU 51 may control the speaker 18 so that sound is output at a volume that can be determined from the customization information. For example, when executing the right-hand shooting notification effect, if the customization information is "none," the sub-CPU 51 may not output any sound.
[0160] Next, we will explain the control related to the left-handed hit notification effect. The sub-CPU 51 controls the speaker 18 and the display device 25 so that a left-handed notification animation is executed when the chance mode ends and the system returns to normal mode. Specifically, the sub-CPU 51 controls the display device 25 so that the image YG2 and the text information MJ2 are displayed. In addition, the sub-CPU 51 controls the display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Please return to left-handed play," is output. However, during the left-handed notification animation, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0161] In the gaming machine 10, when the sub-CPU 51 executes a left-hit notification effect, it does not change the control related to the left-hit notification effect according to the customization information. When executing the left-hit notification effect, the sub-CPU 51 may control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing the left-hit notification effect, if the customization information is any of the "small," "medium," or "large" customization information, the sub-CPU 51 may control the speaker 18 so that sound is output at a volume that can be determined from the customization information. For example, when executing the left-hit notification effect, if the customization information is "none," the sub-CPU 51 may not output any sound.
[0162] Next, we will explain the control related to the challenge sequence. When the sub-CPU 51 receives a round command output at the start of the final (8th) round of gameplay, it determines the result to be delivered in the challenge sequence. If the first jackpot game is in progress, the sub-CPU 51 determines the result to be delivered in the challenge sequence from among the success and failure results. On the other hand, if the second jackpot game is in progress, the sub-CPU 51 determines the failure result to be delivered in the challenge sequence. After determining the result to be delivered in the challenge sequence, the sub-CPU 51 controls the speaker 18 and the presentation display device 25 so that the challenge sequence is executed. Specifically, the sub-CPU 51 controls the presentation display device 25 so that the operation prompt image PG is displayed. In addition, the sub-CPU 51 controls the presentation display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Press the button," is output. At this time, the sub-CPU 51 does not move the mouth of the calico cat CH1. Furthermore, the sub-CPU 51 controls the display device 25 so that the character information MJa is displayed.
[0163] Furthermore, in the final round of gameplay, if the challenge sequence has been executed but the result of the challenge sequence has not yet been derived, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that, upon receiving an operation signal from the performance button EB, the result that has been decided to be derived in the challenge sequence is derived.
[0164] When a failure result is to be derived, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that a failure result is derived. Specifically, the sub-CPU 51 controls the performance display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "It seems there is no king," is output. However, when a failure result is derived, the sub-CPU 51 does not move the mouth of the calico cat CH1. In addition, the sub-CPU 51 controls the performance display device 25 so that the text information MJb is displayed.
[0165] When a successful result is to be derived, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that a successful result is derived. Specifically, the sub-CPU 51 controls the performance display device 25 so that the calico cat CH1 and the king CHx are displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Your Majesty, we have been waiting for you," is output. However, when a successful result is derived, the sub-CPU 51 does not move the mouth of the calico cat CH1. In addition, the sub-CPU 51 controls the performance display device 25 so that the text information MJc is displayed.
[0166] Incidentally, if the final round of the game ends before the result of the challenge sequence is derived, the sub-CPU 51 will terminate the challenge sequence without deriving the result of the challenge sequence. For example, the game machine 10 may be configured to derive the result of the challenge sequence even if the sequence button EB is not operated. For example, if the sequence button EB is not operated between the start of the challenge sequence and the expiration of a predetermined operation validity period, the system may be configured to derive the result of the challenge sequence. For example, if the sequence button EB is not operated between the start of the challenge sequence and the expiration of a predetermined operation validity period, and the final round of the game has not yet ended, the system may be configured to derive the result of the challenge sequence within the remaining period until the end of the final round of the game.
[0167] In the gaming machine 10, when the sub-CPU 51 executes a challenge sequence, it does not change the control related to the challenge sequence according to the customization information. When executing a challenge sequence, the sub-CPU 51 may control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing a challenge sequence, if the customization information is "small," "medium," or "large," the sub-CPU 51 may control the speaker 18 so that sound is output at a volume that can be determined from the customization information. For example, when executing a challenge sequence, if the customization information is "none," the sub-CPU 51 may not output any sound.
[0168] Next, we will explain the control related to the ending sequence. When an ending command is entered, the sub-CPU 51 determines how to proceed with the concluding sequence. If the first jackpot is in progress and a success result is obtained in the challenge sequence, the sub-CPU 51 decides to proceed with the concluding sequence via the third route. If the first jackpot is in progress and a success result is not obtained in the challenge sequence, the sub-CPU 51 decides to proceed with the concluding sequence via either the first or second route. Note that "if a success result is not obtained in the challenge sequence" includes cases where the sequence button EB is operated and a failure result is obtained, and cases where the sequence button EB is not operated and no result is obtained in the challenge sequence. On the other hand, if the second jackpot is in progress, the sub-CPU 51 decides to proceed with the concluding sequence via the first route. Note that "when the second jackpot is in progress" includes cases where the sequence button EB is operated and a failure result is obtained, and cases where the sequence button EB is not operated and no result is obtained in the challenge sequence. After determining the content to advance the concluding sequence, the speaker 18 and the sequence display device 25 are controlled so that the concluding sequence is executed in accordance with the determined content.
[0169] Specifically, when the ending sequence is advanced in the first route, the sub-CPU 51 controls the performance display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the mouth of the calico cat CH1 moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Now, let's go find the king," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Now, let's go find the king" is displayed.
[0170] Subsequently, if the ending sequence is to proceed along the first route, the sub-CPU 51 controls the performance display device 25 so that the mouth of the calico cat CH1 moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Let's go," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Let's go" is displayed.
[0171] When the ending sequence is advanced in the second route, the sub-CPU 51 controls the performance display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the calico cat CH1's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to the calico cat CH1, "Now, let's go find the king," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Now, let's go find the king" is displayed.
[0172] Subsequently, if the ending sequence is to proceed via the second route, the sub-CPU 51 controls the performance display device 25 so that King CHx is displayed in addition to Calico Cat CH1. Furthermore, the sub-CPU 51 controls the performance display device 25 so that King CHx's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to King CHx, "Sorry to keep you waiting," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Sorry to keep you waiting" is displayed.
[0173] Furthermore, if the ending sequence is to proceed via the second route, the sub-CPU 51 controls the performance display device 25 so that King CHx's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to King CHx saying "Now, let's go to battle" is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Now, let's go to battle" is displayed.
[0174] When the ending sequence is advanced in the third route, the sub-CPU 51 controls the performance display device 25 so that Calico Cat CH1 and King CHx are displayed. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the mouth of Calico Cat CH1 moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to Calico Cat CH1, "Preparation is complete," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Preparation is complete" is displayed.
[0175] Subsequently, if the ending sequence is to proceed via the third route, the sub-CPU 51 controls the performance display device 25 so that King CHx's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that the voice corresponding to King CHx saying "Now, let's go to battle" is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that the voice is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output any voice. The sub-CPU 51 also controls the performance display device 25 so that the dialogue image SG containing the text information "Now, let's go to battle" is displayed.
[0176] Next, we will explain the control related to the entry sequence. The sub-CPU 51 controls the speaker 18 and the display device 25 so that the entry sequence is executed after the conclusion sequence is completed. The sub-CPU 51 controls the speaker 18 and the display device 25 so that the first entry sequence is executed if the conclusion sequence progresses in the first route. The sub-CPU 51 controls the speaker 18 and the display device 25 so that the second entry sequence is executed if the conclusion sequence progresses in the second route. The sub-CPU 51 controls the speaker 18 and the display device 25 so that the second entry sequence is executed if the conclusion sequence progresses in the third route.
[0177] When executing the first entry sequence, the sub-CPU 51 controls the display device 25 so that the text information CT is displayed. In addition, the sub-CPU 51 controls the display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the audio corresponding to the calico cat CH1, "Chance Mode Entry," is output. However, during the first entry sequence, the sub-CPU 51 does not make the calico cat CH1's mouth move.
[0178] When executing the second entry sequence, the sub-CPU 51 controls the display device 25 so that the text information KT is displayed. In addition, the sub-CPU 51 controls the display device 25 so that the calico cat CH1 and the king CHx are displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that the audio corresponding to the calico cat CH1, "Entering probability variation mode," is output. However, in the second entry sequence, the sub-CPU 51 does not make the mouth of the calico cat CH1 move.
[0179] In the gaming machine 10, when the sub-CPU 51 executes an entry animation, it does not change the control related to the entry animation according to the customization information. When executing an entry animation, the sub-CPU 51 may control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing an entry animation, if the customization information is any of the "small," "medium," or "large" customization information, the sub-CPU 51 may control the speaker 18 so that sound is output at a volume that can be determined from the customization information. For example, when executing an entry animation, if the customization information is "none," the sub-CPU 51 may not output any sound.
[0180] Here, based on Figures 12(a) to 12(c), an example of the display content of the performance display device 25 and the sound output from the speaker 18 when a jackpot announcement performance and a premium performance are executed during the execution of a special game will be explained. Note that in the explanation of Figures 12(a) to 12(c), it is assumed that the speaker 18 is not customized to not output sound when the mouth of character CH is moving.
[0181] As shown in FIG. 12(a), when the jackpot preview performance of the second performance content is executed, the calico cat CH1 and the black cat CH2 are displayed on the performance display device 25. And when the jackpot preview performance of the second performance content is executed, the mouth of the calico cat CH1 operates on the performance display device 25. Along with this, the voice corresponding to the calico cat CH1, "The king went towards the lake", is output from the speaker 18. In addition, when the jackpot preview performance of the second performance content is executed, a dialogue image SG including the character information "The king went towards the lake" is displayed on the performance display device 25. Thus, when the jackpot preview performance of the second performance content is executed, along with the operation of the mouth of the calico cat CH1, the voice "The king went towards the lake" is output. Even if the jackpot preview performance of the second performance content is executed, the player cannot recognize that the ongoing special game is being executed based on winning the jackpot, that is, that the jackpot game will be awarded after the end of the ongoing special game. That is, although the execution of the jackpot preview performance of the second performance content suggests a high jackpot expectation level, it does not notify that it will be a jackpot.
[0182] Also, the jackpot preview performance of the second performance content is executed when all the performance symbols in the row are being variably displayed. For this reason, the jackpot preview performance of the second performance content is executed at a timing prior to when the reach performance is executed when the reach performance is executed. And as shown in FIG. 12(b), after the jackpot preview performance of the second performance content ends, the execution of the reach performance is started on the performance display device 25.
[0183] As shown in Figure 12(c), after the reach animation is executed, the premium animation is performed. When the premium animation is performed, the Calico Cat CH1 is displayed on the animation display device 25. However, when the premium animation is performed, the mouth of the Calico Cat CH1 on the animation display device 25 does not move. However, the speaker 18 outputs the voice corresponding to the Calico Cat CH1, which says, "It appears that you have won the jackpot." In addition, when the premium animation is performed, the animation display device 25 displays a dialogue image SG containing the text information, "It appears that you have won the jackpot." Thus, when the premium animation is performed, the mouth of the Calico Cat CH1 does not move, and the voice saying "It appears that you have won the jackpot" is output. The execution of the premium animation allows the player to recognize that the special game being played is being performed based on the fact that a jackpot has been won, that is, that a jackpot game will be awarded after the special game being played ends. In other words, the execution of the premium animation suggests that a jackpot will be won, and the player is notified that a jackpot will be won.
[0184] Next, based on Figures 13(a) to 13(f), an example of the display content of the performance display device 25 and the sound output from the speaker 18 from the time the challenge performance is executed until the jackpot game ends in the final round of gameplay will be explained. Incidentally, in the explanation of Figures 13(a) to 13(f), the jackpot game being awarded is assumed to be the first jackpot game. Furthermore, in the challenge performance, a failure result is assumed to be derived when the performance button EB is operated. Furthermore, the subsequent ending performance is assumed to proceed via the second route. In addition, in the explanation of Figures 13(a) to 13(f), it is assumed that the speaker 18 is not customized to not output sound when the mouth of character CH is moving.
[0185] As shown in Figure 13(a), when the challenge sequence is initiated, during the final round of gameplay, the performance display device 25 displays an action prompt image PG that encourages the player to press the performance button EB. In addition, when the challenge sequence is initiated, the performance display device 25 displays the text information MJa that reads, "Press the button, and if the king appears, you will enter the probability variation mode!" Furthermore, when the challenge sequence is initiated, the performance display device 25 displays the calico cat CH1. At this time, the mouth of the calico cat CH1 on the performance display device 25 does not move. However, the speaker 18 outputs the voice corresponding to the calico cat CH1, which reads, "Press the button."
[0186] Then, as shown in Figure 13(b), if a failure result is derived as a result of operating the performance button EB, the calico cat CH1 is displayed on the performance display device 25. At this time, the mouth of the calico cat CH1 does not move on the performance display device 25. However, the speaker 18 outputs the voice corresponding to the calico cat CH1, "Looks like there is no king." In addition, if a failure result is derived as a result of operating the performance button EB, the text information MJb, "Too bad..." is displayed on the performance display device 25. Thus, when the challenge performance is executed, the mouth of the character CH does not move, and voice is output from the speaker 18.
[0187] As shown in Figure 13(c), when the final round of gameplay ends and the ending time begins, the concluding sequence is executed. As assumed, if the concluding sequence progresses via the second route, the Calico Cat CH1 is displayed on the display device 25. The mouth of the Calico Cat CH1 then moves on the display device 25. In conjunction with this, the speaker 18 outputs the voice corresponding to the Calico Cat CH1, "Now, let's go find the king." In addition, the display device 25 displays a dialogue image SG containing the text information, "Now, let's go find the king." Furthermore, as shown in Figure 13(d), if the concluding sequence progresses via the second route, the King CHx is displayed on the display device 25 in addition to the Calico Cat CH1. The mouth of the King CHx then moves on the display device 25. In conjunction with this, the speaker 18 outputs the voice corresponding to the King CHx, "Sorry to keep you waiting." In addition, the performance display device 25 displays a dialogue image SG containing the text information "Sorry to keep you waiting." Furthermore, as shown in Figure 13(e), if the ending sequence progresses in the second route, the performance display device 25 displays the calico cat CH1 and the king CHx. Then, the mouth of the king CHx moves on the performance display device 25. In conjunction with this, the speaker 18 outputs the voice corresponding to the king CHx, "Now, let's go to battle." In addition, the performance display device 25 displays a dialogue image SG containing the text information "Now, let's go to battle." In this way, when the ending sequence is executed, the mouth of the character CH moves and voice is output from the speaker 18.
[0188] As shown in Figure 13(f), if the second entry sequence is executed after the conclusion sequence in the second route has progressed, the text information KT "Entering probability variation mode" is displayed on the performance display device 25. Furthermore, if the second entry sequence is executed, the calico cat CH1 and the king CHx are displayed on the performance display device 25. At this time, the mouths of the calico cat CH1 and the king CHx do not move on the performance display device 25. However, the speaker 18 outputs the audio corresponding to the calico cat CH1, which says "Entering probability variation mode".
[0189] The effects of this embodiment will be described below. (1) In the challenge sequence, which can be advanced by operating the performance button EB, the mouth of the character CH does not move, and no specific action is performed by the character CH. However, in the conclusion sequence, which can be advanced without operating the performance button EB, the mouth of the character CH moves, and a specific action is performed by the character CH. Thus, although the conclusion sequence does not offer the enjoyment of operating the performance button EB, the presence of a specific action performed by the character CH enhances the overall enjoyment even if a conclusion sequence other than a challenge sequence is executed.
[0190] (2) In premium effects, which offer a higher expectation of a more favorable outcome compared to regular jackpot announcement effects, the mouth of the character CH does not move, and no specific action is performed on the character CH. However, in jackpot announcement effects, which offer a lower expectation of a more favorable outcome compared to regular jackpot announcement effects, the mouth of the character CH moves, and a specific action is performed on the character CH. Thus, even if a jackpot announcement effect that is not a premium effect with a high expectation of a favorable outcome is executed, the entertainment value can be enhanced by the fact that it has the performance capability to involve a specific action on the character CH, even if the jackpot announcement effect is not a premium effect with a high expectation of a favorable outcome.
[0191] (3) The mouth of the character CH can be moved to produce sound. In this way, the combination of sound effects that enter through the ears and the mouth movements of the character CH that enter through the eyes can more effectively enhance the sense of enjoyment.
[0192] (4) During a single jackpot game, the challenge sequence is executed earlier than the conclusion sequence. For example, if the conclusion sequence is executed before the challenge sequence, even if the challenge sequence is executed afterward, the enjoyment of operating the sequence button EB during the challenge sequence may be diminished. Therefore, by making the challenge sequence execute before the conclusion sequence, both the challenge sequence and the conclusion sequence can be made more enjoyable and the overall experience more engaging.
[0193] (5) If both a jackpot announcement and a premium event are performed during the execution of a special game, the jackpot announcement will be performed earlier than the premium event. For example, if the premium event is performed before the jackpot announcement, even if the jackpot announcement is performed afterward, the level of attention given to that jackpot announcement may have decreased. Therefore, by making the jackpot announcement event perform before the premium event, it is possible to enhance the entertainment value without decreasing the level of attention given to either the jackpot announcement or the premium event.
[0194] (6) In the jackpot announcement sequence, multiple character CHs are displayed, the mouth of the character CH that speaks the lines moves, and the sound corresponding to the character CH speaking the lines is output. For example, in the jackpot announcement sequence, Calico Cat CH1 and Black Cat CH2 are displayed, and the mouth of Calico Cat CH1 that corresponds to the sound output from speaker 18 moves, while the mouth of Black Cat CH2 that does not correspond to the sound output from speaker 18 does not move. This makes it easier to understand that the sound output from speaker 18 corresponds to Calico Cat CH1 and not Black Cat CH2. In other words, even if multiple character CHs are displayed, it becomes easier to identify the character CH that the sound output from speaker 18 corresponds to, making it easier to enhance the entertainment value.
[0195] (7) When the mouth of character CH is operated, if it is customized so that no sound is output from speaker 18, the mouth of character CH will operate, but no sound will be output from speaker 18. This provides a novel way to enjoy the game by focusing on the operation of character CH's mouth, and effectively enhances the sense of fun.
[0196] (8) Whether or not sound is output from speaker 18 when the mouth of character CH is moving can be customized. This allows players to choose a novel way to enjoy the game by focusing on the movement of character CH's mouth, enabling them to enjoy the game in a way that suits them and improving the level of enjoyment more efficiently.
[0197] (9) Customization information is stored as backup information. Furthermore, customization information is not initialized even if the sub-initial startup process is executed. For this reason, if the power supply is interrupted when the character CH's mouth is operating and it is selected not to output sound from the speaker 18, it is not necessary to select not to output sound from the speaker 18 when the character CH's mouth is operating again after the power supply is restored, regardless of whether the sub-initial startup process is performed afterward.
[0198] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. - In the diagram, the character CH is shown with its mouth closed when it is not functioning, but this is not the only way it can be. For example, when the character CH's mouth is not functioning, it may be open. For example, even when the character CH's mouth is not functioning, it may be open or closed. For example, in the failure result of a challenge sequence, the character CH's mouth may be configured to be closed. Conversely, in the success result of a challenge sequence, the character CH's mouth may be configured to be open. For example, in the left-hand notification sequence, the character CH's mouth may be configured to be closed. Conversely, in the right-hand notification sequence, the character CH's mouth may be configured to be open. For example, in the first entry sequence, the character CH's mouth may be configured to be closed. Conversely, in the second entry sequence, the character CH's mouth may be configured to be open.
[0199] The timing at which the mouth movements of character CH begin may be the same as the timing at which the audio output corresponding to character CH begins. Alternatively, the timing at which the mouth movements of character CH begin may be later than the timing at which the audio output corresponding to character CH begins. Alternatively, the timing at which the mouth movements of character CH begin may be earlier than the timing at which the audio output corresponding to character CH begins. By starting the mouth movements of character CH before the audio output corresponding to character CH begins, it becomes easier to identify the character CH to which the output audio corresponds. The relationship between the timing at which the mouth movements of character CH begin and the timing at which the audio output corresponding to character CH begins may vary depending on the performance. Furthermore, the timing at which the mouth movements of character CH end may be the same as the timing at which the audio output corresponding to character CH ends. Alternatively, the timing at which the mouth movements of character CH end may be later than the timing at which the audio output corresponding to character CH ends. Alternatively, the timing at which the mouth movements of character CH end may be earlier than the timing at which the audio output corresponding to character CH ends. The relationship between the timing at which the mouth movements of the character CH end and the timing at which the audio output corresponding to the character CH ends may be varied depending on the production.
[0200] The timing at which the mouth movements of character CH begin may be the same as the timing at which the display of the dialogue image SG begins. Alternatively, the timing at which the mouth movements of character CH begin may be later than the timing at which the display of the dialogue image SG begins. Alternatively, the timing at which the mouth movements of character CH begin may be earlier than the timing at which the display of the dialogue image SG begins. By starting the display of the dialogue image SG before the mouth movements of character CH begin, the lines spoken by character CH can be made easier to understand. The relationship between the timing at which the mouth movements of character CH begin and the timing at which the display of the dialogue image SG begins may vary depending on the direction of the production. Furthermore, the timing at which the mouth movements of character CH end may be the same as the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the mouth movements of character CH end may be later than the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the mouth movements of character CH end may be earlier than the timing at which the display of the dialogue image SG ends. The relationship between the timing at which the mouth movements of the character CH end and the timing at which the dialogue image SG ends may be varied depending on the direction of the performance.
[0201] The timing at which the output of the voice corresponding to the character CH begins may be the same as the timing at which the display of the dialogue image SG begins. Alternatively, the timing at which the output of the voice corresponding to the character CH begins may be later than the timing at which the display of the dialogue image SG begins. Alternatively, the timing at which the output of the voice corresponding to the character CH begins may be earlier than the timing at which the display of the dialogue image SG begins. By starting the display of the dialogue image SG before the output of the voice corresponding to the character CH begins, it is possible to listen to the voice after understanding the lines spoken by the character CH, making it easier to enjoy. The relationship between the timing at which the output of the voice corresponding to the character CH begins and the timing at which the display of the dialogue image SG begins may be varied depending on the production. In addition, the timing at which the output of the voice corresponding to the character CH ends may be the same as the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the output of the voice corresponding to the character CH ends may be later than the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the output of the voice corresponding to the character CH ends may be earlier than the timing at which the display of the dialogue image SG ends. The relationship between the timing at which the output of the voice corresponding to the character CH ends and the timing at which the display of the dialogue image SG ends, as described above, may be varied depending on the production.
[0202] The timing at which the mouth movements of CharacterCH begin, the timing at which the display of the dialogue image SG begins, and the timing at which the audio output corresponding to CharacterCH begins may be the same. The timing at which the mouth movements of CharacterCH begin, the timing at which the display of the dialogue image SG begins, and the timing at which the audio output corresponding to CharacterCH begins may be different. Some of the timings of the start of the mouth movements of CharacterCH, the start of the display of the dialogue image SG, and the start of the audio output corresponding to CharacterCH may be different from the other timings. For example, the audio output corresponding to CharacterCH may start after the mouth movements of CharacterCH and the display of the dialogue image SG have started. The timing at which the mouth movements of CharacterCH end, the timing at which the display of the dialogue image SG ends, and the timing at which the audio output corresponding to CharacterCH ends may be the same. The timing at which the mouth movements of CharacterCH end, the timing at which the display of the dialogue image SG ends, and the timing at which the audio output corresponding to CharacterCH ends may be different. The timing of the end of the mouth movements of character CH, the timing of the end of the display of the dialogue image SG, and the timing of the end of the output of the voice corresponding to character CH may be set to differ from the timing of the others. For example, the display of the dialogue image SG may end after the mouth movements of character CH and the output of the voice corresponding to character CH have ended.
[0203] - Whether or not the sound output from speaker 18 when the character CH's mouth is operating is actually output from speaker 18 may not be customizable. Conversely, the volume at which the sound output from speaker 18 when the character CH's mouth is operating is output may not be customizable. In other words, only one of the following may be customizable: whether or not the sound output from speaker 18 when the character CH's mouth is operating is actually output from speaker 18, or the volume at which the sound output from speaker 18 when the character CH's mouth is operating is output from speaker 18. Neither of the following may be customizable: whether or not the sound output from speaker 18 when the character CH's mouth is operating is actually output from speaker 18, or the volume at which the sound output from speaker 18 when the character CH's mouth is operating is output from speaker 18.
[0204] In the right-handed notification animation, the mouth of the character CH may not operate, but the character CH may operate. For example, the right-handed notification animation may be configured so that it does not involve a specific operation of the character CH, but it may involve an operation different from that specific operation of the character CH. An operation different from the specific operation may be, for example, the character CH pointing to the right-side area RB. For example, the right-handed notification animation may be configured so that the character CH points to the right-side area RB to encourage right-handed play. Similarly, in the left-handed notification animation, the mouth of the character CH may not operate, but the character CH may operate. For example, the left-handed notification animation may be configured so that it does not involve a specific operation of the character CH, but it may involve an operation different from that specific operation of the character CH. An operation different from the specific operation may be, for example, the character CH pointing to the left-side area RA. For example, the left-handed notification animation may be configured so that the character CH points to the left-side area RA to encourage left-handed play.
[0205] In the right-handed notification animation, the character CH may be accompanied by a specific action. This specific action may be the operation of the mouth on the character CH, or it may be a different action. For example, this specific action may be the character CH pointing to the right-side area RB. For example, the right-handed notification animation may be configured to encourage right-handed play by having the character CH perform a specific action of pointing to the right-side area RB. Similarly, in the left-handed notification animation, the character CH may be accompanied by a specific action. This specific action may be the operation of the mouth on the character CH, or it may be a different action. For example, this specific action may be the character CH pointing to the left-side area RA. For example, the left-handed notification animation may be configured to encourage left-handed play by having the character CH perform a specific action of pointing to the left-side area RA. Furthermore, the character CH displayed in the right-handed notification animation may be different from the character CH displayed in the left-handed notification animation. Also, the character CH may not be displayed in either the right-handed notification animation or the left-handed notification animation, or both.
[0206] In the first entry sequence, the mouth of the character CH may not move, but the character CH may move. For example, the first entry sequence may be configured so that the character CH does not perform a specific action, but performs an action different from that specific action. An action different from the specific action may be, for example, the character CH raising one hand. In the second entry sequence, the mouth of the character CH may not move, but the character CH may move. For example, the second entry sequence may be configured so that the character CH does not perform a specific action, but performs an action different from that specific action. An action different from the specific action may be, for example, the character CH raising both hands.
[0207] In the first entry sequence, the character CH may perform a specific action. This specific action may be the character CH's mouth moving, or it may be a different action. For example, the specific action may be the character CH raising one hand. Similarly, in the second entry sequence, the character CH may perform a specific action. This specific action may be the character CH's mouth moving, or it may be a different action. For example, the specific action may be the character CH raising both hands. Furthermore, the character CH displayed in the first entry sequence may be different from the character CH displayed in the second entry sequence. Also, the character CH may not be displayed in either the first or second entry sequence, or both.
[0208] The customization information may be configured to be erased if a secondary initial startup process is performed, but retained in memory if the secondary initial startup process is not performed. Alternatively, the customization information may be configured to be erased when the power supply is cut off. In other words, the customization information may be configured not to be retained in memory. For example, the secondary RWM53 may be configured not to have a backup function.
[0209] In the jackpot announcement sequence in the above embodiment, the calico cat CH1 and the black cat CH2 were displayed, but it is also possible to display only the calico cat CH1. In other words, the jackpot announcement sequence may be configured to display only the character CH whose mouth moves. Furthermore, in the jackpot announcement sequence, in addition to the calico cat CH1, the sound corresponding to the black cat CH2 may be output from speaker 18. In this case, the mouth of the black cat CH2 may be configured to move. This makes it easier to understand that the sound output from speaker 18 corresponds to the black cat CH2 and not the calico cat CH1.
[0210] During the execution period of a single special game, the system may be configured so that a premium effect is executed followed by a jackpot notification effect. For example, during the execution period of a single special game, the premium effect may be executed followed by a jackpot notification effect, or the jackpot notification effect may be executed followed by a premium effect.
[0211] During the duration of a single special game, the system may be configured so that only one of the jackpot announcement animations or premium animations is performed. For example, the system may be configured so that the announcement animation is performed if the premium animation is not won.
[0212] The system may be configured so that a pre-announcement lottery is held after a premium lottery. For example, the method of determining the content of the jackpot pre-announcement effect may differ depending on whether a premium effect is performed or not. In other words, the system may be configured so that the content of the jackpot pre-announcement effect is determined depending on whether a premium effect is performed.
[0213] The duration of the jackpot announcement sequence performed during the execution of the first special game may be configured to be the same as the duration of the jackpot announcement sequence performed during the execution of the second special game. Alternatively, the jackpot announcement sequence performed during the execution of the second special game may be configured to run for a longer duration than the jackpot announcement sequence performed during the execution of the first special game. In other words, the duration of the jackpot announcement sequence during the execution of the second special game may be longer than that during the execution of the first special game. Therefore, for example, if a jackpot is won when the second special game is executed, the jackpot announcement sequence may run for a longer duration than when a jackpot is won when the first special game is executed. That is, if the second variation game results in a win, the duration of the sequence involving specific actions by the characters may be longer than when the first variation game results in a win. For example, if the sub-CPU 51 receives a second variation pattern command, it may determine a sequence with a longer duration as the content of the jackpot announcement sequence compared to when the first variation pattern command is received.
[0214] • The game may be configured so that a challenge sequence is performed after a conclusion sequence is performed during a single jackpot game. For example, during a single special game, the conclusion sequence may be performed after the challenge sequence, or the challenge sequence may be performed after the conclusion sequence.
[0215] During a single jackpot game, the game may be configured so that only one of the challenge sequence or the conclusion sequence is executed. In this configuration, for example, the conclusion sequence may be configured to progress via either the first route or the second route.
[0216] · When the types of performances are different, when the same type of character CH is displayed, those characters CH do not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, in the above embodiment, the same type of character CH (for example, the tricolor cat CH1) is displayed in some or all of the jackpot preview performance, premium performance, challenge performance, and ending performance. However, some or all of the characters CH displayed in each performance may be made different. For example, even when the same character CH is displayed in each performance, it does not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, the tricolor cat CH1 displayed in the jackpot preview performance is a motif of a tricolor cat similar to the tricolor cat CH1 displayed in the premium performance, and the tricolor cat CH1 displayed in each performance does not have to be the same image. Of course, the tricolor cat CH1 displayed in the jackpot preview performance may be the same as the tricolor cat CH1 displayed in the premium performance. Similarly, for example, the tricolor cat CH1 displayed in the challenge performance is a motif of a tricolor cat similar to the tricolor cat CH1 displayed in the ending performance, and the tricolor cat CH1 displayed in each performance does not have to be the same image. Of course, the tricolor cat CH1 displayed in the challenge performance may be the same as the tricolor cat CH1 displayed in the ending performance. Here, the jackpot preview performance, premium performance, challenge performance, and ending performance are taken as examples, but the same applies to the right hit notification performance, left hit notification performance, first entry performance, and second entry performance.
[0217] · When the performance contents of the jackpot preview performance are different, when the same type of character CH is displayed, those characters CH do not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, in the above embodiment, the same character CH (for example, the tricolor cat CH1) is displayed in both the first performance content and the second performance content. However, part or all of the character CH displayed in each performance content may be made different. For example, even when the same character CH is displayed in each performance content, it does not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, the tricolor cat CH1 displayed in the first performance content is a motif of a tricolor cat similar to the tricolor cat CH1 displayed in the second performance content, and the tricolor cat CH1 displayed in each performance content does not have to be the same image. Of course, the tricolor cat CH1 displayed in the first performance content may be the same as the tricolor cat CH1 displayed in the second performance content.
[0218] · When the results derived in the challenge performance are different, when the same type of character CH is displayed, those characters CH do not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, in the above embodiment, the same character CH (for example, the tricolor cat CH1) is displayed in both the failure result and the success result. However, part or all of the character CH displayed in each result may be made different. For example, even when the same character CH is displayed in each result, it does not necessarily have to be the same image. As long as the characters used as motifs are the same, they may be regarded as the same character CH. For example, the tricolor cat CH1 displayed in the failure result is a motif of a tricolor cat similar to the tricolor cat CH1 displayed in the success result, and the tricolor cat CH1 displayed in each result does not have to be the same image. Of course, the tricolor cat CH1 displayed in the failure result may be the same as the tricolor cat CH1 displayed in the success result.
[0219] - When the content of the ending sequence differs, and the same type of character CH is displayed, those character CHs do not necessarily have to be the same image; they can simply be considered the same character CH if they are based on the same character. For example, in the above embodiment, the same character CH (e.g., Calico Cat CH1) is displayed regardless of whether the sequence progresses through the first to third routes, but some or all of the character CHs displayed in each route may be different. For example, even if the same character CH is displayed in each route, it does not necessarily have to be the same image; they can simply be considered the same character CH if they are based on the same character. For example, Calico Cat CH1 displayed when progressing through the first route is based on a calico cat, just like Calico Cat CH1 displayed when progressing through the third route, and the Calico Cat CH1 displayed in each route does not have to be the same image. Of course, Calico Cat CH1 displayed when progressing through the first route may be the same as Calico Cat CH1 displayed when progressing through the third route.
[0220] The first performance does not have to be a jackpot announcement performance. The first performance does not have to be a performance that can be performed during the execution of a special game. For example, the first performance may be a performance that can be performed during a jackpot game, or a performance that can be performed when the game is in a standby state. Similarly, the second performance does not have to be a premium performance. The second performance does not have to be a performance that can be definitively recognized as leading to a favorable outcome. The second performance does not have to be a performance that can be performed during the execution of a special game. For example, the second performance may be a performance that can be performed during a jackpot game, or a performance that can be performed when the game is in a standby state. Furthermore, the circumstances under which the first performance is performed (during the execution of a special game in the above embodiment) and the circumstances under which the second performance is performed do not have to be the same. For example, the first performance may be performed during the execution of a special game, while the second performance may be performed during a jackpot game.
[0221] • The effect corresponding to a specific effect does not have to be a challenge effect. The effect corresponding to a specific effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to a specific effect may be an effect that can be executed during a jackpot game, or an effect that can be executed when the game is in a standby state. Similarly, the effect corresponding to a non-specific effect does not have to be a conclusion effect. The effect corresponding to a non-specific effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to a non-specific effect may be an effect that can be executed during a jackpot game, or an effect that can be executed when the game is in a standby state. Furthermore, the circumstances under which the effect corresponding to a specific effect is executed (during a jackpot game in the above embodiment) and the circumstances under which the effect corresponding to a non-specific effect is executed do not have to be the same. For example, the effect corresponding to a specific effect may be executed during the execution of a special game, while the effect corresponding to a non-specific effect may be executed during a jackpot game.
[0222] In the above embodiment, suggesting that a jackpot will be awarded in the future is considered equivalent to suggesting that the game will unfold favorably, but it is not limited to this. For example, suggesting that the game will be controlled to a favorable game state (e.g., a probability variation state) may be considered equivalent to suggesting that the game will unfold favorably. In this way, suggesting that a favorable situation will occur may be considered equivalent to suggesting that the game will unfold favorably. Furthermore, suggesting that the game will unfold favorably may or may not include definitively notifying that the game will unfold favorably.
[0223] The gaming machine 10 of the above embodiment may be embodied in a gaming machine in which the brightness (also called the light intensity) of the decorative lamp 17 can be adjusted. The gaming machine 10 of the above embodiment may be embodied in a gaming machine in which the brightness (also called the light intensity) of the backlight of the performance display device 25 can be adjusted. In a gaming machine in which the brightness can be adjusted, the brightness may be adjustable by an operating means that can be operated by the player, or by an operating means that cannot be operated by the player (for example, an operating means provided on the back of the game board unit), or both. For example, it may not be possible to adjust the backlight of the performance display device 25 to be turned off by operating an operating means that can be operated by the player, while it may be possible to adjust the backlight of the performance display device 25 to be turned off by operating an operating means that cannot be operated by the player. If the backlight of the performance display device 25 is adjusted to be turned off by operating an operating means that cannot be operated by the player, for example, when the concluding performance is executed, sound will be output from the speaker 18, but the mouth of the character CH will not operate.
[0224] The gaming machine 10 of the above embodiment may be embodied in a gaming machine in which the volume of at least some of the sounds output from the speaker 18 can be adjusted. In a gaming machine in which the volume can be adjusted, the volume may be adjustable by an operating means that can be operated by the player, or by an operating means that cannot be operated by the player (for example, an operating means provided on the back of the game board unit), or both. For example, it may be impossible to adjust the volume so that no sound is output from the speaker 18 by operating an operating means that can be operated by the player, while it may be possible to adjust the volume so that no sound is output from the speaker 18 by operating an operating means that cannot be operated by the player. If the volume is adjusted so that no sound is output from the speaker 18 by operating an operating means that cannot be operated by the player, for example, no sound will be output from the speaker 18 when the ending performance is executed or when the mouth of character CH is operating. The adjustment made by operating an operating means that cannot be operated by the player may be configured to be maintained even if the power supply is cut off. For example, even if the power supply is cut off while the player has adjusted the speaker 18 so that no sound is output by operating an operating means that the player cannot operate, after the power supply is restored, the player may not need to adjust the speaker 18 again to prevent sound from being output. The operating means that the player cannot operate may be, for example, a dial-type operating means.
[0225] The gaming machine 10 in the above embodiment may be a gaming machine equipped with a function (a so-called auto-button function) that allows control related to the performance to be performed as if the performance button EB had been operated, even when the performance button EB has not actually been operated. If the auto-button function is equipped, for example, in the gaming machine 10, if a challenge performance is executed when the auto-button function is activated, the result of the challenge performance may be derived without operating the performance button EB. Furthermore, it may be possible to select whether to activate the auto-button function and to configure the auto-button function so that it can be customized.
[0226] The character in the gaming machine 10 is a cat-shaped character, but it is not limited to this. For example, the character may be a human-shaped character. In addition, for example, the character may be a symbol, letter, typeface, or a lion-shaped character. The word "character" is an English word that has meanings such as nature, character, individuality, temperament, feature, characteristic, trait, form, personality, character, character, status, position, character, role, role, unique person, eccentric person, interesting person, letter, typeface, font, symbol, and wealthy person. The character may be any of these, or it may be something that can identify them. Therefore, for example, the character does not have to have a mouth. And the specific action does not have to be the movement of the character's mouth. For example, the specific action may be the character performing a predetermined action. For example, the specific action may be the character shaking, or the character moving.
[0227] In the above embodiment, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be made different from the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. For example, the proportion for determining the type of jackpot, or the types of jackpots that can be determined, may be made different for cases where a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 27 and cases where a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26.
[0228] Even if a jackpot is not won, the machine may be configured to be controllable to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.
[0229] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a specific symbol). Furthermore, if a specific symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be configured to control the machine to a high base state as a result of the confirmed stop symbols being displayed.
[0230] ・As gaming machines that can be controlled to a probability variation state, there are specifications that control the machine to a probability variation state until the next big win is awarded, specifications that control the machine to a probability variation state until a fall-out lottery is won (fall-out machine), or specifications that control the machine to a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to a probability variation state until a predetermined number of special games are completed, there are gaming machines that set the predetermined number as the number of times in which the machine is controlled to a probability variation state until the next big win is awarded. The number of times in which the machine is controlled to a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to a probability variation state may be controlled to a high base state. Gaming machines that can be controlled to a probability variation state also include specifications that control the machine to a probability variation state when the game ball passes through a specific area (V probability variation machine). The gaming machine of the above embodiment may be materialized as a gaming machine of any of these specifications. Furthermore, the gaming machine may be a gaming machine with specifications that combine the above-mentioned fall-out machine and V-probability variation machine. Also, a V-probability variation machine may have a single large prize slot that generates a specific round of gameplay. A V-probability variation machine may have multiple large prize slots, consisting of a large prize slot (V prize slot) that opens in a specific round of gameplay and large prize slots that open in rounds of gameplay other than the specific round of gameplay, which generate a specific round of gameplay. The gaming machine of the above embodiment may be materialized as a V-probability variation machine of any of these specifications.
[0231] In the above embodiment, the second special game is configured to be executed in priority over the first special game, but it may also be configured so that the first and second special games are executed in the order in which their execution is suspended, regardless of the type of special game. Alternatively, it may be configured so that the first special game is executed in priority over the second special game. Furthermore, the first and second special games may be configured to be executed simultaneously. For example, in a low base state, the performance game corresponding to the first special game may be executed, while in a high base state, the performance game corresponding to the second special game may be executed. Also, there are not limited to two types of special games. For example, the special game that can be executed when a ball enters the first start gate 26 may be the same as the special game that can be executed when a ball enters the second start gate 27.
[0232] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The system may be configured so that the small win lottery is performed only when a ball enters either the first start port 26 or the second start port 27, or it may be configured so that the small win lottery can be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game.
[0233] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, similar to gaming machine 10, it is configured to be able to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. It is configured to be possible to launch physical game balls into the game area 21 by consuming game balls (game value) managed as electronic data. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, game balls are awarded as electronic data. That is, game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, game value may be physical, or may be managed as electronic data.
[0234] The above embodiment may also be applied to a revolving-type gaming machine (a so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after the bet amount has been set, when the start lever, which serves as the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which serves as the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, once the rotation of all reels has stopped, a prize may be awarded according to the combination of symbols that stopped.
[0235] • A slot machine may use a game medium other than tokens. For example, it may be a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be configured to be stored as data (information). The number of tokens held is also called the number of balls or tokens held. Tokens in a tokenless game machine can be called a virtual medium. The virtual medium corresponds to the game value.
[0236] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. The sub-overall control board and the other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, in the above modified example, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.
[0237] The information display panel 22 may include a remaining number display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a separate component from the other display units.
[0238] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. (A-1) A gaming machine comprising: an effect execution means capable of executing an effect; an effect control means capable of controlling the effect execution means; and an operation means capable of operation, wherein the effect includes a specific effect that can progress in response to operation of the operation means, and a non-specific effect that can progress without being triggered by operation of the operation means, wherein the specific effect does not involve specific actions by the character, and the non-specific effect may involve specific actions by the character.
[0239] (B-1) A gaming machine comprising: an effect execution means capable of executing an effect; and an effect control means capable of controlling the effect execution means, wherein the effect includes a first effect and a second effect, the first effect and the second effect are effects that can suggest that the game will unfold favorably, the second effect has a higher expectation of unfolding favorably compared to the first effect, the second effect does not involve specific actions by the characters, and the first effect may involve specific actions by the characters.
[0240] (C-1) A game machine as described in Technical Concept (A-1) or Technical Concept (B-1), wherein the character is a character having a mouth, the specific action of the character is the movement of the character's mouth, and the game machine is capable of outputting sound in conjunction with the specific action of the character.
[0241] (D-1) A gaming machine described in any one of the technical concepts (A-1), (B-1), and (C-1) that is configured to allow the user to select not to output sound, and even if the power supply is interrupted when the user has selected not to output sound, the user may not output sound after the power supply is restored, even if the user does not select not to output sound again. [Explanation of Symbols]
[0242] 10... Pachinko game machine (game machine) 16... Launch handle 17... Decorative lamp 18... Speaker 22... Information display panel 25... Performance display device 26... First start opening 27... Second start opening 29... Big prize opening 31... Gate 34... Out opening 40... Main board 41... Main CPU 42…Main ROM 43…Main RWM 45…Clear switch 50…Sub-board 51…Sub-CPU 52…Sub-ROM 53…Sub-RWM 60…Power supply unit 61…Power switch 62…Backup power supply B1…Up button B2…Right button B3…Down button B4…Left button CH…Character EB…Effect button
Claims
1. A means for executing a performance that can carry out a performance, A performance control means capable of controlling the performance execution means, It comprises an operating means that enables a specific operation, The aforementioned performance includes specific performances that can be triggered by a specific operation of the operating means, and non-specific performances that can be triggered by a specific operation of the operating means. In the aforementioned specific performance, no specific actions are performed by the character. The aforementioned non-specific performance may involve specific actions by the characters. The aforementioned non-specific performance can be executed after the aforementioned specific performance. The specified action in the aforementioned non-specified performance includes a first specified action and a second specified action that is different from the first specified action. A gaming machine characterized in that, when the specific operation of the operating means is performed in the specific performance, the number of performances until the second specific action appears is greater than when the specific operation of the operating means is not performed in the specific performance.
2. The gaming machine according to claim 1, wherein the first specific action and the second specific action are specific actions for different characters.