Gaming machine
Patent Information
- Application Number
- JP2025061987
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-03
- Publication Date
- 2026-10-16
Smart Images

Figure 2026168676000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine that can be controlled to an advantageous state advantageous to a player.
Background Art
[0002] As gaming machines, there are machines in which a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize in a prize winning area such as a prize winning port provided in the game area, a predetermined number of prize balls are paid out to the player. Furthermore, a variable display area capable of variably displaying (also referred to as "fluctuating") identification information is provided, and when the display result of the variable display of the identification information in the variable display area becomes a specific display result, the game state (the state of the gaming machine, specifically, the state in which the gaming machine is controlled) is changed to give a predetermined game value to the player (so-called pachinko machine).
[0003] Further, after a predetermined number of bets are set for one game using predetermined game media, the player operates a start lever to start variable display of identification information in the variable display areas, and the player operates stop buttons provided corresponding to each variable display area to stop the variable display of the identification information within a predetermined maximum delay time range from the operation timing. A prize is generated according to the display result derived when the variable display of all variable display areas is stopped, predetermined game media determined in advance according to the prize are paid out, and when a specific prize is generated, the game state is set to a state that gives a predetermined game value to the player (so-called slot machine).
[0004] The game value refers to payout of prize balls, a state where a variable prize ball device provided in the game area of the gaming machine is in an advantageous state for the player that makes it easier for hit balls to win a prize, generation of a right to enter a state advantageous to the player, and a state where conditions for prize ball payout are more likely to be satisfied.
[0005] In pachinko machines, a "jackpot" occurs when a predetermined specific display pattern is derived and displayed as a result of the variable display of symbols (identification information) that are started in the variable display area based on a game ball entering the starting prize slot. The derived display refers to the final stopping display of the symbols (final stopping symbols). When a jackpot occurs, for example, the large prize slot opens a predetermined number of times, and the game transitions to a jackpot game state where it is easier for the ball to enter. In each opening period, the large prize slot closes when a predetermined number of balls (for example, 10) enter it. The number of times the large prize slot opens is fixed to a predetermined number (for example, 15 rounds). A set opening time (for example, 29 seconds) is set for each opening, and the large prize slot closes when the opening time has elapsed, even if the number of balls entered has not reached the predetermined number. Hereafter, each opening period of the large prize slot may be referred to as a round. Also, the game played during a round may be referred to as a round game.
[0006] Furthermore, in the variable display area, when symbols other than the final stopping symbol (for example, the middle symbol among the left, middle, and right symbols) remain stopped, swaying, enlarged, reduced, or deformed for a predetermined time in a state that matches a specific display result, or when multiple symbols move synchronously as the same symbol, or when the positions of the displayed symbols are swapped, and the possibility of a jackpot occurring continues before the final result is displayed (hereinafter, these states are referred to as the "reach state"), the effects that occur in this state are called "reach effects." The reach state and its appearance are also called "reach patterns." Moreover, the variable display that includes the reach effects is called a reach variable display. If the display result of the symbols displayed in the variable display area does not match a specific display result, it is a "miss," and the variable display state ends. Players enjoy playing the game while trying to figure out how to trigger a jackpot.
[0007] Patent Document 1 discloses a performance method in which, when a predetermined performance including sound output is being performed using a speaker, the output sound is displayed as a character image on an image display unit. [Prior art documents] [Patent Documents]
[0008] [Patent Document 1] Japanese Patent Publication No. 2016-198357 [Overview of the Initiative] [Problems that the invention aims to solve]
[0009] However, the gaming machine described in Patent Document 1 has room for improvement in its method of displaying dialogue.
[0010] Therefore, the present invention aims to provide a gaming machine with an improved method for displaying dialogue. [Means for solving the problem]
[0011] (Measure 3) A gaming machine that can be controlled to enter a favorable state for the player (for example, a jackpot state), Sound output means capable of outputting sound (for example, speakers 8L, 8R), Display means (for example, image display device 5), The system includes a sound output means and a performance control means (for example, a performance control CPU 120) capable of controlling the display means, The aforementioned performance control means is An effect that suggests being controlled to the aforementioned advantageous state, wherein a specific effect (e.g., an impact effect) can be executed in which a specific sound is output by the sound output means during a specific period, and multiple specific screens including the display of specific characters corresponding to the specific sound (e.g., impact character display) are displayed during the specific period, During the specified period of the specified performance, it is possible to display a first specified screen in a predetermined manner as the specified screen, and then display a second specified screen in a manner different from the predetermined manner (for example, in the first impact performance, it is possible to display a screen display including the first impact text display corresponding to the voice "sunny" related to the first impact performance in three different manners (see (4) to (6) in Figures 10-1 to 10-2). Also, in the second impact performance, it is possible to display a screen display including the second impact text display corresponding to the voice "I" related to the second impact performance in 15 different manners (see Figures 10-15, 10-17 to 10-19, and 10-21). Also, in the second impact performance, it is possible to display a screen display including the second impact text display corresponding to the voice "I have to" related to the second impact performance in 15 different manners (see Figures 10-15 to 10-16, and 10-20 to 10-21). (See 10-21). In other words, in the second impact sequence, 30 different screen displays are possible, including the second impact text display corresponding to the audio "I have to do it" related to the second impact sequence. Also, in the third impact sequence, 41 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take Nana" related to the third impact sequence (see Figures 10-22 to 10-23, 10-24 to 10-27, and 10-29). Also, in the third impact sequence, 6 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take her home" related to the third impact sequence (see Figures 10-23, 10-28, and 10-29). In other words, in the third impact sequence, 47 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take Nana home" related to the third impact sequence. The aforementioned specific character display includes a first specific character display displayed on the first specific screen and a second specific character display displayed on the second specific screen. The second specific character display can be displayed in a different position than the first specific character display (for example, in each screen display shown in the impact effect, the impact character display is displayed in a different position. See Figures 10-1 to 10-2 (4) to (6), Figures 10-15 to 10-20, and Figures 10-22 to 10-28). A gaming machine characterized by the following features.
[0012] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0013] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This flowchart shows an example of the main game control process. [Figure 4] This flowchart shows an example of timer interrupt processing for game control. [Figure 5] This is a flowchart showing an example of the special pattern processing. [Figure 6] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 7-1] This diagram illustrates the effects control commands. [Figure 7-2] This flowchart shows an example of the performance control process. [Figure 8-1] This is a front view of the pachinko game machine according to this embodiment. [Figure 8-2] This is an explanatory diagram showing each random number. [Figure 8-3] This is an explanatory diagram showing the display result determination table (jackpot determination table). [Figure 8-4] This is an explanatory diagram showing the jackpot type determination table stored in ROM101 and the jackpot types. [Figure 8-5] This is an explanatory diagram showing variation patterns of decorative symbols. [Figure 8-6] This is an explanatory diagram showing variation patterns of decorative symbols. [Figure 8-7] This is an explanatory diagram showing a variation pattern type determination table. [Figure 8-8] This is an explanatory diagram showing a losing variation pattern determination table. [Figure 8-9] This is an explanatory diagram showing a losing variation pattern determination table. [Figure 8-10] This is an explanatory diagram showing a jackpot variation pattern determination table. [Figure 8-11] This is a flowchart showing variable display start setting processing. [Figure 8-12] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-13] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-14] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-15] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-16] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-17] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-18] This is a diagram showing a specific example of performance executed in SP reach. [Figure 8-19] This is a diagram showing an output mode of voice with specific content. [Figure 8-20] This is a diagram showing a light emission mode of a lamp when outputting voice with specific content. [Figure 8-21] This is a diagram showing a light emission mode of a lamp when outputting voice with specific content. [Figure 8-22] This is a diagram showing a modified example related to a specific dialogue performance. [Figure 8-23] This is a diagram showing a modified example related to a specific dialogue performance. [Figure 8-24] This is a diagram showing an example of a dialogue performance determination table. [Figure 9-1] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-2] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-3] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-4] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-5] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-6] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-7] This figure shows specific examples of character movement actions during the pre-reach period. [Figure 9-8] This figure shows other ways in which character movement actions are presented during the pre-reach period. [Figure 9-9] This figure shows other ways in which character movement actions are presented during the pre-reach period. [Figure 9-10] This figure shows other ways in which character movement actions are presented during the pre-reach period. [Figure 9-11] This figure shows other ways in which character movement actions are presented during the pre-reach period. [Figure 9-12] This figure shows specific examples of character movement actions during the SP reach period. [Figure 9-13] This figure shows specific examples of character movement actions during the SP reach period. [Figure 9-14] This diagram shows specific examples of character movement actions. [Figure 9-15] This diagram shows specific examples of character movement actions. [Figure 9-16] This diagram shows specific examples of character movement actions. [Figure 9-17] This is a flowchart showing an example of the process for setting up the production settings. [Figure 9-18]This figure shows an example of a character movement action lottery table. [Figure 9-19] This diagram illustrates a list of character movement action patterns. [Figure 9-20] This figure shows an example of a character movement action pattern lottery table when the specific object involved in the character movement action is a decorative pattern. [Figure 9-21] This figure shows an example of a character movement action pattern lottery table when the specific object related to the character movement action is the board. [Figure 9-22] This figure shows an example of a lottery table for the first impact effect. [Figure 9-23] This figure shows an example of a lottery table for the second impact effect. [Figure 10-1] This diagram shows a specific example of a first impact presentation. [Figure 10-2] This diagram shows a specific example of a first impact presentation. [Figure 10-3] This figure shows a specific example of the screen display shown during the first impact sequence. [Figure 10-4] This figure shows an example of display control for the screen display shown during the first impact sequence. [Figure 10-5] This diagram shows other variations of the first impact effect. [Figure 10-6] This diagram shows other variations of the first impact effect. [Figure 10-7] This figure shows a specific example of a second impact effect. [Figure 10-8] This figure shows a specific example of a second impact effect. [Figure 10-9] This figure shows a specific example of a second impact effect. [Figure 10-10] This figure shows a specific example of a second impact effect. [Figure 10-11] This figure shows a specific example of a second impact effect. [Figure 10-12] This figure shows a specific example of a second impact effect. [Figure 10-13] This figure shows a specific example of a second impact effect. [Figure 10-14] This figure shows a specific example of a second impact effect. [Figure 10-15] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-16] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-17] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-18] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-19] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-20] This figure shows a specific example of the screen display shown during the second impact sequence. [Figure 10-21] This figure shows an example of display control for the screen display shown during the second impact effect. [Figure 10-22] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-23] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-24] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-25] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-26] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-27] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-28] This figure shows a specific example of the screen display shown during the third impact sequence. [Figure 10-29] This figure shows an example of display control for the screen display shown during the third impact effect. [Figure 10-30] This diagram illustrates the display period for each display mode of text in SP Reach. [Modes for carrying out the invention]
[0014] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0015] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0016] A first special symbol display device 4A and a second special symbol display device 4B are provided at a predetermined position on the game board 2 (to the right of the game area in the example shown in Figure 1) to perform variable display (also called special symbol game) of multiple types of special identification information, special symbols (also called special symbols). These each consist of 7-segment LEDs or the like. Special symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Special symbols may also include patterns in which all LEDs are turned off.
[0017] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derivation or derivation display, etc.) (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.
[0018] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0019] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0020] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.
[0021] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.
[0022] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0023] Furthermore, a first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at predetermined positions on the game board 2. The first reserve indicator 25A displays the first reserve memory count based on the number of lit LEDs, and the second reserve indicator 25B displays the second reserve memory count based on the number of lit LEDs.
[0024] Below the image display device 5, a prize ball device 6A and a variable prize ball device 6B are provided.
[0025] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number (for example, 3) of prize balls are dispensed, and the first special game may be started.
[0026] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.
[0027] General prize slots 10 are provided at predetermined locations on the game board 2 (four locations on the left, right, and lower sides of the game area in the example shown in Figure 1), which are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0028] Below the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 is provided, which has a large prize opening. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0029] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0030] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0031] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a starting prize.
[0032] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (on the left side of the game area in the example shown in Figure 1). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0033] To the left of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0034] Above the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0035] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0036] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 for game effects is provided around the game area. The game effect lamp 9 is composed of LEDs.
[0037] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in Figure 1).
[0038] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0039] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the gaming area, which holds (stores) the game balls dispensed as prize balls and the game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0040] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0041] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0042] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0043] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0044] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0045] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0046] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0047] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.
[0048] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0049] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.
[0050] In a jackpot state, the large prize slot formed by the special variable prize ball device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). The predetermined period is the maximum period for which the large prize slot can be opened in one round, and is hereinafter also referred to as the maximum opening period. One cycle in which the large prize slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined maximum number of times (15 times or 2 times).
[0051] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0052] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (such as normal state, time-saving state, and probability-changing state, as described later), and the jackpot type may be set according to these. There may also be jackpot types that award a large number of prize balls, and jackpot types that award few or almost no prize balls.
[0053] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.
[0054] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0055] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0056] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0057] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0058] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0059] The state in which probability variation control is being performed is also called the high probability state, and the state in which probability variation control is not being performed is also called the low probability state. The state in which time reduction control is being performed is also called the high base state, and the state in which time reduction control is not being performed is also called the low base state. Combining these, the time reduction state is also called the low probability high base state, the probability variation state is also called the high probability high base state, and the normal state is also called the low probability low base state. The state that is both high probability and low base is also called the high probability low base state.
[0060] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".
[0061] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0062] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of this display, they may also be performed by sound output from speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, the operation of the movable body 32, etc.
[0063] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0064] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0065] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach (SP reach) which has a higher jackpot reliability than a normal reach.
[0066] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0067] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0068] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."
[0069] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").
[0070] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0071] Furthermore, in the image display device 5, a pseudo-consecutive display effect may be performed by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0072] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.
[0073] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0074] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.
[0075] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0077] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0078] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0079] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0080] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0081] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0082] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0083] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0084] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0085] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0086] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0087] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0088] The display control unit 123 displays the performance image on the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on the performance control CPU 120's instruction to execute the performance. Furthermore, the display control unit 123 supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. In addition, the display control unit 123 supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0089] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0090] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0091] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0092] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0093] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0094] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of 1 may be configured to have multiple functions.
[0095] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0096] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 3 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0097] In the main game control process shown in Figure 3, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0098] Next, it is determined whether the output signal from the clear switch is ON or OFF (step S3). The clear switch is mounted, for example, on the power supply board. When the power is turned on with the clear switch ON, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is ON (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0099] Furthermore, the CPU 103 sends a performance control command to the performance control board 12 to instruct initialization (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen, for example on the image display device 5, to inform the user that the game machine's control has been initialized.
[0100] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage, etc., the CPU 103 executes power supply stoppage processing immediately before it becomes inoperable due to the power supply stoppage. In this power supply stoppage processing, a backup flag indicating that data should be backed up in RAM 102 is turned on, and data protection processing for RAM 102 is performed. Data protection processing includes adding error detection codes (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes various data for advancing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and error detection codes. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0101] If backup data is stored in RAM102 (Step S4; Yes), CPU103 performs a data check on the backed-up data (using an error detection code) and determines whether the data is normal or not (Step S5). In Step S5, for example, parity bits or checksums are used to determine whether the data in RAM102 matches the data at the time of power supply interruption. If these are determined to match, it is determined that the data in RAM102 is normal.
[0102] If the data in RAM102 is determined to be abnormal (step S5; No), the internal state cannot be restored to the state it was in when the power supply was cut off, so the initialization process (step S8) is executed.
[0103] If the data in RAM102 is determined to be normal (step S5; Yes), the CPU103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state it was in when the power supply was cut off. In the recovery process, the CPU103 sets the working area based on the contents of RAM102 (the contents of the backed-up data). This restores the game state to what it was in when the power supply was cut off, and if the special symbols were changing, the special symbols will resume changing from the state before the recovery by executing the game control timer interrupt process described later.
[0104] Then, the CPU 103 sends a performance control command to the performance control board 12 instructing it to restore power from the power outage (step S7). In conjunction with this, it may also send a performance control command that specifies the game state before the power outage, which is backed up, or, if a special symbol game was in progress, a performance control command that specifies the display result of the special symbol game being played. These commands can be the same as the commands that are set to be sent in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command that specifies when power has been restored from the power outage, it displays a screen, for example, on the image display device 5, to indicate that power has been restored or that power restoration is in progress. The performance control CPU 120 may also display an appropriate screen based on the performance control command.
[0105] After completing the recovery or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2ms) (step S11), and enables the interrupt (step S12). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.
[0106] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 4. When the game control timer interrupt processing shown in Figure 4 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start entries, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0107] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the game via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized (details will be described later).
[0108] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0109] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0110] Figure 5 is a flowchart showing an example of the process performed in step S25 shown in Figure 4 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0111] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, and the judgment result such as the predictive judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 4.
[0112] After executing the start-up prize determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0113] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol, a minor win symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0114] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0115] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0116] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0117] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0118] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". On the other hand, if the Big Win flag is off and the display result is "Minor Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Minor Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0119] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0120] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0121] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0122] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0123] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize winning slot to open in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.
[0124] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize opening was opened, and determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time. When the large prize opening is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.
[0125] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.
[0126] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 6. When the main performance control process shown in Figure 6 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.
[0127] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.
[0128] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0129] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0130] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0131] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0132] Figure 7-1 illustrates an example of a performance control command. Figure 7-1(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always "0", and the first bit of the EXT data is also "0". Note that the command form shown in Figure 7-1(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0133] In the example shown in Figure 7-1(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0134] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of several types of jackpots to be used when the variable display result is a "jackpot".
[0135] In the variable display result specification command, for example, as shown in Figure 7-1(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C", as well as the jackpot type determination result.
[0136] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state."
[0137] Command A0XXH is a win start command (also called a "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot command Command A2XXH is a notification command that indicates the period during which the big prize slot is open when a win occurs. Command A3XXH is a notification command that indicates the period during which the big prize slot has changed from open to closed when a win occurs. Command A3XXH is a win end specification command that specifies the display of the animation image at the end of a win.
[0138] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10").
[0139] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred. Command B300H is a special prize-winning ball entry command that notifies the system that 15 prize balls will be dispensed based on the detection by the first count switch 23 and the second count switch 24 of the special variable prize-winning ball device 7 when a game ball has passed through (entered) the first or second prize-winning ball, resulting in a prize being won.
[0140] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).
[0141] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation) as the winning result judgment. Command C6XXH is a variation category command that indicates whether the random value used for determining the variation pattern will be "non-reach", "super reach", or "other (normal reach)" as the winning result judgment.
[0142] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memory items. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memory items.
[0143] Command D000H is a V-entry notification command that notifies that a game ball has entered the second large prize slot during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as "V-entry". In this embodiment, "V-entry" refers to the execution of both time-saving control and probability variation control in the high base state after the jackpot game in which the entry occurred (the game is controlled to a high probability high base state).
[0144] Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it.
[0145] Note that the commands shown in Figure 7-1(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability variation control or time reduction control will be executed.
[0146] Figure 7-2 is a flowchart showing an example of the process executed in step S76 of Figure 6 as part of the performance control process. In the performance control process shown in Figure 7-2, the performance control CPU 120 first executes the pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute the pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, processing is performed to display the hold display based on the number of hold memories identified from the performance control command.
[0147] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 in accordance with, for example, the value of an effect process flag provided in the RAM 122.
[0148] The variable display start waiting process of step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative symbols on the image display device 5, based on whether or not a command or the like designating the start of variable display is received from the main board 11. When it is determined to start the variable display of decorative symbols on the image display device 5, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0149] The variable display start setting process of step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of decorative symbols (determined decorative symbols), the mode of the variable display of decorative symbols, and the presence or absence, mode, execution start timing, etc. of execution of various effects such as a ready-to-win effect and various preview effects are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute the effect) reflecting the determination result and the like is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start executing the variable display of decorative symbols, the value of the effect process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of decorative symbols in response to the instruction to start executing the variable display of decorative symbols.
[0150] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / flashe the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.
[0151] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.
[0152] The mini-bonus animation processing in step S174 is executed when the value of the animation control process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.
[0153] The minor win termination animation process in step S175 is executed when the value of the animation control process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.
[0154] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation control process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.
[0155] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.
[0156] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0157] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.
[0158] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).
[0159] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.
[0160] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.
[0161] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.
[0162] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."
[0163] (Explanation of feature section 001IW) Embodiment 1. Next, a first embodiment of feature section 001IW will be described. Figure 8-1 is a front view of the pachinko game machine 1 in feature section 001IW. In the pachinko game machine 1 of 001IW shown in Figure 8-1, the components that have the same reference numerals as those in the pachinko game machine 1 shown in Figure 1 have the same functions as the components described with reference to Figure 1, so their description will be omitted.
[0164] In the pachinko game machine 1 of this embodiment, a main lamp 9a is provided above the image display device 5 in the game machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacker lamp 9c is provided near the special variable prize ball device 7 in the game board 2.
[0165] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 8-1). A movable body lamp 9d is also provided on the movable body 32. The movable body lamp 9d, along with the aforementioned main lamp 9a, frame lamp 9b, and attacker lamp 9c, are sometimes collectively referred to as the game effect lamp 9. Note that these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are composed of LEDs.
[0166] In the pachinko game machine 1 of this embodiment, a passage gate, a second starting prize entry point, and a large prize entry point are arranged in a region (right-side region) on the right side of the game board 2 through which the launched game balls can flow down. A special prize entry point (V prize entry point) is provided inside the large prize entry point, and the machine is configured to be able to be controlled to a probability variation state when a game ball enters the special prize entry point (V prize entry point) (V prize).
[0167] Furthermore, the image display device 5 in this embodiment is equipped with a liquid crystal display device. The control period of the image display device 5 is 33.3 ms, the control period of the speakers 8L and 8R is 1 ms, and the control period of the light-emitting means is 10 ms.
[0168] Figure 8-2 is an explanatory diagram showing each random number. In this embodiment, the variation pattern is first determined using a random number for determining the variation pattern type (random 3), and then determined to be one of the variation patterns included in the determined variation pattern type using a random number for determining the variation pattern type (random 4). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process. Note that a variation pattern type is a grouping of multiple variation patterns according to the characteristics of their variation patterns.
[0169] Figure 8-3 is an explanatory diagram showing the display result determination table (jackpot determination table). The display result determination table is a collection of data stored in ROM 101, and is a table in which jackpot determination values are set to be compared with MR1. There are two types of jackpot determination tables: the normal jackpot determination table used in the normal state (a game state that is not a probability variation state) and the probability variation jackpot determination table used in the probability variation state. The values listed in the upper column of Figure 8-3 are set in the normal jackpot determination table, and the values listed in the lower column of Figure 8-3 are set in the probability variation jackpot determination table.
[0170] The CPU 103 extracts the count value from the random number circuit 104 at a predetermined time and uses the extracted value as the value of the random number (MR1) for determining the jackpot. If the random number for determining the jackpot matches any of the jackpot determination values shown in Figure 8-3, it is decided to award a jackpot for the special symbols. Deciding whether or not to award a jackpot means deciding whether or not to transition to the jackpot game state, and also means deciding whether or not to make the stopped symbols on the first special symbol display device 4A or the second special symbol display device 4B jackpot symbols. Specifically, the normal jackpot determination table has jackpot determination values set from 0 to 218, and the probability variation jackpot determination table has jackpot determination values set from 10000 to 12180.
[0171] Figure 8-4(A) is an explanatory diagram showing the jackpot type determination table stored in ROM 101. The upper section of Figure 8-4(A) is the jackpot type determination table (for the first special symbol) used when determining the jackpot type using the reserved memory based on the game ball entering the first starting entry point (i.e., when the variation display of the first special symbol is performed). The lower section of Figure 8-4(A) is the jackpot type determination table (for the second special symbol) used when determining the jackpot type using the reserved memory based on the game ball entering the second starting entry point (i.e., when the variation display of the second special symbol is performed).
[0172] The jackpot type determination table is a table that is referenced when a determination is made to make the displayed result a jackpot symbol, in order to determine the type of jackpot to be one of "jackpot A", "jackpot B", "jackpot C", or "jackpot D", based on a random number (random 1) for jackpot type determination.
[0173] Figure 8-4(B) is an explanatory diagram showing the types of jackpots. As shown in Figure 8-4(B), if jackpot A occurs, the game proceeds through a 5-round jackpot state, followed by a 100-spin time-saving state (low probability, high base state). If jackpot B occurs, the game proceeds through a 5-round jackpot state, followed by a 100-spin probability variation state (high probability, high base state) if a V-entry occurs, and a 100-spin time-saving state (low probability, high base state) if a V-entry does not occur. If jackpot C occurs, the game proceeds through a 5-round jackpot state, followed by a 100-spin probability variation state (high probability, high base state) if a V-entry occurs, and a 100-spin time-saving state (low probability, high base state) if a V-entry does not occur. If a jackpot D is achieved, the game proceeds through a 10-round jackpot state. If a V-entry occurs, the game is controlled to a 100-spin probability variation state (high probability, high base state). If a V-entry does not occur, the game is controlled to a 100-spin time reduction state (low probability, high base state).
[0174] Figures 8-5 and 8-6 are explanatory diagrams showing the variation patterns of the decorative symbols. Figure 8-5 is an explanatory diagram showing the variation pattern when the display result is a miss. Figure 8-6 is an explanatory diagram showing the variation pattern when the display result is a jackpot. As shown in Figure 8-5, in this embodiment, variation patterns PH-1 to PH-3 are provided as variation patterns corresponding to the case when the display result is a "miss" and the variable display mode of the decorative symbols is "not a reach". In addition, variation patterns PH-4 to PH-18 are provided as variation patterns corresponding to the case when the display result is a "miss" and the variable display mode of the decorative symbols is "a reach".
[0175] PH-4 to PH-5 are variation patterns that result in a loss after a normal reach. PH-6 to PH-7 are variation patterns that result in a loss after a weak SP reach. PH-8 to PH-10 are variation patterns that result in a loss after a strong SP reach. PH-11 to PH-13 are variation patterns that result in a loss after the strongest reach. PH-14 is a variation pattern that results in a loss after SP reach A in a high base state. PH-15 to PH-16 are variation patterns that result in a loss after SP reach B in a high base state. PH-17 to PH-18 are variation patterns that result in a loss after SP reach C in a high base state. Note that the strongest reach can also be considered a type of SP reach, and is therefore sometimes referred to as the strongest SP reach.
[0176] As shown in Figure 8-6, in this embodiment, variation patterns PA-1 to PA-15 are provided as variation patterns corresponding to the case where the display result is "Big Win".
[0177] PA-1 to PA-2 are variation patterns that result in a jackpot after a normal reach. PA-3 to PA-4 are variation patterns that result in a jackpot after a weak SP reach. PA-5 to PA-7 are variation patterns that result in a jackpot after a strong SP reach. PA-8 to PA-10 are variation patterns that result in a jackpot after the strongest reach. PA-11 is a variation pattern that results in a jackpot after SP reach A in a high base state. PA-12 to PA-13 are variation patterns that result in a jackpot after SP reach B in a high base state. PA-14 to PA-15 are variation patterns that result in a jackpot after SP reach C in a high base state.
[0178] Furthermore, the patterns of change in the decorative symbols are not limited to the examples shown in Figures 8-5 and 8-6. For example, as a variation pattern corresponding to the case where the display result is "jackpot," a variation pattern may be provided that performs a revival animation that first notifies the player that the display result is a "miss" and then notifies them that the display result is a "jackpot" (i.e., first notifies them that they will not be controlled to a jackpot game state, and then notifies them that they will be controlled to a jackpot game state).
[0179] Figures 8-7(A) to (B) are explanatory diagrams showing the losing pattern type determination tables A and B. Figures 8-7(C) to (D) are explanatory diagrams showing the winning pattern type determination tables A and B. Losing pattern type determination tables A and B are tables that are referenced to determine the pattern type from among several types based on a random number (MR3) for determining the pattern type when it is determined that the display result should be a losing pattern. Winning pattern type determination tables A and B are tables that are referenced to determine the pattern type from among several types based on a random number (MR3) for determining the pattern type when it is determined that the display result should be a winning pattern.
[0180] The losing variation pattern type determination table A shown in Figure 8-7(A) is a variation pattern type determination table used when a losing variation occurs in the normal state. The losing variation pattern type determination table B shown in Figure 8-7(B) is a variation pattern type determination table used when a losing variation occurs in the high base state (time-saving state, probability-changing state). The winning variation pattern type determination table A shown in Figure 8-7(C) is a variation pattern type determination table used when a winning variation occurs in the normal state. The winning variation pattern type determination table B shown in Figure 8-7(D) is a variation pattern type determination table used when a winning variation occurs in the high base state (time-saving state, probability-changing state).
[0181] As shown in Figures 8-7(A) and (C), the variable pattern type determination table used in the normal state contains numerical values (determination values) that are compared with the value of the random number (Random 2) used for determining the variable pattern type, and these determination values correspond to one of the variable pattern types: "No Reach" (no reach animation), "Normal Reach" (normal reach animation), "Weak SP Reach" (weak SP reach animation), "Strong SP Reach" (strong SP reach animation), and "Strongest Reach" (strongest reach animation). Since the strongest reach can also be considered a type of SP reach, the variable pattern type "Strongest Reach" is also expressed as "Strongest SP Reach".
[0182] As shown in Figures 8-7(B) and (D), the variable pattern type determination table used in the high base state (time-saving state, probability variation state) has a numerical value (determination value) that is compared with the value of the random number (random2) used for determining the variable pattern type, and the determination value corresponds to one of the following variable pattern types: "non-reach" without a reach effect, "normal reach" with a normal reach, "high base SP reach A" with SP reach A, "high base SP reach B" with SP reach B, and "high base SP reach C" with SP reach C.
[0183] Figures 8-8 and 8-9 are explanatory diagrams showing the losing variation pattern determination table stored in ROM 101. The losing variation pattern determination table shown in Figures 8-8 and 8-9 is a table that is referenced when a determination is made to set the display result to "losing," in order to determine one of several variation patterns based on the random number (MR4) for variation pattern determination, according to the determination result of the variation pattern type.
[0184] Figure 8-8(A) shows the losing variation pattern determination table A used in the normal state when there are 0 to 2 remaining reserved memories (reserved memories excluding the reserved memory corresponding to the variation to be started), and Figure 8-8(B) shows the losing variation pattern determination table B used in the normal state when there are 3 remaining reserved memories (reserved memories excluding the reserved memory corresponding to the variation to be started). Furthermore, Figure 8-9(A) shows the losing variation pattern determination table A used in the high base state (time-saving state, probability variation state) when there are 0 to 2 remaining reserved memories (reserved memories excluding the reserved memory corresponding to the variation to be started), and Figure 8-9(B) shows the losing variation pattern determination table B used in the high base state (time-saving state, probability variation state) when there are 3 remaining reserved memories (reserved memories excluding the reserved memory corresponding to the variation to be started).
[0185] Figure 8-10 is an explanatory diagram showing the jackpot variation pattern determination table stored in ROM 101. The jackpot variation pattern determination table shown in Figure 8-10 is a table that is referenced when a determination is made to set the display result to "jackpot," and in accordance with the determination result of the variation pattern type, it determines one of several variation patterns based on a random number (MR4) for variation pattern determination.
[0186] Figure 8-10(A) shows the jackpot variation pattern determination table A used in the normal state, and Figure 8-10(B) shows the jackpot variation pattern determination table B used in the high base state (time-saving state, probability variation state).
[0187] Figure 8-11 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 7-2. In the variable display start setting process, the performance control CPU 120 reads a variable pattern command (a performance control command that specifies the selected variable pattern) from the variable pattern command storage area (step 001IWS801).
[0188] Next, the CPU 120 for performance control determines the display result (stopping symbol) of the decorative symbols according to the variable pattern command read in step 001IWS801 and the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 001IWS802). In other words, the execution of the process in step 001IWS802 by the CPU 120 for performance control realizes a display result determination means that determines the display result (stopping symbol of the decorative symbols) of the variable display of identification information according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. If a pseudo-consecutive win is specified in the variable pattern command, the CPU 120 for performance control also determines a chance symbol (for example, a combination of symbols that do not result in a reach but are shifted by one symbol from the winning symbol, such as "223" or "445") as a temporary stopping symbol during the pseudo-consecutive win. Furthermore, the CPU 120 for performance control stores data indicating the stop pattern of the determined decorative symbols in the decorative symbol display result storage area. In step 001IWS802, the CPU 120 for performance control may determine whether or not it is a jackpot based on the received variation pattern command, and may determine the stop pattern of the decorative symbols based only on the variation pattern command.
[0189] In step 001IWS802, if the received display result specification command indicates a "jackpot", the CPU 120 for performance control determines a combination of decorative symbols (jackpot symbols) where three symbols are the same as the stop symbols. If it is a "miss", it determines a combination of decorative symbols other than the above. However, if there is a reach effect, it determines a combination of decorative symbols where the left and right two symbols are aligned. The combination of three symbols that is derived and displayed on the image display device 5 is the "stop symbol" of the decorative symbols.
[0190] The CPU 120 for controlling the performance, for example, extracts a random number to determine the stopping pattern and uses a stopping pattern determination table, in which data and numerical values representing combinations of decorative patterns are associated, to determine the stopping pattern for the decorative patterns. In other words, it determines the stopping pattern by selecting data representing combinations of decorative patterns that correspond to the numerical value that matches the extracted random number.
[0191] Regarding the decorative symbols, a combination of symbols that suggests a big win (where the left, center, and right symbols are all the same) is called a big win symbol. Conversely, a combination of symbols that suggests a loss is called a losing symbol.
[0192] Next, the CPU 120 for performance control performs performance setting processing to set up performances such as pre-announcement performances to be performed during the variation (step 001IWS803).
[0193] Next, the CPU 120 for performance control selects a process table according to the variation pattern (step 001IWS813).
[0194] Next, the CPU 120 for performance control starts the process timer for process data 1 in the selected process table (step 001IWS814).
[0195] The process table is a table containing process data that the CPU 120 for performance control refers to when executing control of the performance device. In other words, the CPU 120 for performance control controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table consists of data that is a collection of multiple combinations of process timer settings, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating each variation that constitutes the variation pattern during the variable display time (variation time) of the variable display of the decorative pattern. Specifically, it contains data related to changes in the display screen of the image display device 5. The process timer settings also contain the variation time for that variation pattern. The CPU 120 for performance control refers to the process table and performs control to display the decorative pattern in the variation pattern set in the display control execution data for the time set in the process timer settings. The process table is stored in the ROM of the performance control board 80. Furthermore, the process table is prepared according to each variation pattern.
[0196] Furthermore, the process table used when performing performance control for variation patterns accompanied by reach effects contains process data indicating that the left symbol should be stopped and displayed after a predetermined time has elapsed since the start of the variation, and the right symbol should be stopped and displayed after another predetermined time has elapsed. Alternatively, instead of setting the symbols to be stopped and displayed in the process table, images for displaying the symbols may be synthesized and generated according to the determined stop symbols, and the temporary stop symbols in pseudo-consecutive or sliding effects.
[0197] Furthermore, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 001IWS815). For example, in order to display an image corresponding to a variation pattern on the image display device 5, it outputs a command to the display control unit 123. In addition, in order to control the on / off operation of the various lamps, it outputs a control signal (lamp control execution data) to the lamp control board 14. In addition, in order to output sound from speakers 8L, 8R, it outputs a control signal (sound number data) to the sound control board 13.
[0198] In this embodiment, the CPU 120 for performance control controls the variable display of decorative symbols using a variation pattern that corresponds one-to-one with the variation pattern command. However, the CPU 120 for performance control may also select the variation pattern to be used from a plurality of variation patterns corresponding to the variation pattern command.
[0199] Next, the CPU 120 for performance control sets a value in the variable time timer that corresponds to the variable time specified by the variable pattern command (step 001IWS816).
[0200] Then, the CPU 120 for performance control sets the value of the performance control process flag to a value corresponding to the performance processing during variable display (step S172) (step 001IWS817).
[0201] (An effect performed during an SP reach) Next, specific examples of the effects performed during an SP reach will be explained with reference to Figures 8-12 to 8-18. Note that in all figures, the screens will transition in ascending order of (1)(2)(3).
[0202] Figures 8-12 to 8-18 show examples of the execution of the strongest reach, a type of SP reach. This corresponds to an example of the performance when either variation pattern PH-11 to PH13 or variation pattern PA-8 to PA-10 is selected. However, the configuration is not limited to this embodiment, and the performances shown in Figures 8-12 to 8-18 may be performed in place of the strongest reach, or in addition to the strongest reach, with weak SP reach, strong SP reach, SP reach A, SP reach B, or SP reach C.
[0203] When the decorative symbols on the left and right line up as "2" and the game progresses to an SP Reach (Strongest Reach), the image display device 5 displays a first superimposed image on the left side with the character (Mumu) 001IWC01 and multiple star patterns, flanking the text display "Decisive Battle" in the center of the display area, and a second superimposed image on the right side with the character (Nana) 001IWC03 and multiple broken heart patterns (Figure 8-12(1)).
[0204] Next, on the image display device 5, the text display "Mumu VS Nana" is enlarged and a transparent mist effect image is superimposed on the text display "Mumu VS Nana" (Figure 8-12(2)). Eventually, the text display "Mumu VS Nana" is reduced in size and the mist effect image disappears (Figure 8-12(3)).
[0205] Next, on the image display device 5, the mist effect image completely disappears, and the text display "Mumu VS Nana" gradually fades (Figure 8-12(4)). At this time, the first superimposed image on the left and the second superimposed image on the right move to the left and right respectively and disappear, and the background image for the SP Reach (Strongest Reach) is displayed in the area where they were previously displayed.
[0206] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s dialogue, "We have to bring Nana back to her senses!" (Figure 8-12(5)). At this time, for example, the dialogue sound "We have to bring Nana back to her senses!" is output from speakers 8L and 8R in the voice corresponding to the character (Mumu).
[0207] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s lines, "Nana! It's me! It's Mumu!" (Figure 8-12(6)). At this time, for example, the voice corresponding to the character (Mumu) saying the lines "Nana! It's me! It's Mumu!" is output from speakers 8L and 8R.
[0208] Next, the image display device 5 displays the character (Nana) 001IWC02 along with the text corresponding to the character (Nana)'s dialogue, "Hmm... I don't know that guy..." (Figure 8-12(7)). At this time, for example, the dialogue sound "Hmm... I don't know that guy..." corresponding to the character (Nana) is output from speakers 8L and 8R.
[0209] Next, the image display device 5 displays a character (Nana) 001IWC02 thrusting out her left fist, along with the text corresponding to the character (Nana)'s lines, "I...will...not forgive you...you defy me" (Figure 8-12(8)). At this time, for example, the voice of the line "I...will...not forgive you...you defy me" corresponding to the character (Nana) is output from speakers 8L and 8R.
[0210] Next, the image display device 5 displays a spherical ball of light above the head of character (Nana) 001IWC02, and the text corresponding to the character (Nana)'s lines, "This is...the end," is displayed (Figure 8-13(9)). At this time, for example, the voice of the character (Nana) saying "This is...the end" is output from speakers 8L and 8R.
[0211] Next, the image display device 5 displays the text "Mugen Bakushinsho" on the light projectile above the head of character (Nana) 001IWC02 (Figure 8-13(10)).
[0212] Next, the image display device 5 displays a character (Mumu) 001IWC01 thrusting out his right fist, along with the text "I won't lose!" corresponding to the character (Mumu)'s dialogue (Figure 8-13(11)). At this time, the voice of the character (Mumu) saying "I won't lose!" is output from speakers 8L and 8R.
[0213] Next, the image display device 5 erases the text display "I won't lose!" and displays the text display "Absolutely...Absolutely..." corresponding to the character (Mumu)'s line (Figure 8-13(12)). At this time, for example, the voice of the character (Mumu) saying the line "Absolutely...Absolutely..." is output from speakers 8L and 8R.
[0214] Next, the image display device 5 displays a character (Mumu) 001IWC01 with both arms outstretched, along with the text corresponding to the character (Mumu)'s line, "I'm going to take Nana home!!" (Figure 8-13(13)). At this time, for example, the voice corresponding to the character (Mumu) saying the line "I'm going to take Nana home!!" is output from speakers 8L and 8R.
[0215] Next, the image display device 5 displays a projectile of light above the head of character (Mumu) 001IWC01, and simultaneously displays the text corresponding to the character (Mumu)'s line, "This is the last time, Nana!" (Figure 8-13(14)). At this time, for example, the voice corresponding to the character (Mumu) saying the line "This is the last time, Nana!" is output from speakers 8L and 8R.
[0216] Next, a cut-in animation is performed. If a cut-in animation with a low probability of winning is performed, the image display device 5 will display an animation showing the character (Mumu) 001IWC01 raising his left hand and making a peace sign (Figure 8-13(15)). On the other hand, if a cut-in animation with a high probability of winning is performed, the image display device 5 will display an animation showing the text "Full power!" superimposed on the character (Mumu) 001IWC01 (Figure 8-13(16)).
[0217] Next, the image display device 5 erases the image related to the cut-in image, and a visual effect is displayed in which the words "Delta Break" are added to the light projectile above the head of character (Mumu) 001IWC01 (Figure 8-14(17)).
[0218] Next, the image display device 5 performs a visual effect in which the text display "I'm the one who's going to take Nana home!!" in Figure 8-13(13) is sequentially switched and displayed as follows: "I" (Figure 8-14(18)), "I" (Figure 8-14(19)), "Nana" (Figure 8-14(20)), "Who" (Figure 8-14(21)), "Nana" (Figure 8-14(22)), and "I will take Nana" (Figure 8-14(23)). In addition, the image display device 5 performs a visual effect in which the text display "I will take Nana" is displayed while changing its display mode (Figures 8-14(24), 8-15(25)).
[0219] Next, the image display device 5 performs a visual effect where the text "I'm taking her home" is displayed while changing its display mode (Figure 8-15(26)(27)). At this time, the line "I'm taking her home" is output from speakers 8L and 8R in the voice corresponding to the character (Mumu). During the period shown in Figure 8-14(18) to (27), the line "I'm taking Nana home" is output from speakers 8L and 8R in the voice corresponding to the character (Mumu). Note that the output mode of the line is not limited to this example; for example, the line "I'm taking Nana" and the line "I'm taking her home" may be output separately.
[0220] Next, the image display device 5 erases the text display and shows a visual effect where the light projectile of character (Nana) and the light projectile of character (Mumu) approach each other (Figure 8-15(28)).
[0221] Subsequently, if the display result is a jackpot and the jackpot symbols are displayed, that is, if any of the variation patterns PA-8 to PA-10 are selected, the screen transitions to Figure 8-16(29). On the other hand, if the display result is a loss and the losing symbols are displayed, that is, if any of the variation patterns PH-11 to PH-13 are selected, the screen transitions to Figure 8-17(37).
[0222] Furthermore, if a variation pattern is selected in which a revival animation is performed that first notifies the player that the displayed result is a loss, and then notifies them that the displayed result is a win, the screen will transition to Figure 8-18(41).
[0223] If the display result is a jackpot and the jackpot symbols are displayed, after Figure 8-15(28), the image display device 5 will display a background image with multiple star shapes, along with the character (Mumu) 001IWC01 and the text "Nanaaaaaa!" corresponding to the character (Mumu)'s dialogue (Figure 8-16(29)). At this time, for example, the voice corresponding to the character (Mumu) saying "Nanaaaaaa!" will be output from speakers 8L and 8R.
[0224] Next, the image display device 5 displays the character (Nana) 001IWC02 in a transparent manner, and a visual effect is performed in which the text "Wa
[0225] Next, on the image display device 5, a performance display is performed in which the character (Nana) 001IWC02 is displayed in a non-transparent mode, and a text display corresponding to the line of the character (Nana) "Huh... Me... All this time..." is displayed (Figure 8-16(31)). At this time, for example, the line sound "Huh... Me... All this time..." is output from the speakers 8L and 8R with a voice corresponding to the character (Nana).
[0226] Next, on the image display device 5, a performance display is performed in which the character (Mumu) 001IWC01 making a peace sign is displayed, along with a text display corresponding to the line of the character (Mumu) "It's all settled!" (Figure 8-16(32)). At this time, for example, the line sound "It's all settled!" is output from the speakers 8L and 8R with a voice corresponding to the character (Mumu).
[0227] Next, on the image display device 5, a performance display is performed in which a text display corresponding to the line of the character (Mumu) "From now on, to anyone" is displayed (Figure 8-16(33)). At this time, for example, the line sound "From now on, to anyone" is output from the speakers 8L and 8R with a voice corresponding to the character (Mumu).
[0228] Next, on the image display device 5, a performance display is performed in which a text display corresponding to the line of the character (Mumu) "I won't lose!" is displayed (Figure 8-16(34)). At this time, for example, the line sound "I won't lose!" is output from the speakers 8L and 8R for 45 frames with a voice corresponding to the character (Mumu).
[0229] Next, on the image display device 5, a performance display is performed in which the jackpot symbol "222" including the middle decorative symbol "2" is displayed (Figure 8-16(35)).
[0230] Next, on the image display device 5, a performance display is performed in which the decorative symbols disappear and the text display "congratulations" is displayed (Figure 8-16(36)).
[0231] When the display result is a loss and a losing symbol is to be displayed, after Fig. 8-15(28), the image display device 5 performs a performance display in which the character (Nana) 001IWC02 is displayed along with the text display "Don't... Disturb Me!" corresponding to the line of the character (Nana) (Fig. 8-17(37)). At this time, for example, the line sound "Don't... Disturb Me!" is output from the speakers 8L and 8R as audio corresponding to the character (Nana).
[0232] Next, the image display device 5 performs a performance display in which the losing symbol "212" including the middle decorative symbol "1" is displayed (Fig. 8-17(38)). Thereafter, the performance related to the SP reach (strongest reach) ends.
[0233] When the performance related to the SP reach (strongest reach) ends, the image display device 5 displays a background image similar to that during normal variation before the reach was established, and the losing symbol "212" is temporarily stopped and displayed (Fig. 8-17(39)). Thereafter, the losing symbol "212" is stopped and displayed (Fig. 8-17(40)).
[0234] When a variation pattern for executing a revival performance that notifies the display result is a jackpot after temporarily notifying that the display result is a loss is selected, after Fig. 8-15(28), the image display device 5 performs a performance display in which the character (Nana) 001IWC02 is displayed along with the text display "Don't... Disturb Me!" corresponding to the line of the character (Nana) (Fig. 8-18(41)). At this time, for example, the line sound "Don't... Disturb Me!" is output from the speakers 8L and 8R as audio corresponding to the character (Nana).
[0235] Next, the image display device 5 performs a performance display in which the losing symbol "212" including the middle decorative symbol "1" is displayed (Fig. 8-18(42)).
[0236] Next, the image display device 5 displays the same background image as when the normal spinning was taking place before the reach was established, and the losing symbol "212" is temporarily stopped and displayed (Figure 8-18(43)).
[0237] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text display "Not yet!" corresponding to the character (Mumu)'s lines (Figure 8-18(44)). At this time, for example, the voice of the character (Mumu) saying "Not yet!" is output from speakers 8L and 8R.
[0238] Next, the image display device 5 displays a temporary stop display of the jackpot symbol "222" including the central decorative symbol "2" (Figure 8-18(45)). After that, the jackpot symbol "222" is displayed as stopped (Figure 8-18(46)).
[0239] As explained above, in this embodiment, when the display result is a jackpot, the speakers 8L and 8R are configured to output a specific audio message multiple times. On the other hand, when the display result is a loss, the speakers 8L and 8R are configured not to output a specific audio message multiple times.
[0240] Specifically, if the displayed result is a jackpot, the audio of the specific phrase "I won't lose!" can be output a total of two times: once during the introduction part of the SP reach (Figure 8-13(11)) and once during the epilogue part (Figure 8-16(34)). On the other hand, if the displayed result is a loss, the audio of the specific phrase "I won't lose!" can be output only once, during the introduction part of the SP reach (Figure 8-13(11)). With this configuration, if the displayed result is a jackpot, the audio of the specific phrase "I won't lose!" can be output a specific number of times (twice in the example of Figures 8-12 to 8-18), so the output of the specific phrase can be drawn more attention than when the displayed result is a loss.
[0241] Hereinafter, the special effects that perform audio output or text display corresponding to the specific content "I won't lose!" in the introductory part (Figure 8-13(11)) and epilogue part (Figure 8-16(34)) of the SP Reach will also be referred to as the specific dialogue effect. Note that the specific content related to the specific dialogue effect is not limited to "I won't lose!" as exemplified in Figures 8-12 to 8-18, but may be any dialogue or phrase. Also, the number of times the audio of the specific content can be output is not limited to the two times exemplified in Figures 8-12 to 8-18, but may be three or more times.
[0242] Furthermore, in this embodiment, when the display result is determined to be a jackpot, the system can execute two types of performances: a first jackpot performance pattern that notifies the player that the system will be controlled to a jackpot game state, and a second jackpot performance pattern that notifies the player that the system will not be controlled to a jackpot game state, and then notifies the player that the system will be controlled to a jackpot game state. When executing the first jackpot performance pattern, the specific phrase "Don't lose!" can be output a specific number of times. On the other hand, when executing the second jackpot performance pattern, the system is configured not to output the specific phrase "Don't lose!" a specific number of times.
[0243] In the examples shown in Figures 8-12 to 8-18, the presentation pattern that transitions from Figure 8-15(28) to Figure 8-16(24) (for example, the presentation pattern when any of the variation patterns PA-8 to PA-10 is selected) corresponds to the first jackpot presentation pattern. Also, the presentation pattern that transitions from Figure 8-15(28) to Figure 8-18(41) (for example, the presentation pattern when a variation pattern that performs a revival presentation is selected) corresponds to the second jackpot presentation pattern. Furthermore, in the first jackpot presentation pattern, the specific phrase "I won't lose!" can be output a total of two times: in the introduction part of the SP reach (Figure 8-13(11)) and in the epilogue part (Figure 8-16(34)). On the other hand, in the second jackpot presentation pattern, the specific phrase "I won't lose!" is output only once, in the introduction part of the SP reach (Figure 8-13(11)). This configuration allows players to focus on the number of times the specific phrase "I won't lose!" is output, and also creates anticipation of a potential jackpot even if it is not output a certain number of times.
[0244] Furthermore, in this embodiment, the timing at which the audio of the specific content "Don't give up!" is output includes at least the timing of the SP Reach introduction part (Figure 8-13(11)) and the timing of the SP Reach epilogue part (Figure 8-16(34)), and at least one of the audio output period, tone (pitch), and volume is configured to be different in each case.
[0245] Figure 8-19 is a diagram showing the output patterns of specific audio content. The upper part of Figure 8-19 shows the output patterns of the specific content "Don't give up!" in the introductory part of SP Reach (Figure 8-13(11)). Here, the audio output period is 30 frames (1 frame is approximately 33.3 ms, 30 frames is approximately 999 ms), the volume is set to 8 / 10 levels, and the tone (pitch) is set to a low-pitched voice.
[0246] On the other hand, the lower part of Figure 8-19 shows the audio output configuration for the specific content "I won't lose!" in the epilogue part of the SP Reach (Figure 8-16(34)). Here, the audio output period is 45 frames (approximately 1498.5 ms), the volume is set to 5 / 10 levels, and the tone (pitch) is set to a high-pitched voice.
[0247] In this way, because at least one of the output duration, tone, and volume differs depending on when the specific phrase "I won't give up!" is output, different effects can be produced even with the same specific phrase. Furthermore, it can be made to be perceived as different voices, for example.
[0248] In the example shown in Figure 8-19, the audio for the specific content "Don't give up!" has different output durations, tones, and volumes. However, the system is not limited to this configuration; some or all of the output may be the same.
[0249] Further, in the present embodiment, the configuration is such that different background images are displayed in the screen display in the introduction part of the SP reach (FIG. 8-13(11)) where the voice of the specific content "I won't lose!" is output, and in the screen display in the epilogue part of the SP reach (FIG. 8-16(34)).
[0250] Specifically, in the screen display of the introduction part of the SP reach (FIG. 8-13(11)), a first radiation pattern background image having a radiation pattern is used. On the other hand, in the screen display of the epilogue part of the SP reach (FIG. 8-16(34)), a cityscape background image evoking an image of a building district is used. With such a configuration, a screen display (background image) of a different aspect is displayed according to the timing at which the voice of the specific content "I won't lose!" is output, so that the impression given can be varied.
[0251] Further, in the present embodiment, the configuration is such that the display position of the character display "I won't lose!" differs between the screen display in the introduction part of the SP reach (FIG. 8-13(11)) where the voice of the specific content "I won't lose!" is output, and the screen display in the epilogue part of the SP reach (FIG. 8-16(34)).
[0252] Specifically, in the screen display of the introduction part of the SP reach (FIG. 8-13(11)), the character display "I won't lose!" is displayed vertically on the left part of the display area of the image display device 5. On the other hand, in the screen display of the epilogue part of the SP reach (FIG. 8-16(34)), the character display "I won't lose!" is displayed horizontally on the lower part of the display area of the image display device 5. With such a configuration, the character display "I won't lose!" is displayed at different positions according to the timing at which the voice of the specific content "I won't lose!" is output, so that the impression given can be varied.
[0253] Further, in the present embodiment, the configuration is such that the light emission mode of the lamp differs between the timing of the SP reach introduction part (FIG. 8-13(11)) where the voice of the specific content "I won't lose!" is output, and the timing of the epilogue part of the SP reach (FIG. 8-16(34)).
[0254] Figures 8-20 and 8-21 show the illumination patterns of the lamps when specific audio content is output. Figure 8-20 shows the illumination patterns of the lamps when the specific content "Don't give up!" is output in the introductory part of SP Reach (Figure 8-13(11)). In the example in Figure 8-20, the time progresses in the order of (11A), (11B), and (11C). In this example, the illumination pattern of the frame lamp 9b changes in the order of red, pink, and red. This is a different illumination pattern from the one before the text display "Don't give up!" is shown.
[0255] On the other hand, Figure 8-21 shows the illumination pattern of the lamp when the specific message "Don't give up!" is output during the epilogue part of the SP reach (Figure 8-16 (34)). In the example in Figure 8-21, (34A)(34B)(34C) represent the passage of time in that order. In this example, the illumination pattern of the frame lamp 9b remains white and does not change. This is the same illumination pattern as before the text display "Don't give up!" is shown. Note that this example is not limited to this case, and the illumination pattern of the frame lamp 9b may be configured to remain rainbow-colored and not change.
[0256] Thus, in this embodiment, the illumination pattern of the frame lamp 9b differs between the introduction part of the SP reach (Figure 8-13(11)) and the epilogue part of the SP reach (Figure 8-16(34)), making it possible to create a different atmosphere when a specific audio is output.
[0257] Furthermore, in this embodiment, at the timing of the SP Reach introduction part (Figure 8-13(11)), the lamp is controlled with a different illumination pattern than the illumination pattern before the text display "Don't lose!" corresponding to the specific content is displayed, and at the timing of the SP Reach epilogue part (Figure 8-16(34)), the lamp is controlled with an illumination pattern that does not correspond to the same illumination pattern as the illumination pattern before the text display "Don't lose!" corresponding to the specific content is displayed.
[0258] Specifically, in the example shown in Figure 8-20, the illumination pattern of the frame lamp 9b is different from the illumination pattern before the text "Don't give up!" is displayed.
[0259] On the other hand, in the example shown in Figure 8-21, the illumination pattern of the frame lamp 9b is the same as the illumination pattern before the text "Don't give up!" is displayed.
[0260] Thus, in this embodiment, in the introductory part of the SP Reach (Figure 8-13(11)), the illumination pattern of the frame lamp 9b is changed before and after the display of the text "Don't lose!". On the other hand, in the epilogue part of the SP Reach (Figure 8-16(34)), the illumination pattern of the frame lamp 9b is not changed before and after the display of the text "Don't lose!". As a result, even in scenes where the same specific audio content is output, there are cases where the illumination pattern of the frame lamp 9b changes and cases where it does not, thus creating different atmospheres.
[0261] It should be noted that the configuration is not limited to this embodiment. In the introduction part of the SP reach (Figure 8-13(11)), the frame lamp 9b may be controlled to a lighting pattern that does not correspond to the text display "Don't lose!", and in the epilogue part of the SP reach (Figure 8-16(34)), it may be controlled to a lighting pattern that corresponds to the text display "Don't lose!".
[0262] (modified version) Figures 8-22 and 8-23 show modified examples of this embodiment. Figure 8-22 shows a modified example in which, in addition to the SP Reach period during which the SP Reach is performed, or instead of the SP Reach period, a specific dialogue effect can be performed in which the specific content "I won't lose!" is output from speakers 8L and 8R and the text "I won't lose!" is displayed on the image display device 5.
[0263] Figure 8-23 shows the first dialogue sequence that can be performed during the pre-reach period and the second dialogue sequence that can be performed during the post-reach period.
[0264] Specifically, Figure 8-23(1A) shows the first presentation mode of the first line of dialogue (including text display and audio output corresponding to the character's line "Now, let's do our best!"), and Figure 8-23(1B) shows the second presentation mode of the first line of dialogue (including text display and audio output corresponding to the character's line "I won't lose!"). Furthermore, Figure 8-23(2A) shows the first presentation mode of the second line of dialogue (without character dialogue), and Figure 8-23(2B) shows the second presentation mode of the second line of dialogue (including text display and audio output corresponding to the character's line "I won't lose!").
[0265] In other words, in this modified version, the second presentation mode of the first dialogue presentation and the second presentation mode of the second dialogue presentation correspond to specific dialogue presentations that produce audio output or text display corresponding to the specific content "I won't lose!".
[0266] In this modified example, in the performance setting process (step 001IWS803) of the variable display start setting process, the performance control CPU 120 determines by lottery whether or not to execute the first dialogue performance and the second dialogue performance, and if so, what type of performance to execute.
[0267] For example, the CPU 120 for performance control uses the first dialogue performance determination table illustrated in Figure 8-24(A) to determine by lottery whether or not to execute the first dialogue performance, and if so, what type of performance it will be, based on the variation pattern. The CPU 120 for performance control also uses the second dialogue performance determination table illustrated in Figure 8-24(B) to determine by lottery whether or not to execute the second dialogue performance, and if so, what type of performance it will be, based on the variation pattern.
[0268] Figure 8-24 shows an example of a dialogue performance determination table. The first dialogue performance determination table and the second dialogue performance determination table are assigned judgment values corresponding to each determination item according to the variation pattern (in this example, "non-reach," "normal reach," "SP reach miss," and "SP reach jackpot"). However, in the example shown in Figure 8-24, for the sake of simplicity, the proportion of the assigned judgment values, i.e., the determination ratio, is shown. The performance control CPU 120 extracts a random number for performance determination, for example, and determines the determination item to which the judgment value that matches the extracted random number is assigned. Note that the combination of variation pattern and determination item shown, and their determination ratios, are examples only and are not limited to these. This also applies to the other tables exemplified in feature section 001IW.
[0269] In the example shown in Figure 8-24, the variation pattern including an SP reach is more likely to result in the execution of the first and second dialogue sequences than the variation pattern without an SP reach. Furthermore, the variation pattern including an SP reach is more likely to result in the execution of the second sequence, which includes the display of text and audio output corresponding to the specific phrase "I won't lose!" than the variation pattern without an SP reach. As a result, the SP reach is executed more likely when the audio of the specific phrase "I won't lose!" is output during the pre-reach period or post-reach period before the SP reach begins, than when it is not output. This configuration draws attention to the fact that the audio of the specific phrase is output (i.e., the first and second dialogue sequences are executed) even during the period before the SP reach begins.
[0270] Furthermore, the second presentation mode of the first and second lines of dialogue suggest the specific phrase "I won't lose!" used during the SP reach. Therefore, in the example in Figure 8-24, the proportion of SP reaches occurring is higher when the lines of dialogue are performed in the second presentation mode than when they are performed in the first presentation mode. This configuration allows attention to be drawn to the output of specific audio content (i.e., the presentation modes of the first and second lines of dialogue).
[0271] When this modification is applied, if the displayed result is a jackpot, it is possible to output the specific phrase "I won't lose!" up to four times.
[0272] Embodiment 2. Next, a second embodiment of feature section 001IW will be described. In this embodiment, the description of parts that overlap with the first embodiment will be omitted.
[0273] In this embodiment, it is possible to perform a character movement action using a predetermined character and a specific object, and depending on the result of that action, it is possible to perform an indication action that provides hints about the display results of the variable display. Furthermore, in this embodiment, it is possible to perform a pre-character movement action indication that suggests the character movement action will be performed before the character movement action is actually performed.
[0274] Specific examples of these effects will be explained with reference to Figures 9-1 to 9-16. Note that in Figures 9-2 to 9-16, the screens will transition in ascending order of (1)(2)(3).
[0275] Figure 9-1 shows an example of the timing at which character movement actions can be performed. Figure 9-1 shows the first timing, the second timing, and the third timing. In this embodiment, character movement actions can be performed during the pre-reach period before a reach is achieved, which includes the first timing shown in Figure 9-1; the post-reach period after a reach is achieved and before the start of an SP reach, which includes the second timing; and the SP reach period while an SP reach is being performed, which includes the third timing.
[0276] In this embodiment, the character movement action is configured to be executable at any of the first, second, or third timings in a single special feature game. However, the configuration is not limited to this embodiment, and the character movement action may be configured to be executable at multiple timings (i.e., multiple times) in a single special feature game.
[0277] Figures 9-2 to 9-7 show specific examples of character movement actions in the first presentation mode during the pre-reach period. Figures 9-8 to 9-11 show specific examples of character movement actions in the second presentation mode during the pre-reach period.
[0278] A character movement action is a series of animations that display a predetermined character and a specific object. Figures 9-2 to 9-7 and 9-8 to 9-11 show examples in which the character (Bakuchu) 001IWC03 is used as the predetermined character for the character movement action, and the decorative pattern (object 001IWO01) is used as the specific object for the character movement action. However, the predetermined character and specific object used in a character movement action are not limited to these.
[0279] The following describes an example in which the character movement action of the first performance mode is executed at the first timing of the pre-reach period, with reference to Figures 9-2 to 9-7.
[0280] Synchronized with the first or second special game, the image display device 5 displays decorative symbols in a variable manner (for example, vertical scrolling or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R respectively (Figure 9-2(1)(2)). Here, each decorative symbol corresponds to a specific object related to the character movement action and is also represented as object 001IWO01.
[0281] In Figures 9-2 to 9-3 (1) to (7), from the perspective of a player facing the pachinko machine 1, the character (Bakuchu) 001IWC03 is displayed behind the decorative symbol (object 001IWO01). However, the image display device 5 is a device that displays two-dimensional images, and the character is actually displayed in a manner that makes it appear as if it is located behind the decorative symbol.
[0282] Next, in the image display device 5, a special effect is performed in which the decorative symbols are temporarily stopped and displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R respectively (Figure 9-2(3)(4)).
[0283] In this embodiment, the temporary display of the "left," "center," and "right" decorative symbols, with the corresponding numbers arranged in a predetermined order, corresponds to the pre-animation of the character movement action. The predetermined order is, for example, ascending or descending. Specifically, this includes cases where the symbols are arranged in ascending order from left to right, such as "1," "2," and "3" (also called the sequential order state), or where they are arranged in descending order from left to right, such as "3," "2," and "1" (also called the reverse sequential order state). However, this does not include cases where the numbers themselves are not consecutive, even if they are consecutive in the arrangement of the variable display of the decorative symbols, such as "9," "1," and "2."
[0284] In Figure 9-2(3)(4), a character movement action pre-animation is performed in which the numbers corresponding to the decorative symbols are displayed in ascending order from left to right as "2", "3", and "4". This configuration allows the player to focus on the numbers of the decorative symbols in relation to the character movement action and the character movement action pre-animation.
[0285] Next, the image display device 5 displays a light diffusion effect image 001IWE01, which represents the way light diffuses, covering the decorative pattern (Figure 9-3(5)).
[0286] In this embodiment, a light diffusion effect image 001IWE01 can be displayed as a start indicator to suggest that the character movement action is about to begin, during the period from when the pre-animation for the character movement action is performed until the character movement action is performed. This configuration makes it easier to recognize that the character movement action is about to begin.
[0287] Next, when the light diffusion effect image 001IWE01 disappears on the image display device 5, the character movement action begins (Figure 9-3(6)). By temporarily displaying the light diffusion effect image 001IWE01 when the screen switches, the sudden screen change can be made less unnatural.
[0288] In this embodiment, as shown in Figures 9-2(3) and (4), the background displayed during the execution of the pre-animation for character movement actions is a cityscape background image. On the other hand, as shown in Figures 9-3 to 9-6 (6) to (18), the background displayed during the execution of character movement actions is a different background image from the cityscape background image. Here, a different background image for character movement actions is used from the cityscape background image. By switching the background display in this way, it becomes easier to recognize that a character movement action is being performed.
[0289] Next, the image display device 5 displays an effect in which the character (Bakuchu) 001IWC03 moves to the front of the decorative pattern (object 001IWO01) (Figure 9-3(7)(8)). Figure 9-3(7)(8) shows an example of the movement in which the character (Bakuchu) 001IWC03 moves to the front by jumping over the decorative pattern (object 001IWO01). Since the image display device 5 is a device that displays two-dimensional images, the character is actually displayed in a manner that makes it appear as if it is moving from the back to the front of the decorative pattern.
[0290] Next, the image display device 5 displays a visual effect in which the character (Bakuchu) 001IWC03 remains positioned in front of the decorative pattern (object 001IWO01) (Figures 9-4 to 9-5 (9) to (13)). In Figure 9-5 (13), the character (Bakuchu) 001IWC03 stands up and displays a visual effect in which it faces the decorative pattern (object 001IWO01).
[0291] Next, the image display device 5 displays an effect in which the character (Bakuchu) 001IWC03 interacts with the decorative pattern (object 001IWO01) (Figures 9-5 to 9-6 (14) to (18)).
[0292] Here, "action" refers to exerting force on something and influencing it. In the example in Figure 9-5(14), the character (Bakuchu) 001IWC03 is shown striking the decorative pattern (object 001IWO01), which represents the character (Bakuchu) 001IWC03 acting on the decorative pattern (object 001IWO01). Note that the manner in which a given character acts on a specific object in a character movement action is not limited to the example shown in Figure 9-5(14).
[0293] Next, in the image display device 5, a visual effect is displayed in which the background display darkens as the character (Bakuchu) 001IWC03 stands with the decorative pattern (object 001IWO01) behind it (Figure 9-6(19)(20)).
[0294] In this embodiment, there are two possible outcomes for the character movement action: one in which an indicative animation related to the variable display result is executed (i.e., a success pattern), and another in which it is not executed (i.e., a failure pattern). Furthermore, when the display result is a jackpot, the success pattern character movement action may be executed more frequently than when the result is a miss. This configuration allows attention to be drawn to the character movement action's outcome. Additionally, the proportion of indicative animations executed as a result of the character movement action may differ depending on the type of predetermined character or specific object used in the character movement action. Moreover, the proportion of indicative animations executed as a result of the character movement action may differ depending on the timing of the character movement action's execution. This configuration allows attention to be drawn to the character movement action's presentation style.
[0295] If the character movement action is a successful pattern, after Figure 9-6(20), the image display device 5 will show a visual effect in which the character (Bakuchu) 001IWC03 assumes a celebratory pose, and the decorative symbols "2" and "4" on the left and right are destroyed (Figure 9-7(21A)).
[0296] Next, the image display device 5 displays the light diffusion effect image 001IWE01, and an effect is displayed in which the character (Bakuchu) 001IWC03 and the decorative pattern (object 001IWO01) become invisible (Figure 9-7 (22A)).
[0297] Next, the image display device 5 displays a visual effect in which glass shatters and the decorative symbols "2" and "2" in the reach mode appear on the left and right (Figure 9-7 (23A) (24A)). This visual effect emphasizes that the decorative symbols "2" and "4" on the left and right are destroyed and the decorative symbols in the reach mode appear.
[0298] On the other hand, if the character movement action is a failure pattern, after Figure 9-6(20), the image display device 5 displays an effect in which the character (Bakuchu) 001IWC03 slumps its shoulders, and the decorative symbols "2" and "4" on the left and right remain intact without being destroyed (Figure 9-7(21B)). After that, the image display device 5 goes dark, the background display switches to a city background image, and the decorative symbols on the left, center, and right stop displaying a losing combination ("2", "4", "4") (Figure 9-7(22B)(23B)).
[0299] Next, an example in which a character movement action is performed in the second presentation mode during the first timing of the pre-reach period will be explained with reference to Figures 9-8 to 9-11. However, since (1) to (6) in Figures 9-8 to 9-9 are the same as (1) to (6) in the example in Figures 9-2 to 9-7, the explanation will be omitted.
[0300] In the second performance mode of the character movement action at the first timing, the image display device 5 displays a performance mode in which the character (Bakuchu) 001IWC03 moves to the front of the decorative symbol (object 001IWO01) in a different movement mode than in the first performance mode (Figures 9-9 to 9-10 (7) to (9)). Figures 9-9 to 9-10 (7) to (9) show an example of a movement mode in which the character (Bakuchu) 001IWC03 approaches the decorative symbol (object 001IWO01), passes underneath it, and moves to the front.
[0301] Next, the image display device 5 displays a visual effect in which the character (Bakuchu) 001IWC03, located in front of the decorative pattern (object 001IWO01), takes out a bomb and faces the decorative pattern (object 001IWO01) (Figure 9-10(10)(11)).
[0302] Next, the image display device 5 displays an effect in which the character (Bakuchu) 001IWC03 interacts with the decorative pattern (object 001IWO01) (Figures 9-10 to 9-11 (12) to (14)).
[0303] In the examples (12) to (14) in Figures 9-10 to 9-11, the character (Bakuchu) 001IWC03 is shown throwing a bomb at a decorative pattern (object 001IWO01) and causing it to explode, thus representing the character (Bakuchu) 001IWC03's effect on the decorative pattern (object 001IWO01). In addition, in Figure 9-11 (14), an explosion effect image representing the explosion is displayed, obscuring both the character (Bakuchu) 001IWC03 and the decorative pattern (object 001IWO01).
[0304] Next, the image display device 5 displays an effect where the explosion effect image disappears and decorative symbols in a reach pattern appear. In other words, an effect is performed in which a reach is achieved (Figure 9-11(15)).
[0305] In this embodiment, the series of character movement actions includes a first scene in which a predetermined character is displayed behind a specific object related to the character movement action, a second scene in which a predetermined character is displayed in front of the specific object, and a third scene in which the predetermined character displayed in front of the specific object acts on the specific object.
[0306] Specifically, in the examples shown in Figures 9-2 to 9-7, Figures 9-3(6) to (7) correspond to the first scene of the character movement action, Figures 9-3 to 9-5 (8) to (13) correspond to the second scene of the character movement action, and the successful patterns (14) to (21A) or the unsuccessful patterns (14) to (21B) in Figures 9-6 to 9-7 correspond to the third scene of the character movement action.
[0307] In the example shown in Figures 9-8 to 9-11, Figures 9-9(6) to (8) correspond to the first scene of the character movement action, Figures 9-10(9) to (11) correspond to the second scene of the character movement action, and Figures 9-10 to 9-11(12) to (14) correspond to the third scene of the character movement action.
[0308] Furthermore, in this embodiment, suggestion effects can be executed that provide hints regarding the display results of the variable display depending on the result of the third scene's performance. Specifically, Figures 9-2 to 9-7 and 9-8 to 9-11 show examples of suggestion effects that provide hints regarding the display results of the variable display depending on the result of the third scene's performance of the character movement action. These include an effect where a decorative symbol in a reach pattern appears and a reach is established, or a reach effect is executed, as shown in Figures 9-7(23A) to (24A) and 9-11(15).
[0309] This configuration makes it possible to make a character appear to move from behind a specific object to the front during a character movement action, thereby highlighting the character's presence. As a result, attention can be drawn to the result of the character's interaction with the specific object.
[0310] Next, we will explain an example of a character movement action being performed during the SP reach period, referring to Figures 9-12 to 9-13. However, since the contents of Figures 9-12 to 9-13 partially overlap with Figures 8-12 to 8-18 explained in the first embodiment, we will omit the explanation of the similar parts and mainly explain the differences.
[0311] Figures 9-12(1) to (4) are the same as Figures 8-12(1) to (4), so their explanation is omitted.
[0312] When SP Reach begins, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s dialogue, "We have to bring Nana back to her senses!". At this time, a board with the word "Chance" is displayed above the head of character (Mumu) 001IWC01, and a visual effect is displayed showing character (Jam) 001IWC04 riding in an airplane behind the board (Figure 9-12(5)). This board corresponds to a specific object related to the character movement action and is also represented as object 001IWO02. Furthermore, character (Jam) 001IWC04 corresponds to a predetermined character related to the character movement action.
[0313] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s lines, "Nana! It's me! It's Mumu!". At this time, a visual effect is performed showing the character (Jam) 001IWC04 riding in an airplane on the front side of the board (object 001IWO02) (Figure 9-12(6)).
[0314] Next, the image display device 5 displays the character (Nana) 001IWC02 along with the text corresponding to the character (Nana)'s dialogue, "Hmm... I don't know that guy..." At this time, a visual effect is displayed showing the character (Jam) 001IWC04 acting on the board (object 001IWO02) (Figure 9-12(7)). In the example in Figure 9-12(7), the character (Jam) 001IWC04, riding in an airplane, is shown colliding with the board (object 001IWO02), thereby representing the character (Jam) 001IWC04 acting on the board (object 001IWO02).
[0315] Next, the image display device 5 displays the character (Nana) 001IWC02 thrusting out her left fist, along with the text corresponding to the character (Nana)'s dialogue, "I...will not...forgive...those who...defy me." At this time, the light diffusion effect image 001IWE01 is displayed in the position where the character (Jam) 001IWC04 and the board (object 001IWO02) were displayed, and the character (Jam) 001IWC04 and the board (object 001IWO02) are no longer visible (Figure 9-12(8)).
[0316] Next, the image display device 5 shows a spherical ball of light forming above the head of character (Nana) 001IWC02, and displays the text corresponding to character (Nana)'s dialogue, "This is...the end." At this time, the upper left of the display area of the image display device 5 shows a board (object 001IWO02) with the text "Chance!" attached to it breaking (Figure 9-13(9)).
[0317] Next, the image display device 5 displays the text "Mugen Bakushinsho" on the light projectile above the head of character (Nana) 001IWC02. At this time, a new display appears in the upper left of the display area of the image display device 5, showing a board (object 001IWO02) with the text "Gekihotsu!" (Figure 9-13(10)).
[0318] The subsequent staging is the same as that described in Figures 8-12 to 8-18 in the first embodiment, so the explanation will be omitted.
[0319] Next, the character movement actions of the presentation patterns shown in Figures 9-12 to 9-13 will be explained in detail with reference to Figures 9-14 to 9-15. Note that in Figures 9-14 to 9-15, the images related to the character movement actions are enlarged for ease of understanding, but the size of these images can be changed as needed.
[0320] When the character movement action begins, the image display device 5 displays a board (object 001IWO02) with the word "Chance" written on it, and a character (Jam) 001IWC04 moving in an airplane behind it (Figures 9-14(1)~(3)). Figure 9-14(2) corresponds to the scene in Figure 9-12(5) and is the first scene of the character movement action.
[0321] Next, the image display device 5 displays an animation showing the character (jam) 001IWC04 moving to the front of the board (object 001IWO02) (Figure 9-14(4)). Figure 9-14(4) shows an example of movement where the character (jam) 001IWC04, riding in an airplane, moves from the left side of the board (object 001IWO02) to the front. Figure 9-14(4) corresponds to the scene in Figure 9-12(6) and is the second scene of the character movement action.
[0322] Next, the image display device 5 displays a visual effect in which the character (jam) 001IWC04, riding in an airplane, moves from side to side in front of the board (object 001IWO02) (Figure 9-15(5)~(7)).
[0323] Next, the image display device 5 displays an animation showing the character (jam) 001IWC04, riding in an airplane, interacting with the board (object 001IWO02) (Figure 9-15 (8)). In the example in Figure 9-15 (8), the character (jam) 001IWC04, riding in an airplane, colliding with the board (object 001IWO02) is shown, thereby representing the character (jam) 001IWC04 interacting with the board (object 001IWO02). Figure 9-15 (8) corresponds to the scene in Figure 9-12 (7) and is the third scene of the character movement action.
[0324] Next, the image display device 5 displays the light diffusion effect image 001IWE01, and a visual effect is performed in which the character (jam) 001IWC04 and the board (object 001IWO02) are not visible (Figure 9-16(9)).
[0325] Next, the image display device 5 erases the light diffusion effect image 001IWE01 and displays a visual effect of a board (object 001IWO02) with the words "Chance!" cracking (Figure 9-16(10)). By using the light diffusion effect image 001IWE01 in this way, it becomes easier for players to recognize that the display of the light diffusion effect image 001IWE01 indicates an increased chance of winning.
[0326] Next, the image display device 5 displays a new board (object 001IWO02) with the text "Super Hot!" (Figure 9-16(11)).
[0327] In the example shown in Figures 9-14 to 9-16, Figures 9-14(1) to (3) correspond to the first scene of the character movement action, Figures 9-14 to 9-15(4) to (7) correspond to the second scene of the character movement action, and Figures 9-15 to 9-16(8) to (9) correspond to the third scene of the character movement action.
[0328] Furthermore, in Figures 9-16 (10) to (11), the sequence in which the board with the text "Chance!" (object 001IWO02) breaks and a new board with the text "Super Hot!" (object 001IWO02) appears corresponds to a suggestive sequence that hints at the display result of the variable display. This suggestive sequence indicates the possibility of a jackpot or that the expectation of a jackpot has increased.
[0329] In this embodiment, a character movement action using the decorative pattern (object 001IWO01) and character (Bakuchu) 001IWC03 exemplified in Figures 9-2 to 9-11 can be executed at the first to third timings shown in Figure 9-1. Furthermore, a character movement action using the board (object 001IWO02) and character (Jam) 001IWC04 exemplified in Figures 9-14 to 9-16 can also be executed at the first to third timings shown in Figure 9-1. In addition, the character movement action can be executed by changing the combination of a predetermined character and a specific object.
[0330] Figure 9-17 is a flowchart showing an example of the performance setting process (step 001IWS803).
[0331] In the performance setting process (step 001IWS803), the performance control CPU 120 identifies the variation pattern using the variation pattern specification command (step 001IWS301).
[0332] Next, the CPU 120 for performance control determines the number of reserved memories by the first special feature reserved memory memory notification command (step 001IWS302).
[0333] Next, the CPU 120 for performance control uses a character movement action lottery table based on the variation pattern and the number of reserved memories to determine whether or not to perform a character movement action and when to perform it by lottery (step 001IWS303).
[0334] Figure 9-18 shows an example of a character movement action lottery table. The top section of Figure 9-18 shows character movement action lottery table (A), which is used when the displayed result is a losing variation pattern and the number of reserved memories is 0 to 2. The middle section of Figure 9-18 shows character movement action lottery table (B), which is used when the displayed result is a losing variation pattern and the number of reserved memories is 3. The bottom section of Figure 9-18 shows character movement action lottery table (C), which is used when the displayed result is a winning variation pattern. At the very bottom of Figure 9-18, the expected probability of winning a jackpot is shown corresponding to the determined items "None," "First Timing," "Second Timing," and "Third Timing."
[0335] Each character movement action lottery table is assigned judgment values corresponding to each decision item ("No Execution", "First Timing (Execution)", "Second Timing (Execution)", and "Third Timing (Execution)") for each variation pattern. However, in the example shown in Figure 9-18, the number of assigned judgment values is shown for the sake of simplicity. The CPU 120 for performance control extracts a random number for performance determination, for example, and determines the decision item to which the judgment value matching the extracted random number is assigned. Therefore, a larger number of corresponding judgment values indicates a higher probability of that decision being made. This is also true for the other tables shown in Figures 9-20 to 9-23. Note that in the example shown in Figure 9-18, a total of 10,000 judgment values are set, while in the examples shown in Figures 9-20 to 9-23, a total of 100 judgment values are set.
[0336] If it is decided not to perform a character movement action (NO in step 001IWS304), the process proceeds to step 001IWS306. On the other hand, if it is decided to perform a character movement action (YES in step 001IWS304), the performance control CPU 120 uses the character movement action pattern lottery table to randomly determine the character movement action pattern corresponding to the execution timing (step 001IWS305).
[0337] Figure 9-19 is an example of a list of character movement action patterns. The upper part of Figure 9-19 shows an example of a list of character movement action patterns when the specific object involved in the character movement action is a decorative pattern. For example, in Pattern 1, the sequential decorative patterns are temporarily stopped and displayed as a pre-animation for the character movement action, the character (Jam) is used as the predetermined character involved in the character movement action, the movement when moving to the front of the specific object is a "jump", and the movement when acting on the specific object is a "kick" (i.e., a hit).
[0338] The lower section of Figure 9-19 shows an example of character movement action patterns when the specific object involved in the character movement action is the board. For example, in Pattern 1, the character (Jam) is used as the predetermined character involved in the character movement action, and as a result of acting on the specific object, the text on the board changes from "Chance" to "Hot". Note that Patterns 1 to 4 shown here have the same movement method when moving to the front of the object and the same method when acting on the object, but the configuration is not limited to this and each may have a different configuration.
[0339] Figure 9-20 shows an example of a character movement action pattern lottery table used when the specific object related to the character movement action is a decorative pattern. The upper part of Figure 9-20 shows the character movement action pattern lottery table (D) used when the display result is a losing variation pattern and the number of reserved memories is 0 to 2. The middle part of Figure 9-20 shows the character movement action pattern lottery table (E) used when the display result is a losing variation pattern and the number of reserved memories is 3. The lower part of Figure 9-20 shows the character movement action pattern lottery table (F) used when the display result is a winning variation pattern.
[0340] Figure 9-21 shows an example of a character movement action pattern lottery table used when the specific object related to the character movement action is the board. The upper part of Figure 9-21 shows character movement action pattern lottery table (G) used when the displayed result is a losing variation pattern and the number of reserved memories is 0 to 2. The middle part of Figure 9-21 shows character movement action pattern lottery table (H) used when the displayed result is a losing variation pattern and the number of reserved memories is 3. The lower part of Figure 9-21 shows character movement action pattern lottery table (I) used when the displayed result is a winning variation pattern.
[0341] The pattern numbers in each character movement action pattern lottery table correspond to the pattern numbers in the character movement action lottery table shown in Figure 9-18. Furthermore, the pattern numbers in each character movement action pattern lottery table shown in Figure 9-20 correspond to the pattern numbers in the character movement action pattern list when the specific object related to the character movement action is a decorative pattern, as shown in the upper part of Figure 9-18. Additionally, the pattern numbers in each character movement action pattern lottery table shown in Figure 9-21 correspond to the pattern numbers in the character movement action pattern list when the specific object related to the character movement action is a board, as shown in the lower part of Figure 9-18.
[0342] Next, the CPU 120 for performance control uses the first impact performance lottery table based on the variation pattern to determine by lottery whether or not to execute the first impact performance and, if so, what type of performance it will be (step 001IWS306).
[0343] Next, the CPU 120 for performance control uses the second impact performance lottery table based on the variation pattern to determine by lottery whether or not to execute the second impact performance (step 001IWS307). After that, the CPU 120 for performance control terminates the performance setting process.
[0344] Now, let's explain the impact effects. The details of the effects will be described later, but feature unit 001IW is configured to execute a first impact effect, a second impact effect, and a third impact effect in a single special game. Of these, the third impact effect is executed when the variation pattern is accompanied by the strongest SP reach (specifically, one of the variation patterns PH11~PH13 or PA-8~PA-10 in Figures 8-5 and 8-6). On the other hand, the execution of the first and second impact effects is determined by a lottery in the effect setting process. In other words, whether or not the third impact effect is executed depends on the determination of the variation pattern, and whether or not the first and second impact effects are executed is determined by a lottery in the effect setting process.
[0345] Figure 9-22 shows an example of a first impact effect lottery table. The upper part of Figure 9-22 shows the first impact effect lottery table (D) used when the displayed result is a losing variation pattern. The lower part of Figure 9-22 shows the first impact effect lottery table (F) used when the displayed result is a winning variation pattern. At the very bottom of Figure 9-22, the expected probability of a big win corresponding to the determined items "None," "Rain," "Sunny," and "Super Hot" is shown.
[0346] In the first impact effect lottery table shown in Figure 9-22, a decision of "none" means that the first impact effect will not be performed, a decision of "rain" means that the first impact effect will be performed with the effect type "rain", a decision of "sunny" means that the first impact effect will be performed with the effect type "sunny", and a decision of "super hot" means that the first impact effect will be performed with the effect type "super hot". The first impact effect lottery table shown in Figure 9-22 is configured such that the probability of winning a jackpot is higher when the first impact effect is performed than when it is not performed, and the probability of winning a jackpot increases in the order of "super hot" > "sunny" > "rain". This configuration draws attention to the fact that the first impact effect will be performed, and even more so to the effect type of that performance.
[0347] Figure 9-23 shows an example of a second impact effect lottery table. The upper part of Figure 9-23 shows the second impact effect lottery table (A) used when the displayed result is a losing variation pattern. The lower part of Figure 9-23 shows the second impact effect lottery table (C) used when the displayed result is a winning variation pattern. At the very bottom of Figure 9-23, the expected probability of a big win corresponding to the "none" and "yes" determinations is shown.
[0348] The second impact effect lottery table shown in Figure 9-23 is configured such that the probability of a big win is higher when the second impact effect is performed than when it is not. As mentioned above, the third impact effect is performed when there is a variation pattern accompanied by the strongest SP reach, but the second impact effect lottery table shown in Figure 9-23 is configured such that the probability of the third impact effect being performed is higher when the second impact effect is performed than when it is not. This configuration draws attention to the fact that the second impact effect is performed.
[0349] As described above, in this embodiment, character movement actions can be performed at the first to third timings shown in Figure 9-1, and the probability of winning a jackpot can be configured to differ depending on the timing of the action.
[0350] Specifically, the character movement action lottery table shown in Figure 9-18 is configured such that the probability of determining "none" (no execution) is lower when the displayed result is a jackpot than when it is a miss. Furthermore, when the displayed result is a jackpot, the character movement action lottery table is configured such that the probability of determining the execution timing increases in the order of "3rd timing" (SP reach period) > "2nd timing" (post-reach period) > "1st timing" (pre-reach period). In other words, the probability of a jackpot increases in the order of "3rd timing" (SP reach period) > "2nd timing" (post-reach period) > "1st timing" (pre-reach period) > "none" (no execution). With this configuration, the probability of a jackpot is higher when the character movement action is executed during the SP reach period than when it is executed during the post-reach period, and the probability of a jackpot is higher when the character movement action is executed during the post-reach period than when it is executed during the pre-reach period. This configuration draws attention to the timing in which the character movement action is executed.
[0351] Furthermore, in this embodiment, the probability of winning a jackpot differs depending on the type of predetermined character used in the character movement action, and the probability of winning a jackpot also differs depending on the type of specific object used in the character movement action.
[0352] Specifically, as shown in Figure 9-19, there are multiple character movement action patterns that differ in the combination of predetermined characters and specific objects used in the character movement action. Furthermore, as shown in Figures 9-20 and 9-21, the character movement action pattern lottery table is configured such that the proportion of which character movement action pattern is determined differs depending on whether the display result is a jackpot or a miss. This makes it possible to differentiate the jackpot expectation between the presentation mode in which character (jam) 001IWC04 is displayed as the predetermined character for the character movement action and the presentation mode in which character (backup) 001IWC03 is displayed as the predetermined character. In addition, it is possible to differentiate the jackpot expectation between the presentation mode in which board (object 001IWO02) is displayed as the specific object for the character movement action and the presentation mode in which decorative pattern (object 001IWO01) is displayed as the specific object. This configuration allows attention to be drawn to the types of predetermined characters and specific objects.
[0353] Furthermore, in this embodiment, when transitioning from the first scene to the second scene of a character movement action, there is a first pattern in which a predetermined character moves in front of a specific object in a first movement pattern, and a second pattern in which the predetermined character moves in front of the specific object in a second movement pattern different from the first movement pattern.
[0354] Specifically, regarding the character movement action at the first timing, the first performance mode shown in Figures 9-2 to 9-7 shows an example of a movement where the character (Bakuchu) 001IWC03 jumps over the decorative pattern (object 001IWO01) and moves to the foreground. On the other hand, the second performance mode shown in Figures 9-8 to 9-11 shows an example of a movement where the character (Bakuchu) 001IWC03 approaches the decorative pattern (object 001IWO01), passes underneath it, and moves to the foreground. Note that the character's movement modes are not limited to these, and other modes such as passing between decorative patterns can also be included.
[0355] Thus, in this embodiment, a predetermined character is configured to move to the front of a specific object in one of several movement patterns at a given time, and it is also possible to configure the system so that the probability of winning a jackpot differs depending on the movement pattern.
[0356] Specifically, as shown in Figure 9-19, there are multiple character movement action patterns that differ in the way the character moves during the character movement action. Furthermore, as shown in Figures 9-20 and 9-21, the character movement action pattern lottery table is configured such that the proportion of which character movement action pattern is determined differs depending on whether the display result is a jackpot or a miss. This makes it possible to have different jackpot expectations for the second movement pattern, where the character moves to the front by passing under a specific object, and the first movement pattern, where the character moves to the front by jumping over it. In this way, by configuring the system so that the jackpot expectation differs depending on the way a given character moves to the front of a specific character, attention can be drawn to the movement pattern of the given character.
[0357] Next, a third embodiment of feature section 001IW will be described. In this embodiment, the description of parts that overlap with the first or second embodiment will be omitted.
[0358] In this embodiment, an impact effect is configured to be performed that suggests the game is controlled to a jackpot state, by outputting a specific sound through speakers 8L and 8R during a specific period, and displaying multiple screen displays including impact characters corresponding to the specific sound during that specific period.
[0359] In this embodiment, impact effects can be executed during the pre-reach period before a reach is established, the post-reach period after a reach is established but before the start of an SP reach, and the SP reach period while an SP reach is being executed.
[0360] In this embodiment, the impact effect performed during the pre-reach period is also called the first impact effect, the impact effect performed during the post-reach period is also called the second impact effect, and the impact effect performed during the SP reach period is also called the third impact effect. Furthermore, the impact text displayed in the first impact effect is also called the first impact text display, the impact text displayed in the second impact effect is also called the second impact text display, and the impact text displayed in the third impact effect is also called the third impact text display.
[0361] Here, "impact" refers to a physical or psychological shock, such as being deeply moved or affected by an unexpected event. To make an impact, it's crucial to create a strong visual and emotional impression that will be memorable. Therefore, visual and emotional elements are important.
[0362] Visual elements include the beauty and originality of the design, color, and visual movement (for example, changes in the color, size, shape, and position of text, or changes in the displayed text). Using vivid colors and bold fonts to make something visually stand out can quickly grab attention and make it more memorable.
[0363] Emotional elements include, for example, touching stories, humor, and surprises. Incorporating these elements can appeal to emotions. Furthermore, creating an emotional connection makes the content more memorable.
[0364] The first impact text display is shown during the "weather forecast preview." Specifically, in a scene showing a wide view of a room, along with the audio output of "sunny" indicating the weather forecast result, the first impact text display "sunny" corresponding to the audio is displayed across the entire screen in multiple display modes. For example, if the first impact text display "sunny" is displayed sequentially in three different display modes, the first display mode will use blue text, the second display mode will use red text, and the third display mode will use yellow text. In addition, each display mode differs in the reading direction and display position of the text. By changing the display mode in this way, the text display corresponding to the audio can be visually emphasized.
[0365] The second impact text display appears during the "Mumu's Determination Notice," a pre-announcement sequence before the start of the SP Reach. The SP Reach is a scene where Mumu (an ally character) fights Nana (an enemy character), and the expectation is that a victory will result in a big win. Therefore, the story of Mumu's decision to fight allows players to empathize with Mumu.
[0366] Furthermore, the display of text overlapping the characters appearing in the series of videos during the "Mumu's Determination Notice," and the insertion of text unrelated to the video before the video resumes, create a dynamic interplay of text and video that attracts the player's attention and draws their gaze to the screen, thus leaving a stronger visual impression.
[0367] The third impact text display is used to attract the player's attention before the announcement of whether or not a jackpot will be achieved during an SP reach. Therefore, the third impact text display involves more frequent screen changes and greater visual movement compared to the first and second impact text displays. As a result, the third impact text display is more visible than the first and second impact text displays and can attract the player's attention more effectively.
[0368] The impact-effect images are displayed on the image display device 5 on a higher priority layer than the series of images related to the currently running effect. As a result, the impact-effect screen display is interspersed within the ongoing effect.
[0369] The first impact presentation during the pre-reach period will be explained with reference to Figures 10-1 to 10-2. Figures 10-1 to 10-2 show specific examples of the first impact presentation in the first presentation mode ("Sunny").
[0370] Synchronized with the first or second special game, the image display device 5 displays decorative symbols in a variable manner (for example, vertical scrolling or updating) in the left, center, and right decorative symbol display areas 5L, 5C, and 5R respectively (Figure 10-1(1)). The background display on the image display device 5 is a cityscape background image that resembles a city with buildings.
[0371] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s dialogue, "The weather's bad" (Figure 10-1(2)). At this point, the background display on the image display device 5 switches to an indoor background image that represents an indoor setting.
[0372] Next, the image display device 5 displays a character (Mumu) 001IWC01 watching the weather forecast on a television, along with the text corresponding to the character (Mumu)'s dialogue, "Tomorrow's weather will be..." (Figure 10-1(3)).
[0373] Next, the first impact effect is initiated, and the image display device 5 displays a screen that includes the first impact text display "Sunny" related to the first impact effect (Figure 10-1(4)). The background display included in this screen display is a different background image from the indoor background image (in this example, a plain background).
[0374] Next, the image display device 5 performs a visual effect that switches the screen display, including the first impact text display "Sunny" related to the first impact effect, to a different type of screen display (Figure 10-2(5)).
[0375] Next, the image display device 5 performs a visual effect that switches the screen display, which includes the first impact text display "Sunny" related to the first impact effect, to a different type of screen display (Figure 10-2(6)).
[0376] In the example shown in Figures 10-1 to 10-2, (4) to (6) in Figures 10-1 to 10-2 correspond to the first impact effect. During the period from (4) to (6) when the first impact effect is being executed, the voice "Sunny" corresponding to the first impact character display is output from speakers 8L and 8R.
[0377] Next, the details of the first-impact character display exemplified in Figures 10-1 to 10-2 will be explained with reference to Figures 10-3 and 10-4.
[0378] Figure 10-3 shows examples of screen displays shown during the first impact sequence. The "Sunny A" screen display in Figure 10-3(4) corresponds to Figure 10-1(4), the "Sunny B" screen display in Figure 10-3(5) corresponds to Figure 10-2(5), and the "Sunny C" screen display in Figure 10-3(6) corresponds to Figure 10-2(6). As shown in Figure 10-3, each screen display has a different appearance from the others.
[0379] For example, each screen display shown in the first impact sequence includes the first impact text "Sunny," but its appearance differs. Specifically, in the screen display of Figure 10-3(4), "Sunny" is displayed vertically in the center of the screen; in the screen display of Figure 10-3(5), "Sunny" is displayed diagonally from the upper left to the lower right of the center of the screen; and in the screen display of Figure 10-3(6), "Sunny" is displayed horizontally in the upper left of the center of the screen. In other words, the first impact text in each screen display differs in its display position and layout, as well as its text color and decorative patterns. In addition, each screen display includes a background image with a different appearance from the others.
[0380] Figure 10-4 shows an example of display control for the screen display shown during the first impact effect. Figure 10-4 shows the total display period for displaying the first impact text display, and the individual display periods for each type of screen display including the first impact text display. Figure 10-4 also shows the audio output period for outputting specific sounds related to the first impact effect.
[0381] For example, the total display period for the first impact text display is 45 frames (approximately 1498.5 ms). The individual display periods for the screen display "Sunny A" in Figure 10-3(4), the screen display "Sunny B" in Figure 10-3(5), and the screen display "Sunny C" in Figure 10-3(6) are all 15 frames (approximately 499.5 ms). In other words, the screen display switches every 15 frames. In addition, the output period for the corresponding specific sound (corresponding audio output period) in the first impact effect is 50 frames (approximately 1665 ms).
[0382] As shown in the example in Figure 10-4, by controlling the display of the first impact character display, it becomes possible to display multiple screen displays with different characteristics, including the first impact character display, during the audio output period of the first impact effect.
[0383] As described above, the first impact text display in each screen display differs in its display position and layout, as well as its text color and decorative pattern. Therefore, the first impact effect is configured so that during the period when the audio "sunny" is output, the first impact text display "sunny" is displayed, and the display position, layout, text color, and decorative pattern of the first impact text display "sunny" change. This configuration allows for visual emphasis on the text display corresponding to the audio, making a lasting impression on the player.
[0384] In this embodiment, the color of the first impact text "Sunny" is different in each screen display, but it is also possible to configure the system so that the probability of winning a jackpot differs depending on the display order of each color (i.e., the display order of the screen displays). Furthermore, it is also possible to configure the system so that a jackpot is guaranteed when the first impact text "Sunny" is the same color in all screen displays.
[0385] Next, other types of first impact effects during the pre-reach period will be explained with reference to Figures 10-5 to 10-6. Figures 10-5 to 10-6 show specific examples of the first impact effects for the second effect type ("Super Hot") and the third effect type ("Rain"). Note that parts 10-5(1) to (3) are the same as those in Figures 10-1(1) to (3), so the explanation will be omitted.
[0386] In the second presentation mode of the first impact presentation ("Super Hot"), after Figure 10-1(3), the image display device 5 displays a screen that includes the first impact text display "Super Hot" related to the first impact presentation (Figure 10-5(4A)). The background display included in this screen is a background image different from the room background image (a plain background in this example).
[0387] Next, the image display device 5 performs a visual effect that switches the screen display, including the first impact character display "Super Hot," to a different type of screen display (Figure 10-6(5A)).
[0388] Next, the image display device 5 performs a visual effect that switches the screen display, including the first impact character display "Super Hot," to a different type of screen display (Figure 10-6(6A)).
[0389] On the other hand, in the third presentation mode of the first impact presentation ("Rain"), after Figure 10-1(3), the background display on the image display device 5 dims and a screen display including the text "Rain" is displayed (Figure 10-5(4B)).
[0390] Next, the image display device 5 displays a visual effect where the text "Rain" disappears (Figure 10-6(5B)). After that, the background display on the image display device 5 switches to a cityscape background image, the "Weather Forecast Preview" ends, and the display of the changing decorative patterns from Figure 10-5(1) continues (Figure 10-6(6B)).
[0391] Impact text displays related to impact effects are shown on multiple screen displays with different characteristics such as display position, layout, and text color. However, the text "Rain" displayed in the third effect mode ("Rain") of the first impact effect does not qualify as impact text display because it is not displayed on multiple screen displays with different characteristics. Therefore, the third effect mode ("Rain") of the first impact effect is a special effect mode in which no impact text is displayed, unlike the first effect mode ("Sunny") and the second effect mode ("Super Hot").
[0392] Furthermore, in the first impact sequence of the second presentation mode ("Super Hot"), the corresponding sound is output during the total display period of the first impact text display. Specifically, in the first impact sequence of the second presentation mode ("Super Hot"), three different screen displays (i.e., the first impact text display) are displayed for 15 frames each, similar to the first presentation mode ("Sunny"), and a specific sound is output for 50 frames. On the other hand, in the first impact sequence of the third presentation mode ("Rain"), the text display "Rain" is displayed in a single mode for 45 frames, and a specific sound is output for 50 frames.
[0393] Each screen display shown in the first impact presentation of the second presentation mode includes the first impact text display "Super Hot," but its form differs. Specifically, the first impact text display in each screen display differs in its display position and layout, as well as its text color and decorative pattern. In addition, each screen display includes a background image of a different form. Furthermore, the text color of the first impact text display "Super Hot" in each screen display is different from the text color of the first impact text display "Sunny."
[0394] Therefore, in the second performance mode, the first impact performance is configured such that the first impact text display "Geki-netsu" is displayed during the period when the audio "Geki-netsu" is output, and the display position, layout, text color, and decorative pattern of the first impact text display "Geki-netsu" change.
[0395] In this embodiment, the color of the "Super Hot" text displayed in the first impact text is different for each screen display, but it is also possible to configure the system so that the probability of winning a jackpot differs depending on the display order of each color (i.e., the display order of the screen displays). Furthermore, it is also possible to configure the system so that a jackpot is guaranteed when the "Super Hot" text displayed in the first impact text is the same color for all screen displays.
[0396] Thus, in this embodiment, an impactful performance can be executed in one of several performance modes at a single timing, and it is also possible to configure it so that the probability of winning a jackpot differs depending on the performance mode.
[0397] For example, in the performance setting process (step 001IWS803) of the variable display start setting process, the performance control CPU 120 determines by lottery whether or not to execute an impact performance at each timing based on the variation pattern, and if so, what type of performance it will be. At this time, for example, by making the proportion of each performance type selected by lottery different for variation patterns where the display result is a jackpot (or an SP reach with a high probability of a jackpot) and variation patterns where it is not, it is possible to realize a configuration in which the probability of a jackpot differs depending on the performance type.
[0398] Next, the second impact sequence during the period after a reach will be explained with reference to Figures 10-7 to 10-14. Figures 10-7 to 10-14 show specific examples of the second impact sequence.
[0399] When the variable display of the decorative pattern enters a reach state (a reach is achieved), the image display device 5 displays a screen display including a second radial pattern background image (which is a different background image from the first radial pattern background image), and the movable body moves to the front of the image display device 5 (Figure 10-7(1)).
[0400] Next, the image display device 5 displays the character (jam) 001IWC04 along with the text corresponding to the character (jam)'s dialogue, "Mmm! Nana!" (Figure 10-7(2)).
[0401] Next, the image display device 5 displays the text "Help me" corresponding to the character's (Jam's) dialogue (Figure 10-7(3)(4)).
[0402] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text corresponding to the character (Mumu)'s dialogue, "There's nothing I can do..." (Figure 10-8(5)).
[0403] Next, the image display device 5 displays the character (jam) 001IWC04 along with the text corresponding to the character (jam)'s dialogue, "Who can save Nana?" (Figure 10-8(6)).
[0404] Next, the image display device 5 displays the text "You" corresponding to the character (Jam)'s dialogue, and then the display changes to "It's only you!" (Figure 10-8(7)(8)).
[0405] Next, the image display device 5 displays the character (Mumu) 001IWC01 along with the text "But..." corresponding to the character (Mumu)'s dialogue (Figure 10-9(9)).
[0406] Next, the image display device 5 displays the text "Please!" in both vertical and horizontal writing (Figure 10-9(10)).
[0407] Next, the image display device 5 displays a visual effect of character (jam) 001IWC04 closing its eyes and putting its hands together (Figure 10-9(11)).
[0408] Next, the image display device 5 displays a visual effect in which the character (Mumu) 001IWC01 silently faces forward and then closes its eyes (Figures 10-9 to 10-10 (12) to (13)).
[0409] Next, the second impact effect is initiated, and the audio "I have to do it" related to the second impact effect is output from speakers 8L and 8R. Simultaneously, the image display device 5 displays a screen display including the second impact text "I" corresponding to the audio (Figure 10-10(14)). The audio "I have to do it" related to the second impact effect is output, for example, during the period from (14) to (28) in Figures 10-10 to 10-13.
[0410] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character display "I", to a different form of screen display (Figure 10-10(15)).
[0411] Next, the image display device 5 performs a visual effect that switches the screen display, which includes the second impact character display "I", to a different type of screen display (Figure 10-10(16)). In Figure 10-10(16), a screen display including the second impact character display "I am" corresponding to the audio related to the second impact effect is displayed.
[0412] Next, the image display device 5 displays an effect where the character (Mumu) 001IWC01 closes its eyes (Figure 10-11(17)).
[0413] Next, the image display device 5 displays a screen that includes the second impact text display "You have to do it," which corresponds to the audio related to the second impact effect (Figure 10-11(18)).
[0414] Next, the image display device 5 displays a screen display including the second impact character "や" which corresponds to the audio "I have to do it" related to the second impact effect (Figure 10-11(19)).
[0415] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character "や", to a different type of screen display (Figure 10-11(20)).
[0416] Next, the image display device 5 displays a screen display including the second impact character "ra" which corresponds to the audio "I have to do it" related to the second impact effect (Figure 10-12(21)).
[0417] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character display "ra", to a different type of screen display (Figure 10-12(22)).
[0418] Next, the image display device 5 displays a screen display including the second impact character "な" which corresponds to the audio "I have to do it" related to the second impact effect (Figure 10-12(23)).
[0419] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character display "na," to a different type of screen display (Figure 10-12(24)).
[0420] Next, the image display device 5 displays a screen that includes the second impact text "kya" which corresponds to the audio "I have to do it" related to the second impact effect (Figure 10-13(25)).
[0421] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character display "kya," to a different type of screen display (Figure 10-13(26)).
[0422] Next, the image display device 5 performs a visual effect where the screen goes dark (Figure 10-13(27)).
[0423] Next, the image display device 5 displays a screen display including the second impact text display "I have to do it," which corresponds to the audio "I have to do it" related to the second impact effect (Figure 10-13(28)).
[0424] Next, the image display device 5 performs a visual effect that switches the screen display, including the second impact character display "I have to do it," to a different type of screen display (Figure 10-14(29)).
[0425] Next, the image display device 5 displays an effect showing the character (Mumu) 001IWC01 opening its eyes (Figure 10-14(30)).
[0426] Next, the details of the second impact character display exemplified in Figures 10-7 to 10-14 will be explained with reference to Figures 10-15 to 10-21. Figures 10-15 to 10-20 show specific examples of screen displays shown in the second impact effect. Figure 10-21 shows a specific example of display control for the screen display shown in the second impact effect. Figure 10-21 also shows the audio output period for outputting specific sounds related to the second impact effect.
[0427] The screen displays (14) to (29) in Figures 10-15 to 10-16 correspond to (14) to (29) in Figures 10-7 to 10-14.
[0428] As shown in Figures 10-21, the screen displays (14) to (29) in Figures 10-15 to 10-16 are part of the second impact character display presented in the second impact performance.
[0429] Figure 10-17 shows an example of switching and displaying a plurality of screen displays including the second impact character display "I am" with respect to the screen display of Figure 10-15 (14).
[0430] Figure 10-17 shows a screen display (14A) including one vertically written second impact character display "I am", a screen display (14B) including two vertically written second impact character displays "I am", a screen display (14C) including four vertically written second impact character displays "I am", a screen display (14D) including six vertically written second impact character displays "I am", a screen display (14E) including eight vertically written second impact character displays "I am", and a screen display (14F) including ten vertically written second impact character displays "I am".
[0431] Each of the screen displays (14A) to (14F) in Figure 10-17 corresponds to "I am A-1" to "I am A-6" shown in Figure 10-21, and each has an individual display period of 5 frames (approximately 166.5 ms). That is, the screen displays (14A) to (14F) in Figure 10-17 are sequentially switched every 5 frames.
[0432] Figure 10-18 shows an example of switching and displaying a plurality of screen displays including the second impact character display "I am" with respect to the screen display of Figure 10-15 (15).
[0433] Figure 10-18 shows screen displays including one horizontally written second-impact character "I" at the top (15A), one horizontally written second-impact character "I" at the bottom center (15B), two horizontally written second-impact characters "I" at the top center and bottom (15C), two horizontally written second-impact characters "I" at the top and bottom center (15D), three horizontally written second-impact characters "I" at the top, top center and bottom center (15E), and four horizontally written second-impact characters "I" at the top, top center, bottom center and top center (15F).
[0434] Each screen display in Figure 10-18 (15A) to (15F) corresponds to "I am B-1" to "I am B-6" shown in Figure 10-21, and each individual display period is 5 frames (approximately 166.5 ms). In other words, the screen displays in Figure 10-18 (15A) to (15F) are switched sequentially every 5 frames.
[0435] Figure 10-19 shows an example of switching between multiple screen displays, including the second-impact character display "I am," for the screen display in Figure 10-15(16).
[0436] Figure 10-19 shows a screen display where the top of the screen is filled with the second-impact character "ワッシガ" (16A), the bottom of the screen is filled with the second-impact character "ワッシガ" (16B), and the entire screen is filled with the second-impact character "ワッシガ" (16C).
[0437] Each screen display in Figure 10-19 (16A) to (16C) corresponds to "I am C-1" to "I am C-3" shown in Figure 10-21, and each individual display period is 5 frames (approximately 166.5 ms). In other words, the screen displays in Figure 10-19 (16A) to (16C) are switched sequentially every 5 frames.
[0438] Figure 10-20 shows an example of switching between multiple screen displays, including the second impact text display "I have to do it," for the screen display in Figure 10-16(29).
[0439] Figure 10-20 shows the following screen displays: (29A) where the horizontally written second impact character "I have to do it" is located in the center; (29B) where the upper part of the screen is filled with the vertically written second impact character "I have to do it" except for the center; (29C) where the lower part of the screen is filled with the vertically written second impact character "I have to do it" except for the center; (29D) where the upper and lower parts of the screen are filled with the vertically written second impact character "I have to do it" except for the center; and (29E) where the horizontally written second impact character "I have to do it" is located in the center, and the upper and lower parts of the screen are filled with the vertically written second impact character "I have to do it" except for the center.
[0440] Each screen display in Figures 10-20(29A) to (29D) corresponds to "Gotta do it D-1" to "Gotta do it D-4" shown in Figure 10-21, with each display lasting for 3 frames (approximately 99.9 ms). The screen display in Figure 10-20(29E) corresponds to "Gotta do it D-5" shown in Figure 10-21, with each display lasting for 20 frames (approximately 666 ms). In other words, the screen displays in Figures 10-20(29A) to (29E) are switched sequentially every 3 frames, and the screen display in Figure 10-20(29E) is displayed for 20 frames.
[0441] In the second impact sequence, for example, during the period from "I am A-1" to "I have to do it C" as shown in Figure 10-21 (i.e., 133 frames (approximately 4428.9 ms)), the voice "I have to do it" is output from speakers 8L and 8R.
[0442] Next, the third impact effect during the SP reach period will be explained with reference to Figures 10-22 to 10-29. Figures 10-22 to 10-28 show specific examples of screen displays shown during the third impact effect. Figure 10-29 shows a specific example of display control for the screen displays shown during the third impact effect. Figure 10-29 also shows the audio output period during which specific sounds related to the third impact effect are output.
[0443] The third impact sequence is performed during the period shown in Figures 8-14 to 8-15 (18) to (27) during an SP reach (for example, the strongest reach). Note that specific examples of SP reaches are explained using Figures 8-12 to 8-18 in the first embodiment, so similar parts will be omitted from this explanation.
[0444] The screen displays (18A)(18B), (19A)(19B), (20A)(20B), (21A)(21B), and (22A)(22B) in Figure 10-22 correspond to (18), (19), (20), (21), and (22) in Figure 8-14, respectively. Also, the screen displays (23) to (27) in Figures 10-22 to 10-23 correspond to (23) to (27) in Figures 8-14 to 8-15, respectively.
[0445] The screen displays in Figures 10-22 (18A) to (22B) are all different in nature. Furthermore, the screen displays in Figures 10-22 (18A) to (22B) correspond to "I am Nana A-1" to "I am Nana A-10" shown in Figure 10-29, and each individual display period is 3 frames (approximately 99.9 ms). In other words, the screen displays in Figures 10-22 (18A) to (22B) are switched sequentially every 3 frames.
[0446] The screen display in Figure 10-22(23) corresponds to "I B Nana" shown in Figure 10-29, and the individual display period is 15 frames (approximately 499.5 ms). In other words, the screen display in Figure 10-22(23) is displayed for 15 frames.
[0447] The screen display in Figure 10-22(24) corresponds to (24A) to (24O) in Figures 10-24 to 10-25. Each screen display (24A) to (24O) in Figures 10-24 to 10-25 has a different appearance from the others. Furthermore, each screen display (24A) to (24O) in Figures 10-24 to 10-25 corresponds to "I do Nana C-1" to "I do Nana C-15" shown in Figure 10-29, and the individual display period for each is 2 frames (approximately 66.6 ms). In other words, the screen displays (24A) to (24O) in Figures 10-24 to 10-25 are switched sequentially every 2 frames.
[0448] The screen display in Figure 10-23(25) corresponds to (25A) to (25O) in Figures 10-26 to 10-27. Each screen display (25A) to (25O) in Figures 10-26 to 10-27 has a different appearance from the others. Furthermore, each screen display (25A) to (25O) in Figures 10-26 to 10-27 corresponds to "I do Nana D-1" to "I do Nana D-15" shown in Figure 10-29, and the individual display period for each is 2 frames (approximately 66.6 ms). In other words, the screen displays (25A) to (25O) in Figures 10-26 to 10-27 are switched sequentially every 2 frames.
[0449] The screen display in Figure 10-23(26) corresponds to (26A) to (26E) in Figure 10-28. Each screen display in Figure 10-28 (26A) to (26E) has a different appearance from the others. Furthermore, each screen display in Figure 10-28 (26A) to (26E) corresponds to "I'm taking it home A-1" to "I'm taking it home A-5" shown in Figure 10-29, and the individual display period for each is 3 frames (approximately 99.9 ms). In other words, the screen displays in Figure 10-28 (26A) to (26E) are switched sequentially every 3 frames.
[0450] The screen display in Figure 10-23(27) corresponds to "I'm taking it home, so B" shown in Figure 10-29, and the individual display period is 60 frames (approximately 1998 ms). In other words, the screen display in Figure 10-23(27) is displayed for 60 frames.
[0451] In the third impact sequence, for example, during the period from "I'm taking Nana home A-1" to the first half of "I'm taking Nana home B" as shown in Figure 10-29 (i.e., 150 frames (approximately 4995 ms)), the audio "I'm taking Nana home" is output from speakers 8L and 8R.
[0452] As described above, this embodiment is configured to perform an impact effect that suggests the game is controlled to a jackpot state, in which speakers 8L and 8R output a specific sound during a specific period, and multiple screen displays including impact character displays corresponding to the specific sound are displayed during that specific period. Furthermore, during the specific period of the impact effect, it is possible to display a first specific screen in a predetermined manner, and then display a second specific screen in a manner different from the predetermined manner, and the impact character display is configured to include a first impact character display shown on the first specific screen and a second impact character display shown on the second specific screen. In addition, the second impact character display is configured to be displayed in a different display position than the first impact character display.
[0453] Specifically, in the first impact sequence, the screen display including the first impact text corresponding to the audio "sunny" related to the first impact sequence can be displayed in three different ways (see (4) to (6) in Figures 10-1 to 10-2). In addition, in the second impact sequence, the screen display including the second impact text corresponding to the audio "I" related to the second impact sequence can be displayed in 15 different ways (see Figures 10-15, 10-17 to 10-19, and 10-21). Furthermore, in the second impact sequence, the screen display including the second impact text corresponding to the audio "I have to" related to the second impact sequence can be displayed in 15 different ways (see Figures 10-15 to 10-16, and 10-20 to 10-21). In other words, in the second impact sequence, 30 different screen displays including the second impact text corresponding to the audio "I have to" related to the second impact sequence can be displayed. Furthermore, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take Nana" related to the third impact sequence can be displayed in 41 different ways (see Figures 10-22 to 10-23, 10-24 to 10-27, and 10-29). In addition, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take her home" related to the third impact sequence can be displayed in 6 different ways (see Figures 10-23, 10-28, and 10-29). In other words, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take Nana home" related to the third impact sequence can be displayed in 47 different ways. Furthermore, as shown in Figures 10-1 to 10-2 (4) to (6), Figures 10-15 to 10-20, and Figures 10-22 to 10-28, the impact text is displayed in a different position on each screen display shown during the impact effect. This configuration allows the impact text to be displayed during a specific period when a specific sound is output, and since the display position of the impact text changes, the specific sound and the impact text can be made to stand out to the player.
[0454] Furthermore, in this embodiment, a first specific sound can be output by speakers 8L and 8R during a first specific period of the first impact effect, a second specific sound can be output by speakers 8L and 8R during a second specific period of the second impact effect, and a third specific sound can be output by speakers 8L and 8R during a third specific period of the third impact effect. The third specific period is longer than the second specific period, and the second specific period is longer than the first specific period. Specifically, as shown in Figures 10-4, 10-21, and 10-29, audio related to the first impact effect can be output for 50 frames (approximately 1665 ms) of the first impact effect, audio related to the second impact effect can be output for 133 frames (approximately 4428.9 ms) of the second impact effect, and audio related to the third impact effect can be output for 150 frames (approximately 4995 ms) of the third impact effect. This configuration allows the duration of audio output related to the impact effect to vary depending on when the impact effect is executed, thus drawing attention to the timing of the impact effect's execution.
[0455] Furthermore, in this embodiment, as shown in Figure 10-4, in the first impact effect, the screen display including the first impact text display corresponding to the audio "sunny" related to the first impact effect can be displayed in three different forms.
[0456] Furthermore, as shown in Figure 10-21, in the second impact effect, the screen display including the second impact text display corresponding to the audio "I" related to the second impact effect can be displayed in 15 different forms. In addition, in the second impact effect, the screen display including the second impact text display corresponding to the audio "I have to do it" related to the second impact effect can be displayed in 15 different forms. In other words, in the second impact effect, it is possible to display 30 different screen displays including the second impact text display corresponding to the audio "I have to do it" related to the second impact effect.
[0457] Furthermore, as shown in Figure 10-29, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take Nana" related to the third impact sequence can be displayed in 41 different forms. In addition, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take her home" related to the third impact sequence can be displayed in 6 different forms. In other words, in the third impact sequence, the screen display including the third impact text corresponding to the voice "I'll take Nana home" related to the third impact sequence can be displayed in 47 different forms.
[0458] This configuration allows for attention to be drawn to the timing of the impact effects, as the number of screen displays (including impact text displays corresponding to the audio related to the impact effects) that are displayed vary depending on the timing of the impact effects.
[0459] In this embodiment, the impactful text display related to the impactful effect is shown on multiple screen displays, each with a different configuration, but the configuration is not limited to this. For example, some of the multiple screen displays that show the impactful text display may have the same configuration.
[0460] Specifically, we assume a scenario where there are three different types of screen displays, a first screen display, a second screen display, and a third screen display, each containing impactful text displays corresponding to sound effects related to impactful presentations. In this case, all of the multiple screen displays showing impactful text displays may be in completely different forms (for example, switching between the first screen display, the second screen display, and the third screen display), or some may be in the same form (for example, switching between the first screen display, the second screen display, the first screen display, the second screen display, and the third screen display). In the former case, we will say that the impactful text displays are shown in three forms, and in the latter case, we will say that the impactful text displays are shown in five forms.
[0461] Furthermore, in this embodiment, as shown in Figures 10-4, 10-21, and 10-29, the first impact character display shown on multiple screen displays of the first impact effect can be displayed for a first period, the second impact character display shown on multiple screen displays of the second impact effect can be displayed for a second period longer than the first period, and the third impact character display shown on multiple screen displays of the third impact effect can be displayed for a third period longer than the second period. Specifically, the display period for the first impact character display in the first impact effect is 45 frames (approximately 1498.5 ms), the display period for the second impact character display in the second impact effect is 165 frames (approximately 5494.5 ms), and the display period for the third impact character display in the third impact effect is 180 frames (approximately 5994 ms). With this configuration, the display period of the impact character display differs depending on the timing of the impact effect execution, thus drawing attention to the timing of the impact effect execution.
[0462] Furthermore, in this embodiment, as shown in Figures 10-7 to 10-14, the character (Mumu) 001IWC01 is displayed during the second impact sequence. This character (Mumu) 001IWC01 is also displayed during the SP reach sequence, as shown in Figures 8-12 to 8-18, but in a different manner than in the second impact sequence. Specifically, during the second impact sequence, the character (Mumu) is wearing clothes, but during the SP reach sequence, she is wearing a different hero suit. Note that the change in the character's appearance is not limited to this example; for example, the character may remove a mask after wearing one, or the character may disguise herself, resulting in the same character appearing differently. With this configuration, the appearance of the same character changes depending on the sequence, so that interest in a particular character does not diminish.
[0463] Furthermore, as shown in Figures 8-12 to 8-18, text is also displayed during the SP Reach animation. In this embodiment, the display period for impact text in the impact animation is less than a predetermined period per display mode, while the display period for text in the SP Reach animation is longer than a predetermined period per display mode.
[0464] Figure 10-30 illustrates the display period per display mode of text in an SP Reach (Strongest Reach). As shown in Figure 10-30, the display period per display mode of text in an SP Reach (Strongest Reach) is 45 frames (approximately 1498.5 ms) for "Don't lose" corresponding to Figure 8-16 (34). On the other hand, as shown in Figures 10-4, 10-21, and 10-29, the individual display period for each display mode of impact text display (screen display) in an impact effect is 2 frames (approximately 66.6 ms) for "I will C-1 Nana". In other words, the display period per display mode of impact text display in an impact effect can be shorter than the display period per display mode of text display in an SP Reach effect. With such a configuration, attention can be drawn to the display period of the text display, and attention can be drawn to the text display for each effect.
[0465] The impact effect of this embodiment is characterized by the output of a sound (specific sound) corresponding to a line of dialogue, and the sequential switching of image displays including impactful text displays corresponding to that line of dialogue. The output period of this sound (specific sound) may be longer or shorter than the display period of the impactful text displays.
[0466] Specifically, as shown in Figure 10-4, there are cases where the output period of the sound (specific sound) corresponding to the impact character display is longer than the display period of the impact character display (for example, the part of Figure 10-4 where the corresponding character is not displayed). Also, as shown in Figure 10-21, there are cases where the impact character display is displayed but the corresponding sound (specific sound) is not output (for example, the part of Figure 10-21 that says "You have to do it D-1~5"). Furthermore, as shown in Figure 10-29, there are cases where the output of the corresponding sound (specific sound) ends while the impact character display is still being displayed (for example, the part of Figure 10-29 that says "I'm taking you home B").
[0467] These are all possible forms of impactful effects, and even if the duration of the audio (specific sound) output is shorter than the duration of the impactful text display, the duration of the impactful text display is considered the duration of the impactful effect execution.
[0468] Although the present invention has been described above with reference to embodiments, the present invention is not limited to the embodiments described above. Various modifications to the configuration and details of the present invention can be made that will be understood by those skilled in the art within the scope of the present invention. Each embodiment can be combined with other embodiments as appropriate.
[0469] For example, the specific dialogue effects and related effects of the first embodiment disclosed in feature section 001IW, the character movement actions and pre-character movement action effects and related effects of the second embodiment, and the impact effects and related effects of the third embodiment may be configured to be executable in a single special feature game or in different special feature games.
[0470] As described above, the feature section 001IW discloses the following configurations of a gaming machine, (Means 1-1) to (Means 1-8).
[0471] (Means 1-1) A gaming machine that can be controlled to enter a favorable state for the player (for example, a jackpot state), Sound output means capable of outputting sound (for example, speakers 8L, 8R), A performance control means capable of controlling the sound output means (for example, a performance control CPU 120), It includes a decision-making means (for example, a CPU 103) capable of deciding whether or not to control the system to an advantageous state, The performance control means is, If the decision-making means decides to control the system to a favorable state, it is possible to output a specific audio message multiple times from the sound output means (for example, in the case of a jackpot SP reach (strongest reach) as shown in Figures 8-12 to 8-16, the audio message "Don't lose" can be output a total of two times, in Figure 8-13 (11) and Figure 8-16 (34)). If the decision-making mechanism decides not to control the game to an advantageous state, the sound output mechanism will not output a specific audio message a specific number of times (for example, in the case of an SP reach (strongest reach) where the display result is a loss, as shown in Figures 8-12 to 8-15 and 8-17, the audio message "Don't lose" will be output only once, as shown in Figure 8-13(11)). This configuration allows us to draw attention to the output of audio containing specific content.
[0472] (Means 1-2) There are at least two timings for the output of the aforementioned specific audio content (for example, the timing of the introduction part of the P-reach (Figure 8-13(11)) and the timing of the epilogue part of the SP-reach (Figure 8-16(34))), At least one of the output duration, pitch, and volume of the specified audio content output differs between the first timing and the second timing (for example, in the introductory part of SP Reach (Figure 8-13(11)), the audio output duration is 30 frames (approximately 999 ms), the volume is set to 8 / 10 levels, and the tone (pitch) is low-pitched. On the other hand, in the epilogue part of SP Reach (Figure 8-16(34)), the audio output duration is 45 frames (approximately 1498.5 ms), the volume is set to 5 / 10 levels, and the tone (pitch) is high-pitched. See Figure 8-19). This configuration allows for different effects even with the same specific audio content, because at least one of the output duration, tone, or volume differs depending on when the audio is output. Furthermore, it can be made to appear as if the audio is different from other audio.
[0473] (Means 1-3) Equipped with a light-emitting means (for example, a frame lamp 9b), The emission pattern of the light-emitting means differs depending on whether the audio with the specific content is output at the first timing or at the second timing (when the audio with the specific content "I won't lose!" is output in the introduction part of the SP reach (Figure 8-13(11)), the emission pattern of the frame lamp 9b changes in the order of red, pink, and red. On the other hand, when the audio with the specific content "I won't lose!" is output in the epilogue part of the SP reach (Figure 8-16(34)), the emission pattern of the frame lamp 9b remains white and does not change. See Figures 8-20 and 8-21). This configuration makes it possible to create a different atmosphere when specific audio content is output at the first timing and the second timing.
[0474] (Means 1-4) Equipped with display means (for example, an image display device 5), The display means is capable of displaying a specific display corresponding to the specific content at the timing when the audio of the specific content is output (for example, in the image display device 5, a visual effect is performed in which the text "I won't lose!" corresponding to the character (Mumu)'s line is displayed. See Figures 8-13(11) and 8-16(34)). The light-emitting means is When the audio of the specific content is output at the first timing, the light is emitted in a specific manner different from the light emission manner prior to the specific display (for example, when the audio of the specific content "Don't give up!" is output in the introduction part of the SP reach (Figure 8-13(11)), the light emission manner of the frame lamp 9b changes in the order of red, pink, red, and the text display "Don't give up!" on the image display device 5 is displayed in a red color. See Figure 8-20). When the audio of the specific content is output at the second timing, the light is emitted in the same predetermined manner as the light emission manner prior to the specific display (for example, when the audio of the specific content "Don't give up!" is output in the epilogue part of the SP reach (Figure 8-16(34)), the light emission manner of the frame lamp 9b remains white and does not change, and the text display "Don't give up!" on the image display device 5 is displayed in rainbow colors. See Figure 8-21). This configuration makes it possible to create a different atmosphere when specific audio content is output at the first timing and the second timing.
[0475] (Means 1-5) The aforementioned display means is At the first timing in which the audio of the specified content is output, a first specific display corresponding to the specified content (for example, the screen display in the introduction part of SP Reach (Figure 8-13(11))) can be displayed. At the second timing in which the audio of the specified content is output, a second specified display corresponding to the specified content (for example, the screen display of the epilogue part of SP Reach (Figure 8-16(34))) can be displayed. The first and second specific representations include a text representation relating to the specific content and a background representation different from the text representation. The background display included in the first specific display (for example, a background image with a radial pattern) and the background display included in the second specific display (for example, a background image of a cityscape) are different from each other. This configuration allows for variations in the impression given, as different types of displays are shown depending on the timing of the output of specific audio content.
[0476] (Means 1-6) The display position of the text differs between the first specific display and the second specific display (for example, in the screen display of the introductory part of SP Reach (Figure 8-13(11)), the text "Don't give up!" is displayed vertically on the left side of the display area of the image display device 5. On the other hand, in the screen display of the epilogue part of SP Reach (Figure 8-16(34)), the text "Don't give up!" is displayed horizontally at the bottom of the display area of the image display device 5). This configuration allows text to be displayed in different positions depending on when specific audio content is output, thus creating a different impression.
[0477] (Means 1-7) A gaming machine that displays identification information (for example, special symbols) in a variable manner, The display means is capable of displaying a variable display of decorative identification information (for example, a decorative pattern) corresponding to the variable display of the identification information. The aforementioned performance control means is capable of executing a notification performance (e.g., SP reach) that can notify whether or not the system is controlled to the advantageous state, The period during which the audio of the specified content can be output includes at least a predetermined period from the start of the variable display of the decorative identification information until the execution of the notification effect (for example, the pre-reach period before a reach is established, and the post-reach period after a reach is established but before the start of an SP reach), and a specific period during which the notification effect is being executed (for example, the SP reach period during which an SP reach is being executed) (for example, the first dialogue effect and the second dialogue effect can be executed. See Figures 8-22 and 8-23). The probability of the notification effect being executed is higher when the audio of the specific content is output during the predetermined period than when the audio of the specific content is not output during the predetermined period (for example, a variation pattern including an SP reach is more likely to result in the execution of the first and second dialogue effects than a variation pattern without an SP reach, and is more likely to result in the execution of the second effect, which includes the display of text and audio output corresponding to the specific content "Don't lose!". See Figure 8-24). This configuration allows us to draw attention to the fact that audio of a specific content is being output.
[0478] (Means 1-8) The performance control means can execute performances using a first performance pattern that notifies that the system will be controlled to the advantageous state (for example, a performance pattern that transitions from Figure 8-15(28) to Figure 8-16(24), i.e., a performance pattern when any of the variation patterns PA-8 to PA-10 is selected), and a second performance pattern that notifies that the system will not be controlled to the advantageous state and then notifies that the system will be controlled to the advantageous state (for example, a performance pattern that transitions from Figure 8-15(28) to Figure 8-18(41), i.e., a performance pattern when a variation pattern that performs a revival performance is selected). When executing the first performance pattern, the sound output means can output the audio of the specific content a specific number of times (for example, the audio of the specific content "I won't lose!" can be output a total of two times, in the introduction part of the SP reach (Figure 8-13(11)) and the epilogue part (Figure 8-16(34))), When executing the second performance pattern, the sound output means does not output the audio of the specific content the specified number of times (for example, the audio of the specific content "I won't lose!" is output only once during the introduction part of the SP reach (Figure 8-13(11))). This configuration allows us to draw attention to the number of times a specific audio message is output, and also to create anticipation even if it is not output a specific number of times.
[0479] Furthermore, the following configurations of gaming machines are disclosed in the feature section 001IW: (Method 2) to (Method 2-6).
[0480] (Measure 2) A gaming machine that can be controlled to enter a favorable state for the player (for example, a jackpot state), Display means (for example, image display device 5), The system includes a performance control means (for example, a performance control CPU 120) capable of controlling the aforementioned display means, The aforementioned performance control means is capable of executing specific performances (for example, character movement actions) and suggestive performances (performances relating to the display results of variable displays, such as performances indicating that a reach has been established, reach performances, performances that suggest the possibility of a big win in the display result, or performances that suggest that the expectation of a big win has increased (such as performances in which an object with the text "Super Hot!" is displayed)), The aforementioned specific performance is a series of performances that display at least a predetermined character (for example, character (Bakuchu) 001IWC03) and a specific object (for example, decorative pattern (object 001IWO01)) on the display means. The aforementioned series of performances A first scene in which the predetermined character is displayed behind the aforementioned specific object (for example, the scenes in Figures 9-3(6) to (7)), A second scene that occurs after the first scene, in which the predetermined character is displayed in front of the specific object (for example, scenes (8) to (13) in Figures 9-3 to 9-5), The third scene (for example, (14) to (21A) in Figures 9-5 to 9-6) is a scene that occurs after the second scene and is displayed in front of the specific object, in which the predetermined character acts on the specific object. The aforementioned performance control means can execute the suggestive performance according to the performance result of the third scene (for example, depending on the performance result of the third scene of the character movement action, a performance in which a reach-type decorative symbol appears and a reach is established, or a reach performance is executed. See Figures 9-7 (23A) to (24A)). A gaming machine characterized by the following features. This configuration makes it appear as if a given character has moved from behind a specific object to the front, thereby highlighting the character's presence. As a result, attention can be drawn to the effect of the character's interaction with the specific object.
[0481] (Means 2-1) The aforementioned specific object includes at least a first specific object (e.g., a decorative pattern (object 001IWO01)) and a second specific object (e.g., a board (object 001IWO02)), The predetermined character includes at least a first predetermined character (e.g., character (Bakuchu) 001IWC03) and a second predetermined character (e.g., character (Jam) 001IWC04), In the aforementioned specific performance, the probability of being controlled to the advantageous state is higher when the second predetermined character is displayed than when the first predetermined character is displayed. In the aforementioned specific performance, the probability of being controlled to the advantageous state is higher when the second specific object is displayed than when the first specific object is displayed (for example, as shown in Figure 9-19, there are multiple character movement action patterns that differ in the combination of a predetermined character and a specific object used in the character movement action. And, as shown in Figures 9-20 and 9-21, the character movement action pattern lottery table is configured such that the probability of which character movement action pattern is determined differs depending on whether the display result is a jackpot or a miss). This configuration allows us to focus on specific types of characters and objects.
[0482] (Means 2-2) The aforementioned performance control means is capable of executing a specific suggestion performance (for example, a pre-performance for a character movement action) that indicates that the specific performance will be performed before the specific performance is performed. The aforementioned specific object is an object that uses numbers (for example, a decorative pattern), The aforementioned specific suggestive presentation is a presentation in which multiple specific objects are displayed in a manner in which the numbers corresponding to each object are arranged in a predetermined order (for example, ascending or descending order) (for example, in a sequential or reverse sequential state). This configuration allows us to draw attention to the numbers of a specific object.
[0483] (Means 2-3) A gaming machine that displays identification information (for example, special symbols) in a variable manner, The display means is capable of displaying a variable display of decorative identification information (for example, a decorative pattern) corresponding to the variable display of the identification information. The aforementioned performance control means is It is possible to execute a notification effect (for example, an SP reach effect) that can notify whether or not the game is controlled to the aforementioned advantageous state, The specific performance can be performed during the first period before the decoration identification information enters a reach state (for example, the pre-reach period), the second period from when the decoration identification information enters the reach state until the notification performance is executed (for example, the post-reach period), and the third period during which the notification performance is executed (for example, the SP reach period). The probability of being controlled to the advantageous state is higher when the specific performance is executed during the third period than when the specific performance is executed during the second period. The probability of being controlled to the advantageous state is higher when the specific performance is executed during the second period than when the specific performance is executed during the first period (for example, the character movement action lottery table shown in Figure 9-18 is configured such that the probability of determining "none" (no execution) is lower when the display result is a jackpot than when it is a miss. Also, the character movement action lottery table is configured such that when the display result is a jackpot, the probability of determining the execution timing increases in the order of third timing (SP reach period) > second timing (post-reach period) > first timing (pre-reach period). In other words, the probability of a jackpot increases in the order of determination "third timing" (SP reach period) > "second timing" (post-reach period) > "first timing" (pre-reach period) > "none" (no execution). This configuration allows viewers to focus on the timing of when specific effects are executed.
[0484] (Means 2-4) The background display during the execution of the aforementioned specific suggestive effect is a predetermined background display. The background display during the execution of the aforementioned specific performance is a specific background display different from the predetermined background display (for example, as shown in Figures 9-2(3) and (4), the background display during the execution of the pre-performance for character movement actions is a cityscape background image. On the other hand, as shown in Figures 9-3 to 9-6 (6) to (18), the background display during the execution of character movement actions is a background image different from the cityscape background image (for example, a background image for character movement actions)). This configuration makes it easier to recognize that a specific effect is being performed when the background display changes.
[0485] (Means 2-5) The performance control means can display a start indicator that indicates the start of the specific performance during the period from when the specific suggestion performance is performed until the specific performance is performed (for example, in the image display device 5, an effect display is performed in which the light diffusion effect image 001IWE01 covers the decorative pattern (Figure 9-3(5))). This configuration makes it easier to recognize when a specific effect is about to begin.
[0486] (Means 2-6) The aforementioned specific performance includes a first pattern in which the predetermined character moves in front of the predetermined object in a first movement pattern when transitioning from the first scene to the second scene, and a second pattern in which the predetermined character moves in front of the predetermined object in a second movement pattern different from the first movement pattern (for example, in the first performance pattern shown in Figures 9-2 to 9-7, an example of a movement pattern is shown in which the character (Bakuchu) 001IWC03 jumps over the decorative pattern (object 001IWO01) and moves to the front. On the other hand, in the second performance pattern shown in Figures 9-8 to 9-11, an example of a movement pattern is shown in which the character (Bakuchu) 001IWC03 approaches the decorative pattern (object 001IWO01), passes underneath it, and moves to the front). The proportion of control to the advantageous state differs between the first pattern and the second pattern (for example, as shown in Figure 9-19, there are multiple character movement action patterns that define the character's movement pattern in a character movement action. And, as shown in Figures 9-20 and 9-21, the character movement action pattern lottery table is configured such that the proportion of which character movement action pattern is determined differs depending on whether the display result is a jackpot or a miss). This configuration allows attention to be drawn to the movement patterns of a given character.
[0487] Furthermore, the following configurations of gaming machines are disclosed in the feature section 001IW: (Method 3) to (Method 3-5).
[0488] (Measure 3) A gaming machine that can be controlled to enter a favorable state for the player (for example, a jackpot state), Sound output means capable of outputting sound (for example, speakers 8L, 8R), Display means (for example, image display device 5), The system includes a sound output means and a performance control means (for example, a performance control CPU 120) capable of controlling the display means, The aforementioned performance control means is An effect that suggests being controlled to the aforementioned advantageous state, wherein a specific effect (e.g., an impact effect) can be executed in which a specific sound is output by the sound output means during a specific period, and multiple specific screens including the display of specific characters corresponding to the specific sound (e.g., impact character display) are displayed during the specific period, During the specified period of the specified performance, it is possible to display a first specified screen in a predetermined manner as the specified screen, and then display a second specified screen in a manner different from the predetermined manner (for example, in the first impact performance, it is possible to display a screen display including the first impact text display corresponding to the voice "sunny" related to the first impact performance in three different manners (see (4) to (6) in Figures 10-1 to 10-2). Also, in the second impact performance, it is possible to display a screen display including the second impact text display corresponding to the voice "I" related to the second impact performance in 15 different manners (see Figures 10-15, 10-17 to 10-19, and 10-21). Also, in the second impact performance, it is possible to display a screen display including the second impact text display corresponding to the voice "I have to" related to the second impact performance in 15 different manners (see Figures 10-15 to 10-16, and 10-20 to 10-21). (See 10-21). In other words, in the second impact sequence, 30 different screen displays are possible, including the second impact text display corresponding to the audio "I have to do it" related to the second impact sequence. Also, in the third impact sequence, 41 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take Nana" related to the third impact sequence (see Figures 10-22 to 10-23, 10-24 to 10-27, and 10-29). Also, in the third impact sequence, 6 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take her home" related to the third impact sequence (see Figures 10-23, 10-28, and 10-29). In other words, in the third impact sequence, 47 different screen displays are possible, including the third impact text display corresponding to the audio "I'll take Nana home" related to the third impact sequence. The aforementioned specific character display includes a first specific character display displayed on the first specific screen and a second specific character display displayed on the second specific screen. The second specific character display can be displayed in a different position than the first specific character display (for example, in each screen display shown in the impact effect, the impact character display is displayed in a different position. See Figures 10-1 to 10-2 (4) to (6), Figures 10-15 to 10-20, and Figures 10-22 to 10-28). A gaming machine characterized by the following features. This configuration allows for the display of specific characters during specific periods when a specific sound is emitted, and furthermore, the display position of these characters changes, thus imprinting both the specific sound and the specific character display on the player's mind.
[0489] (Measure 3-1) The aforementioned performance control means is capable of executing a notification performance that can notify whether or not the system is controlled to the advantageous state, The aforementioned specific performance includes a first specific performance, a second specific performance, and a third specific performance (for example, a first impact performance, a second impact performance, and a third impact performance) that can be executed at different times from each other. The aforementioned specific sound includes a first specific sound, a second specific sound, and a third specific sound. The first specific performance and the second specific performance are performed before the notification performance is performed. The third specific effect is performed when the notification effect is being performed. During the first specific period of the first specific performance, the sound output means can output the first specific sound. During the second specific period of the second specific performance, the sound output means can output the second specific sound. During the third specific period of the third specific performance, the sound output means can output the third specific sound. The third specified period is a longer period than the second specified period. The second specified period is longer than the first specified period (for example, audio related to the first impact effect can be output for 50 frames (approximately 1665 ms) of the first impact effect, audio related to the second impact effect can be output for 133 frames (approximately 4428.9 ms) of the second impact effect, and audio related to the third impact effect can be output for 150 frames (approximately 4995 ms) of the third impact effect. See Figures 10-4, 10-21, and 10-29). This configuration allows for different sound output durations depending on the timing of a specific effect, thus drawing attention to the timing of when a particular effect is performed.
[0490] (Measure 3-2) The first specific performance is capable of displaying the first specific screen, The second specific performance can display a second number of the specific screens, which is greater than the first number. The third specific performance can display a third number of the specific screens, which is greater than the second number (for example, in the first impact performance, a screen display including the first impact text display corresponding to the voice "sunny" related to the first impact performance can be displayed in three different forms. Also, in the second impact performance, a screen display including the second impact text display corresponding to the voice "I" related to the second impact performance can be displayed in 15 different forms. Furthermore, in the second impact performance, a screen display including the second impact text display corresponding to the voice "I have to do it" related to the second impact performance can be displayed in 15 different forms. In other words, in the second impact performance, in response to the voice "I have to do it" related to the second impact performance Thirty different screen displays, including the corresponding second impact text display, can be shown. Furthermore, as shown in Figure 10-29, in the third impact effect, 41 different screen displays, including the third impact text display corresponding to the voice "I'll take Nana" related to the third impact effect, can be shown. Additionally, in the third impact effect, six different screen displays, including the third impact text display corresponding to the voice "I'm taking Nana home" related to the third impact effect, can be shown. In other words, in the third impact effect, 47 different screen displays, including the third impact text display corresponding to the voice "I'm taking Nana home" related to the third impact effect, can be shown (see Figures 10-4, 10-21, and 10-29). This configuration allows for the display of different types of specific screens depending on the timing of a particular effect, thus drawing attention to the timing of when that effect is executed.
[0491] (Means 3-3) The aforementioned performance control means is The specific characters displayed on multiple specific screens of the first specific performance can be displayed for a first period of time. The specific characters displayed on multiple specific screens of the second specific performance can be displayed for a second period longer than the first period. The specific characters displayed on multiple specific screens of the third specific effect can be displayed for a third period longer than the second period (for example, the display period for the first impact character display in the first impact effect is 45 frames (approximately 1498.5 ms), the display period for the second impact character display in the second impact effect is 165 frames (approximately 5494.5 ms), and the display period for the third impact character display in the third impact effect is 180 frames (approximately 5994 ms). See Figures 10-4, 10-21, and 10-29). This configuration allows for different display periods for specific text depending on the timing of a particular effect, thus drawing attention to the timing of when a specific effect is performed.
[0492] (Means 3-4) The second specific effect is an effect that suggests the notification effect will be performed, The second specific effect and the notification effect are capable of displaying a specific character on the display means, The specific character displayed in the second specific performance is displayed in the first aspect, The specific character displayed in the notification effect is displayed in a second form different from the first form (for example, during the first and second impact effects, the character (Mumu) is wearing clothes, but during the SP reach, she is wearing a hero suit different from those clothes. See Figures 10-1 to 10-2, 10-7 to 10-14, and 8-12 to 8-18). This configuration allows the behavior of the same character to change depending on the presentation, thus preventing a decrease in interest in that particular character.
[0493] (Means 3-5) The aforementioned notification effect is an effect that displays text, The display period for the specific character display in the aforementioned specific performance is less than a predetermined period per display mode (for example, 2 frames of "I am Nana C-1", approximately 66.6 ms; see Figures 10-4, 10-21, and 10-29). The display period for the text in the notification effect is at least the predetermined period for each display mode (for example, 45 frames, approximately 1498.5 ms, for "Don't lose" corresponding to Figure 8-16(34). See Figure 10-30. This configuration allows attention to be drawn to the display period of the text, and to focus on the text displayed for each effect.
[0494] Furthermore, the pachinko game machine 1 shown in Figure 8-1 is equipped with decorative parts depicting various characters and letters. Examples of these decorative parts include a movable body 32 depicting "POWERFUL II", a decorative member 101 and a board decoration 102 depicting Mumu, a board decoration 103 depicting Bakuchu, and a board decoration 9C depicting a "V".
[0495] These decorative parts are formed by inkjet printing or insert molding. In conventional inkjet printing, printing is performed on the surface side (the so-called player side) of a transparent molded product such as acrylic (sometimes called surface inkjet printing).
[0496] On the other hand, insert molding is a type of plastic injection molding method. In this method, an insert part (for example, a sheet-like part with a character drawn on it) is placed inside a mold, and resin is filled around it to integrate it. This method makes it possible to obtain a molded product with a sense of depth, where the resin and the insert part are integrated.
[0497] The decorative parts created using insert molding have a cross-sectional structure of "resin → insert → resin," which gives them a glossy and shiny appearance from the player's perspective, making them look better. From the developer's perspective, there is also the advantage of increased strength due to the parts being integrated into a single unit.
[0498] However, with surface inkjet printing, if depth is added, the ink cannot penetrate into the fine details, resulting in improper printing. Also, because the printing is applied to the surface, the gloss and shine of the molded product are hidden, resulting in an inferior aesthetic compared to insert molding.
[0499] During the development phase, decorative parts using insert molding are desirable for their aesthetic appeal, but surface inkjet printing is less expensive. Therefore, insert molding is often used for decorative parts that need to be particularly emphasized, while surface inkjet printing is used for other decorative parts.
[0500] Based on these considerations, we will utilize a method of inkjet printing on the back side (the side opposite the player) rather than the conventional front side (sometimes called reverse inkjet printing). This method makes it possible to create decorative parts with an appearance similar to insert molding at a cost equivalent to front inkjet printing.
[0501] Furthermore, when inkjet printing is applied to a movable part, the printed area may peel off due to contact with the disc surface components during movement. For this reason, insert molding was sometimes used in the past, but by using inkjet printing on the back, the printed surface does not come into direct contact, thus preventing peeling. In addition, printing on the back side ensures a certain depth, so even with some contact, the printed surface will not be reached, making it less likely to peel.
[0502] Reverse inkjet printing offers the same cost as front inkjet printing while achieving the same appearance as insert molding. Therefore, it allows for the production of aesthetically pleasing decorative parts while keeping costs down.
[0503] Furthermore, it is possible to combine front-side and back-side inkjet printing. This feature allows for selective use: back-side inkjet printing can be used to create a glossy or shiny finish in areas where a bright atmosphere is desired (for example, areas using bright colors such as yellow or blue), while front-side inkjet printing can be used to reduce gloss and shine in areas where a dark atmosphere is desired (for example, areas using dark colors such as black or gray). [Explanation of symbols]
[0504] 1 ... Pachinko gaming machine 2 ... Game board 3 ... Frame for gaming machines 4A, 4B... Special Pattern Display Device 5 ... Image display device 6A ... Prize ball device 6B ... Variable prize ball device 7... Special variable prize ball device 8L, 8R ... Speakers 9... Game effect lamp 10... General Prize Entrance 11 ... Main board 12 ... Performance control board 13 ... Voice control board 14 ... Lamp control board 15 ... relay board 20 ... Standard pattern display 21 ... Gate switch 22A, 22B... Starter switch 23 ... Count switch 30... Ball-hitting control handle 31A ... Stick Controller 31B ... Push button 32 ... Movable body 100 ... Microcomputer for game control 101, 121 ... ROM 102, 122... RAM 103 ... CPU 104, 124... Random number circuit 105, 125 ... I / O 120 ... CPU for performance control 123 ... Display Control Unit
Claims
[Claim 1] A gaming machine that can be controlled to create a favorable state for the player, A sound output means capable of outputting sound, Display means and The system comprises a sound output means and a performance control means capable of controlling the display means, The aforementioned performance control means is An effect that suggests being controlled to the aforementioned advantageous state, wherein a specific effect can be executed in which a specific sound is output by the sound output means during a specific period, and multiple specific screens including the display of specific characters corresponding to the specific sound are displayed during the specific period, During the specified period of the specified performance, it is possible to display a first specified screen in a predetermined manner, and then display a second specified screen in a manner different from the predetermined manner, The aforementioned specific character display includes a first specific character display displayed on the first specific screen and a second specific character display displayed on the second specific screen. The second specific character display can be displayed in a different display position from the first specific character display. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2016198357A