Gaming Machines
The gaming machine addresses the infrequent display of performance results by implementing a special performance execution mechanism that increases advantageous outcomes and adjusts display patterns, enhancing player engagement and excitement.
Patent Information
- Application Number
- JP2021070887
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-20
- Publication Date
- 2025-01-22
- Estimated Expiration
- 2041-04-20
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, often display performance results infrequently, leading to a lackluster impression despite high anticipation, necessitating improvement in performance display frequency and variety.
The gaming machine incorporates a special performance execution mechanism that allows multiple types of performance results, with varying rates of advantage for the player based on the type of result, increasing the frequency and duration of advantageous outcomes as the specific results are achieved, and adjusting the display patterns to enhance player engagement.
This configuration enhances player engagement by ensuring that even with fewer displayed performance results, the perceived value and excitement are maintained through strategic control of advantageous outcomes, avoiding a plain performance impression.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines on which games can be played. [Background technology]
[0002] Some gaming machines are configured to launch a gaming ball, which is a gaming medium, into a gaming area by a launching device, and when the gaming ball enters a winning area such as a winning slot provided in the gaming area, a predetermined winning value is awarded to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display means capable of variably displaying (also called "variable") identification information, and are configured to award a predetermined gaming value to the player when the display result of the variable display of the identification information on the variable display means becomes a specific display result.
[0003] Also, after a predetermined number of bets on predetermined gaming media is set for one game, the player operates a start lever to start the variable display of identification information by the variable display device, and the player operates a stop button provided corresponding to each variable display device to stop the variable display of identification information within a predetermined maximum delay time from the timing of the operation, a prize is won according to the display result derived when the variable display of all the variable display devices is stopped, predetermined gaming media are paid out in accordance with the prize, and when a specific prize is won, the game state is changed to a state in which a predetermined gaming value is given to the player (so-called slot machine).
[0004] The winning value is to pay out prize balls or to give points or prizes according to the winning of a game ball in the winning area. Also, the game value is to make the state of the variable winning ball device provided in the game area of the gaming machine become advantageous for the player, making it easier for the ball to win, to generate the right to become advantageous for the player, or to make it easier for the conditions for the prize ball to be satisfied, when a specific display result is achieved.
[0005] In a pachinko game machine, a "jackpot (advantageous state)" occurs when a predetermined specific display mode is derived and displayed as a display result of the variable display of the special pattern (identification information) that is started by the variable display means based on the entry of a game ball into the start winning hole. The derived display means the stop display of the pattern. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and the state transitions to a big prize game state in which the ball is likely to win. Then, if a predetermined number (for example, 10) of big prize winning holes are won during each opening period, the big prize winning hole is closed. Then, the number of times the big prize winning hole is opened is fixed to a predetermined number (for example, 16 rounds). An opening time (for example, 29 seconds) is determined for each opening, and the big prize winning hole is closed when the opening time has elapsed even if the number of winning holes does not reach the predetermined number. Hereinafter, the opening period of each big prize winning hole may be referred to as a round.
[0006] In such gaming machines, there are some that are configured to be able to execute special effects that can display the results of the effects multiple times, or that are configured to be able to display multiple types of results of the effects. For example, Patent Document 1 describes that a long effect is executed that is composed of a series of continuous images and is classified into multiple block effects, with a predetermined interruption effect as a delimiter. Patent Document 2 also describes that a present box is opened during the variable display that is the subject of the notice, and a present image is displayed, and depending on the displayed present image, one of the pseudo consecutive notice effects, the development destination notice effect, or the active hold notice effect is executed. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] JP 2016-010694 A (paragraph 0084, Figure 5) [Patent Document 2] JP 2015-134097 A (paragraphs 0370, 0402-0406, figures 47-51) Summary of the Invention [Problem to be solved by the invention]
[0008] By combining the gaming machines described in Patent Document 1 and Patent Document 2, it is possible to display the performance results multiple times, and it is possible to display multiple types of performance results. However, even if a performance result with high expectations is displayed, if the number of times that the performance result is displayed is small, it may give a dull impression, and there is room for improvement in the performance of displaying performance results continuously.
[0009] Therefore, an object of the present invention is to provide a gaming machine that can avoid giving the impression that the presentation is dull even if the number of times the presentation result is displayed is small. [Means for solving the problem]
[0010] The gaming machine of the present invention is A gaming machine capable of playing a game, A special effect execution means is provided for executing a special effect capable of deriving an effect result multiple times, The performance results derived in the special performance include a plurality of types of first results and a second result that suggests that the second result will be controlled to a state more advantageous to the player than the first results, In the special effect, a ratio of the special effect being controlled to a state advantageous to a player varies depending on which type of the first result is derived as a result of the special effect; In the special effect, the more times the second result is derived as a performance result, the higher the probability of being controlled to a state advantageous to the player; In the special performance, when the first result is derived at a predetermined number of times, the probability of deriving the first result of a type that is more likely to be controlled to a state advantageous to a player is higher than when the first result is derived at a specific number of times that is less than the predetermined number of times; After the special effect is executed, one of a plurality of types of suggestive effects that suggest that the game will be controlled to be advantageous to the player can be executed; Depending on the number of times that the second result is derived in the special performance, the ratio of which of the multiple types of suggestive performances is executed varies. the law of nature, The special effect execution means includes: In the special effect, the second result can be displayed a first number of times, a second number of times greater than the first number of times, and a third number of times greater than the second number of times as an effect result; In the special effect, when the second result is displayed the second number of times as a result of the effect, a proportion of the first result being displayed more frequently as a result of the effect is higher than a proportion of the second result being displayed the first number of times as a result of the effect, In the special effect, when the second result is displayed the second number of times as a result of the effect, the rate at which the first result is displayed more frequently as a result of the effect is higher than when the second result is displayed the third number of times. It is characterized by: The other gaming machine is a gaming machine capable of playing a game, and includes a special effect execution means (for example, a part in the effect control CPU 120 that selects a process table including a special effect in step 002IWS104 and executes steps 002IWS106 and S305) capable of executing a special effect (for example, the special effects shown in Figs. 8-20 to 8-26) capable of displaying the effect result multiple times, and a result display count pattern (for example, variable patterns PA07 to PA21, PB07 to PB21) that determines the number of times the effect result is displayed in the special effect. The special effect execution means is capable of displaying a plurality of types of effect results as the effect results in the special effect, including a first result (e.g., a failure image) and a second result (e.g., a character image) that suggests that the effect is more advantageous to the player than the first result, and the more times the second result is displayed as the effect result in the special effect, the higher the probability that the effect will be suggested to be advantageous to the player (for example, as shown in FIG. 8-1 and 8-2, the larger the number of characters acquired in the special performance, the higher the jackpot expectation (reliability) is configured. The result display count pattern determination means can determine a plurality of types of result display count patterns including a first result display count pattern (for example, variable patterns PA08, PA09, PB08, PA09 in which the number of possible operations is 3) and a second result display count pattern in which the performance result is displayed more frequently than the first result display count pattern (for example, variable patterns PA10-PA21, PB10-PB21 in which the number of possible operations is 4 or more). In the special performance, a second result display count pattern can be determined when the second result is displayed a first number of times (e.g., once) as the performance result, and a first result display count pattern can be determined when the second result is displayed a second number of times (e.g., twice) which is greater than the first number of times as the performance result, and the special performance execution means executes the special performance so that the performance period (e.g., 5 seconds) when displaying the second result as the performance result is longer than the performance period (e.g., 1 second) when displaying the first result as the performance result (see Figures 8-17 and 8-18).With such a configuration, even if the number of times the performance result is displayed is small, it is possible to avoid giving the impression that the performance is dull. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing a specific example of a fluctuation pattern table. [Figure 8-2] An explanatory diagram showing a specific example of a fluctuation pattern table. [Figure 8-3] 13 is a flowchart showing a variable display start setting process. [Figure 8-4] 13 is a flowchart showing a special effect setting process. [Figure 8-5] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-6] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-7] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-8] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-9] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-10]FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-11] FIG. 13 is an explanatory diagram showing a specific example of an effect pattern determination table. [Figure 8-12] FIG. 13 is an explanatory diagram showing a specific example of a character image determination table. [Figure 8-13] FIG. 13 is an explanatory diagram showing a specific example of a character image determination table. [Figure 8-14] FIG. 13 is an explanatory diagram showing a specific example of a character image determination table. [Figure 8-15] FIG. 13 is an explanatory diagram showing a specific example of a failure image determination table. [Figure 8-16] 13 is a flowchart showing a variable display performance process. [Figure 8-17] FIG. 13 is an explanatory diagram showing an example of a time chart when a special effect is executed. [Figure 8-18] FIG. 13 is an explanatory diagram showing another example of a time chart when a special effect is executed. [Figure 8-19] FIG. 13 is an explanatory diagram showing an example of a time chart when a super reach performance is executed. [Figure 8-20] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-21] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-22] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-23] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-24] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-25] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-26] FIG. 13 is an explanatory diagram for explaining specific examples of the presentation aspects of special effects. [Figure 8-27] 13 is a flowchart showing a pre-reading notice setting process in a modified example. [Figure 8-28]13 is a flowchart showing a variable display start setting process in a modified example. [Figure 8-29] A flowchart showing the pending / active preview performance setting process in a modified example. [Figure 8-30] FIG. 13 is an explanatory diagram showing a specific example of a symbol replacement determination table. [Figure 8-31] 13 is a flowchart showing a variable display effect process in a modified example. [Figure 8-32] 13 is a flowchart showing a variable display effect process in a modified example. [Figure 8-33] FIG. 13 is an explanatory diagram for explaining a specific example of a presentation mode in a modified example. [Figure 8-34] FIG. 13 is an explanatory diagram for explaining a specific example of a presentation mode in a modified example. [Figure 8-35] FIG. 13 is an explanatory diagram for explaining a specific example of a presentation mode in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0013] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0014] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.
[0015] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.
[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0021] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0023] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0024] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.
[0025] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0026] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning 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, and the game ball can easily enter the large prize opening.
[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0029] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.
[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0031] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0032] A regular symbol reserved indicator 25C is provided above the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0034] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0035] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0036] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0037] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine 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.
[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0039] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0041] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0042] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0043] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0044] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0045] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0046] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".
[0047] After the display result in the special game becomes "big win", the game state is controlled to a big win game state that is advantageous to the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.
[0048] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0049] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0050] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.
[0051] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".
[0052] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0053] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0054] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0055] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0056] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0057] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0058] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.
[0059] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.
[0060] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0061] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0062] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0063] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0064] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0065] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0066] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".
[0067] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0068] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0069] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0070] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.
[0071] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0072] (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 the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like.
[0073] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0074] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with 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.
[0075] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0076] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0077] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0078] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0079] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0080] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0081] 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 according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0082] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0083] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0084] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0085] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0086] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0087] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0088] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0089] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0090] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0091] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0092] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0093] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0094] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0095] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0096] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, 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), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0097] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0098] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the machine becomes unable to operate due to the power supply stop. In this power supply stop processing, a processing for turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection processing for the RAM 102, and the like are executed. The data protection processing includes adding an error detection code (checksum, parity bit, etc.) and a processing for backing up various data. The backed up data includes various data for progressing the game (including various flags, the states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization processing (step S8) is executed.
[0099] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.
[0101] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.
[0102] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.
[0103] After completing the recovery process 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, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.
[0104] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process 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, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0105] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).
[0106] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0107] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0108] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0109] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.
[0110] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0111] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol 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 reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. 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 consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0112] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0113] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0114] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0115] 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 a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0116] 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 a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "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 a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0117] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0118] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of 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 the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0119] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0120] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0121] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0122] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0123] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0124] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting 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, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0125] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0126] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming 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 taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a 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 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0128] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0129] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0130] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.
[0131] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0132] The variable display start waiting process in step S170 is executed when the value of the performance 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 the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0133] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0134] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0135] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.
[0136] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0137] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0138] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.
[0139] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.
[0140] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0141] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0142] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0143] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.
[0144] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0145] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0146] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0147] (Explanation of feature part 002IW) Next, characteristic part 002IW will be described.
[0148] (Fluctuation pattern table) FIG. 8-1 and FIG. 8-2 are explanatory diagrams showing a specific example of the fluctuation pattern table in the feature part 002IW. Among them, FIG. 8-1 shows a specific example of the fluctuation pattern table for a miss. Also, FIG. 8-2 shows a specific example of the fluctuation pattern table for a jackpot. As shown in FIG. 8-1, in this example, in the case of a miss, the fluctuation pattern is determined to be one of the fluctuation patterns PA00 to PA21, each determined with a probability of A00 to A21. Also, as shown in FIG. 8-2, in this example, in the case of a jackpot, the fluctuation pattern is determined to be one of the fluctuation patterns PB01 to PB21, each determined with a probability of B01 to B21.
[0149] In this example, the variation pattern PA00 is a variation pattern that specifies normal variation. Also, the variation patterns PA01 and PB01 are variation patterns that specify the execution of a normal reach during the display of the decorative pattern variation. Also, the variation patterns PA02 and PB02 are variation patterns that specify the execution of a super reach A during the display of the decorative pattern variation. Also, the variation patterns PA03 and PB03 are variation patterns that specify the execution of a super reach B during the display of the decorative pattern variation. Also, the variation patterns PA04 and PB04 are variation patterns that specify the execution of a super reach C during the display of the decorative pattern variation. Also, the variation patterns PA05 and PB05 are variation patterns that specify the execution of a super reach D during the display of the decorative pattern variation. Also, the variation patterns PA06 and PB06 are variation patterns that specify the execution of a super reach E during the display of the decorative pattern variation.
[0150] In this example, the jackpot expectation (reliability) = B02 / (case of Super Reach A) when Super Reach A is executed is higher than the jackpot expectation (reliability) = B01 / (case of normal reach) when normal reach is executed. Also, in this example, the jackpot expectation (reliability) = B03 / (case of Super Reach B) when Super Reach B is executed is even higher than the jackpot expectation (reliability) = B02 / (case of Super Reach A) when Super Reach A is executed. Also, in this example, the jackpot expectation (reliability) = B04 / (case of Super Reach C) when Super Reach C is executed is even higher than the jackpot expectation (reliability) = B03 / (case of Super Reach B) when Super Reach B is executed. Also, in this example, the jackpot expectation (reliability) = B05 / (case of Super Reach D) when Super Reach D is executed is higher than the jackpot expectation (reliability) = B04 / (case of Super Reach C) when Super Reach C is executed. Also, in this example, the jackpot expectation (reliability) = B06 / (case of Super Reach E) when Super Reach E is executed is higher than the jackpot expectation (reliability) = B05 / (case of Super Reach D) when Super Reach D is executed.
[0151] In addition, the variation patterns PA07 to PA21 and PB07 to PB21 are variation patterns that specify that a special performance is executed during the display of the decorative symbols, and then a super reach performance is executed. In this example, the "special performance" is a performance that is executed in a manner in which a character is acquired according to the player's operation, and a performance in a manner in which a maximum of five characters are acquired is executed.
[0152] The variation patterns PA07 and PB07 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are two operation timings at which a character can be acquired, and that a special performance in which one character is acquired is executed, and then a super reach A is executed. Also, the variation patterns PA08 and PB08 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are three operation timings at which a character can be acquired, and that a special performance in which one character is acquired is executed, and then a super reach A is executed. Also, the variation patterns PA09 and PB09 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are three operation timings at which a character can be acquired, and that a special performance in which two characters are acquired is executed, and then a super reach B is executed.
[0153] In this example, when an operating means such as push button 31B is operated at a timing when a character can be acquired, it is not necessarily possible to acquire the character, and there are cases in which the character cannot be acquired. However, if the character cannot be acquired, a specified failure image is displayed.
[0154] The variation patterns PA10 and PB10 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are four operation timings at which a character can be acquired, and that a special performance in which one character is acquired is executed, and then a super reach A is executed. Also, the variation patterns PA11 and PB11 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are four operation timings at which a character can be acquired, and that a special performance in which two characters are acquired is executed, and then a super reach B is executed. Also, the variation patterns PA12 and PB12 are variation patterns that specify that a special performance is executed during the variable display of the decorative pattern, that there are four operation timings at which a character can be acquired, and that a special performance in which three characters are acquired is executed, and then a super reach C is executed.
[0155] The variation patterns PA13 and PB13 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are five operation timings at which a character can be acquired, and that a special performance in which one character is acquired is executed, and then a super reach A is executed. Also, the variation patterns PA14 and PB14 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are five operation timings at which a character can be acquired, and that a special performance in which two characters are acquired is executed, and then a super reach B is executed. Also, the variation patterns PA15 and PB15 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are five operation timings at which a character can be acquired, and that a special performance in which three characters are acquired is executed, and then a super reach C is executed. Also, the variation patterns PA16 and PB16 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are five operation timings at which a character can be acquired, and that a special performance in which four characters are acquired is executed, and then a super reach D is executed.
[0156] The variation patterns PA17 and PB17 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are six operation timings at which a character can be acquired, and that a special performance in which one character is acquired is executed, and then a super reach A is executed. Also, the variation patterns PA18 and PB18 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are six operation timings at which a character can be acquired, and that a special performance in which two characters are acquired is executed, and then a super reach B is executed. Also, the variation patterns PA19 and PB19 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are six operation timings at which a character can be acquired, and that a special performance in which three characters are acquired is executed, and then a super reach C is executed. Also, the variation patterns PA20 and PB20 are variation patterns that specify that a special performance is executed during the display of the decorative pattern, that there are six operation timings at which a character can be acquired, and that a special performance in which four characters are acquired is executed, and then a super reach D is executed. In addition, the variation patterns PA21 and PB21 are variation patterns that specify that a special effect is executed during the varying display of the decorative pattern, there are six operation timings in which characters can be acquired, and after executing a special effect in which five characters can be acquired, a Super Reach E is executed.
[0157] In this example, when a special performance is executed during the display of the decorative pattern, the larger the number of characters acquired in the special performance, the higher the jackpot expectation (reliability) becomes. Specifically, in this example, when the number of characters acquired in the special performance is 1, the jackpot expectation (reliability) = (B07 + B08 + B10 + B13 + B17) / (case where one character is acquired in the special performance) is configured to be 20%. In addition, in this example, when the number of characters acquired in the special performance is 2, the jackpot expectation (reliability) = (B09 + B11 + B14 + B18) / (case where two characters are acquired in the special performance) is configured to be 30%. In addition, in this example, when the number of characters acquired in the special performance is 3, the jackpot expectation (reliability) = (B12 + B15 + B19) / (case where three characters are acquired in the special performance) is configured to be 40%. In this example, when the number of characters acquired in the special effect is 4, the jackpot expectation (reliability) = (B16 + B20) / (case where 4 characters are acquired in the special effect) is configured to be 50%. In this example, when the number of characters acquired in the special effect is 5, the jackpot expectation (reliability) = (B21) / (case where 5 characters are acquired in the special effect) is configured to be 60%.
[0158] In addition, in this example, when the number of characters acquired in the special performance is the same, the larger the number of operation timings at which the characters can be acquired during the special performance (hereinafter, simply referred to as the number of possible operations) is, the higher the jackpot expectation (reliability) is. Specifically, in this example, when the number of characters acquired is 1, the jackpot expectation (reliability)=B08 / (when one character is acquired when the number of possible operations is 3) when the number of possible operations is 3 is configured to be higher than the jackpot expectation (reliability)=B07 / (when one character is acquired when the number of possible operations is 2) when the number of possible operations is 2. In addition, in this example, when the number of characters acquired is 1, the jackpot expectation (reliability)=B10 / (when one character is acquired when the number of possible operations is 4) when the number of possible operations is 4 is configured to be even higher than the jackpot expectation (reliability)=B08 / (when one character is acquired when the number of possible operations is 3) when the number of possible operations is 3. Also, in this example, when the number of characters acquired is 1, the jackpot expectation (reliability) = B13 / (case where one character is acquired when the number of possible operations is 5) when the number of possible operations is 5 is configured to be higher than the jackpot expectation (reliability) = B10 / (case where one character is acquired when the number of possible operations is 4) when the number of possible operations is 4. Also, in this example, when the number of characters acquired is 1, the jackpot expectation (reliability) = B17 / (case where one character is acquired when the number of possible operations is 6) when the number of possible operations is 6 is configured to be higher than the jackpot expectation (reliability) = B13 / (case where one character is acquired when the number of possible operations is 5).
[0159] Also, in this example, when the number of characters acquired is 2, the jackpot expectation (reliability) = B11 / (case where two characters are acquired when the number of possible operations is 4) when the number of possible operations is 4 is configured to be higher than the jackpot expectation (reliability) = B09 / (case where two characters are acquired when the number of possible operations is 3) when the number of possible operations is 3. Also, in this example, when the number of characters acquired is 2, the jackpot expectation (reliability) = B14 / (case where two characters are acquired when the number of possible operations is 5) when the number of possible operations is 5 is configured to be even higher than the jackpot expectation (reliability) = B11 / (case where two characters are acquired when the number of possible operations is 4). In addition, in this example, when the number of characters acquired is 2, the jackpot expectation (reliability) = B18 / (when 2 characters are acquired when the number of possible operations is 6) when the number of possible operations is 6 is configured to be even higher than the jackpot expectation (reliability) = B14 / (when 2 characters are acquired when the number of possible operations is 5) when the number of possible operations is 5.
[0160] Also, in this example, when the number of characters acquired is 3, the jackpot expectation (reliability) = B15 / (case where 3 characters are acquired when the number of possible operations is 5) when the number of possible operations is 5 is configured to be higher than the jackpot expectation (reliability) = B12 / (case where 3 characters are acquired when the number of possible operations is 4) when the number of possible operations is 4. Also, in this example, when the number of characters acquired is 3, the jackpot expectation (reliability) = B19 / (case where 3 characters are acquired when the number of possible operations is 6) when the number of possible operations is 6 is configured to be even higher than the jackpot expectation (reliability) = B15 / (case where 3 characters are acquired when the number of possible operations is 5).
[0161] In addition, in this example, when the number of characters acquired is 4, the jackpot expectancy (reliability) = B20 / (case where 4 characters are acquired when the number of possible operations is 6) when the number of possible operations is 6 is configured to be higher than the jackpot expectancy (reliability) = B16 / (case where 4 characters are acquired when the number of possible operations is 5) when the number of possible operations is 5.
[0162] Also, in this example, for example, when the number of possible operations is the same, 3, the probability A09, B09 that the number of characters acquired will be 2 is higher than the probability A08, B08 that the number of characters acquired will be 1. Also, for example, when the number of possible operations is the same, 4, the probability A11, B11 that the number of characters acquired will be 2 is higher than the probability A10, B10 that the number of characters acquired will be 1. Also, for example, when the number of possible operations is the same, 4, the probability A12, B12 that the number of characters acquired will be 3 is even higher than the probability A11, B11 that the number of characters acquired will be 2.
[0163] Also, for example, in the case where the number of possible operations is the same, 5, the probability A14, B14 that the number of characters acquired will be 2 is higher than the probability A13, B13 that the number of characters acquired will be 1. Also, for example, in the case where the number of possible operations is the same, 5, the probability A15, B15 that the number of characters acquired will be 3 is even higher than the probability A14, B14 that the number of characters acquired will be 2. Also, for example, in the case where the number of possible operations is the same, 5, the probability A16, B16 that the number of characters acquired will be 4 is even higher than the probability A15, B15 that the number of characters acquired will be 3.
[0164] Also, for example, in the case where the number of possible operations is the same, 6, the probability A18, B18 that the number of characters acquired will be 2 is higher than the probability A17, B17 that the number of characters acquired will be 1. Also, for example, in the case where the number of possible operations is the same, 6, the probability A19, B19 that the number of characters acquired will be 3 is higher than the probability A18, B18 that the number of characters acquired will be 2. Also, for example, in the case where the number of possible operations is the same, 6, the probability A20, B20 that the number of characters acquired will be 4 is higher than the probability A19, B19 that the number of characters acquired will be 3. Also, for example, in the case where the number of possible operations is the same, 6, the probability A21, B21 that the number of characters acquired will be 5 is higher than the probability A20, B20 that the number of characters acquired will be 4.
[0165] For the above reasons, in this example, when the number of acquired characters in the special effect is 3 or 4, the selection rate is higher compared to when the number of acquired characters is 1 or 2, and as a result, the rate at which a failure image is displayed is also higher when the number of acquired characters is 3 or 4. However, when the number of acquired characters is the maximum of 5 in the special effect, there are fewer opportunities to display a failure image in the first place, and as a result, the rate at which a failure image is displayed is higher when the number of acquired characters is 3 or 4 compared to when the number of acquired characters is 3 or 4.
[0166] Also, as shown in Figures 8-1 and 8-2, in this example, the Super Reach effect is executed after the special effect is executed, but if one character is acquired in the special effect, Super Reach A is executed after the special effect is executed. If two characters are acquired in the special effect, Super Reach B is executed after the special effect is executed. If three characters are acquired in the special effect, Super Reach C is executed after the special effect is executed. If four characters are acquired in the special effect, Super Reach D is executed after the special effect is executed. If five characters are acquired in the special effect, Super Reach E is executed after the special effect is executed.
[0167] In this example, the type of super reach effect executed after the execution of the special effect is determined 1:1 according to the number of characters acquired in the special effect, but the present invention is not limited to such an embodiment. For example, when one character is acquired in the special effect, the super reach A may be executed with the highest probability, while the super reaches B to E may be executed with a low probability. Also, for example, when two characters are acquired in the special effect, the super reach B may be executed with the highest probability, while the super reaches A, C to E may be executed with a low probability. Also, for example, when three characters are acquired in the special effect, the super reach C may be executed with the highest probability, while the super reaches A, B, D, and E may be executed with a low probability. Also, for example, when four characters are acquired in the special effect, the super reach D may be executed with the highest probability, while the super reaches A to C, and E may be executed with a low probability. Also, for example, when five characters are acquired in the special effect, the super reach E may be executed with the highest probability, while the super reaches A to D may be executed with a low probability.
[0168] In this example, even if the operation means such as the push button 31B is operated at the operation timing during the special performance when the character can be acquired, the character acquisition fails at least once and a failure image is displayed, but the present invention is not limited to such a case, and the character may be acquired at all operation timings. For example, even if the number of times that the operation can be performed during the special performance is five, a variation pattern in which the number of characters acquired is five may be provided.
[0169] In addition, in this example, a case where at least one character can be acquired during the special performance has been shown, but this is not limited to such a configuration. For example, a variation pattern in which the number of characters acquired during the special performance becomes 0 may also be provided.
[0170] In this example, as shown in Fig. 8-1 and Fig. 8-2, the number of possible operations during the special performance and the number of characters obtained are set in a variation pattern, so that the number of possible operations during the special performance and the number of characters obtained are determined by the CPU 103 (game control means) of the game control microcomputer 100 by determining the variation pattern. Note that the present invention is not limited to such an embodiment, and the number of possible operations during the special performance and the number of characters obtained may be determined on the performance control CPU 120 (performance control means) side.
[0171] Next, the operation of the performance control means (performance control CPU 120) will be described.
[0172] (Variable display start setting process) FIG. 8-3 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 first reads out a variable pattern command from the variable pattern command storage area (step 002IWS101). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variable pattern command (performance control command that specifies the variable pattern) read out in step 002IWS101 and the data stored in the display result specification command storage area (i.e., the received display result specification command (performance control command that specifies whether or not it is a big win, whether or not it is a small win, and the type of big win)). That is, by the performance control CPU 120 executing the process of step 002IWS102, a display result determination means that determines the display result of the variable display of the identification information (stop pattern of the decorative pattern) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means is realized. The CPU 120 for controlling the performance stores data indicating the determined stop pattern of the decorative pattern in the decorative pattern display result storage area. In step 002IWS102, the CPU 120 for controlling the performance may determine whether or not a jackpot has been reached based on the received variable pattern command, and may determine the stop pattern of the decorative pattern based only on the variable pattern command.
[0173] In step 002IWS102, for example, if the received display result designation command indicates a jackpot with a probability of winning, the CPU 120 for controlling the performance determines a combination of decorative symbols in which three symbols are aligned with the same probability of winning (for example, odd symbols) as the stop symbols. Also, for example, if the received display result designation command indicates a normal jackpot, the CPU 120 for controlling the performance determines a combination of decorative symbols in which three symbols are aligned with the same non-probability of winning (for example, even symbols) as the stop symbols. Also, for example, if the received display result designation command indicates a small win, the CPU 120 determines a small win symbol (for example, a combination of symbols "135") as the stop symbols. Also, if the received display result designation command indicates a miss, the CPU 120 determines a combination of decorative symbols other than those described above. However, if a reach performance is involved, the CPU 120 determines a combination of decorative symbols in which two symbols on the left and right are aligned.
[0174] For example, the performance control CPU 120 extracts a random number for determining the stop symbols, and determines the stop symbols of the decorative symbols by using a stop symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. That is, the stop symbols are determined by selecting data indicating the combination of decorative symbols corresponding to the numerical value that matches the extracted random number.
[0175] Next, the performance control CPU 120 executes a special performance setting process for setting the performance mode of the special performance when the special performance is executed during the variable display of the decorative symbols (step 002IWS103).
[0176] Next, if the variation pattern and the execution of the special effect have been determined, the performance control CPU 120 selects a process table corresponding to the special effect (step 002IWS104). Then, the performance control CPU 120 starts the process timer in the process data 1 of the selected process table (step 002IWS105).
[0177] The process table is a table in which process data is set that the CPU 120 for controlling the performance control executes when it executes control of the performance device. That is, the CPU 120 for controlling the performance 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 is composed of data that is a collection of a plurality of combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data includes data indicating the manner of each change that constitutes the change manner during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to the change of the display screen of the image display device 5 is included. In addition, the process timer setting value includes the change time in that change manner. The CPU 120 for controlling the performance refers to the process table and performs control to display the decorative pattern in the change manner set in the display control execution data for the time set in the process timer setting value. In addition, the process table is stored in the ROM 121 in the performance control board 12. In addition, the process table is prepared according to each change pattern.
[0178] In addition, in the process table used when executing presentation control for a variation pattern involving a reach presentation, process data is set which indicates that the left pattern is to be stopped and displayed when a predetermined time has elapsed since the start of the variation, and that the right pattern is to be stopped and displayed when a further predetermined time has elapsed.
[0179] In particular, when the fluctuation pattern involves Super Reach A to E (fluctuation patterns PA02 to PA06, PB02 to PB06), a process table including Super Reach A to E is selected in step 002IWS104, and the processing of step 002IWS106 and step 002IWS305 of the variable display performance processing (step S172) are executed according to the selected process table, thereby executing Super Reach A to E during the variable display of the decorative pattern.
[0180] In particular, in the case of a variation pattern (variation patterns PA07 to PA21, PB07 to PB21) in which super reaches A to E are executed after a special effect is executed, a process table including the special effect and super reaches A to E is selected in step 002IWS104, and processing of step 002IWS106 and step 002IWS305 of the variable display performance processing (step S172) is executed according to the selected process table, whereby a special effect is executed and super reaches A to E are executed during the variable display of the decorative pattern.
[0181] In addition, the performance control CPU 120 controls the performance devices (image display device 5 as performance parts, various lamps as performance parts, and speakers 8L, 8R as performance parts) in accordance with the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 002IWS106).
[0182] In this feature section 002IW, the performance control CPU 120 controls the display of decorative patterns in a variable pattern that corresponds one-to-one to the variable pattern command, but the performance control CPU 120 may select the variable pattern to be used from multiple types of variable patterns that correspond to the variable pattern command.
[0183] Next, the performance control CPU 120 sets the variable time timer to a value corresponding to the variable time specified by the variable pattern command (step 002IWS107).Then, the performance control CPU 120 updates the value of the performance process flag to "2" (step 002IWS108) and ends the variable display start setting process.
[0184] (Special performance setting processing) FIG. 8-4 is a flowchart showing the special effect setting process (step 002IWS103). In the special effect setting process, the effect control CPU 120 first checks whether the fluctuation pattern specified by the fluctuation pattern command is a fluctuation pattern including a special effect (fluctuation patterns PA07 to PA21, PB07 to PB21) (step 002IWS201). If it is a fluctuation pattern including a special effect, the effect control CPU 120 selects an effect pattern determination table for determining the effect pattern of the special effect according to the fluctuation pattern (step 002IWS202). Then, the effect control CPU 120 performs a lottery process based on random numbers using the selected effect pattern determination table to determine the effect pattern of the special effect (step 002IWS203).
[0185] 8-5 to 8-11 are explanatory diagrams showing specific examples of the effect pattern determination table selected in step 002IWS202. Of these, FIG. 8-5(A) shows a specific example of the effect pattern determination table A selected in the case of the variation patterns PA07 and PB07 (when the number of possible operations is 2 and the number of characters acquired is 1). Also, FIG. 8-5(B) shows a specific example of the effect pattern determination table B selected in the case of the variation patterns PA08 and PB08 (when the number of possible operations is 3 and the number of characters acquired is 1). Also, FIG. 8-5(C) shows a specific example of the effect pattern determination table C selected in the case of the variation patterns PA09 and PB09 (when the number of possible operations is 3 and the number of characters acquired is 2).
[0186] FIG. 8-5(D) shows a specific example of the performance pattern determination table D selected when the variation patterns are PA10 and PB10 (when the number of possible operations is 4 and the number of characters acquired is 1). FIG. 8-6(E) shows a specific example of the performance pattern determination table E selected when the variation patterns are PA11 and PB11 (when the number of possible operations is 4 and the number of characters acquired is 2). FIG. 8-6(F) shows a specific example of the performance pattern determination table F selected when the variation patterns are PA12 and PB12 (when the number of possible operations is 4 and the number of characters acquired is 3).
[0187] FIG. 8-6(G) shows a specific example of the performance pattern determination table G selected when the variation patterns are PA13 and PB13 (5 possible operation times, 1 character acquisition). FIG. 8-7(H) shows a specific example of the performance pattern determination table H selected when the variation patterns are PA14 and PB14 (5 possible operation times, 2 character acquisition times). FIG. 8-7(I) shows a specific example of the performance pattern determination table I selected when the variation patterns are PA15 and PB15 (5 possible operation times, 3 character acquisition times). FIG. 8-8(J) shows a specific example of the performance pattern determination table J selected when the variation patterns are PA16 and PB16 (5 possible operation times, 4 character acquisition times).
[0188] FIG. 8-8(K) shows a specific example of the performance pattern determination table K selected when the variation patterns are PA17 and PB17 (when the number of possible operations is 6, and the number of characters acquired is 1). FIG. 8-9(L) shows a specific example of the performance pattern determination table L selected when the variation patterns are PA18 and PB18 (when the number of possible operations is 6, and the number of characters acquired is 2). FIG. 8-10(M) shows a specific example of the performance pattern determination table M selected when the variation patterns are PA19 and PB19 (when the number of possible operations is 6, and the number of characters acquired is 3). FIG. 8-11(N) shows a specific example of the performance pattern determination table N selected when the variation patterns are PA20 and PB20 (when the number of possible operations is 6, and the number of characters acquired is 4). FIG. 8-11(O) shows a specific example of the performance pattern determination table O selected when the variation patterns are PA21 and PB21 (when the number of possible operations is 6, and the number of characters acquired is 5).
[0189] In the case of the variation pattern PA07 or PB07 (when the number of possible operations is 2 and the number of characters acquired is 1), as shown in Figure 8-5 (A), the presentation pattern D211 is determined with a probability of D211 (%), and the presentation pattern D212 is determined with a probability of D212 (%).
[0190] The presentation pattern D211 is a pattern in which a failure image is displayed at the first operation timing at which a character can be acquired (hereinafter simply referred to as the operation timing), and a character image is displayed at the second operation timing. The presentation pattern D212 is a pattern in which a character image is displayed at the first operation timing, and a failure image is displayed at the second operation timing.
[0191] In the case of the variation patterns PA08 and PB08 (when the number of possible operations is 3 and the number of characters acquired is 1), as shown in Figure 8-5 (B), the presentation pattern D311 is determined with a probability of D311 (%), the presentation pattern D312 is determined with a probability of D312 (%), and the presentation pattern D313 is determined with a probability of D313 (%).
[0192] Presentation pattern D311 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, and a character image is displayed at the third operation timing. Presentation pattern D312 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, and a failure image is displayed at the third operation timing. Presentation pattern D313 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, and a failure image is displayed at the third operation timing.
[0193] In the case of the variation patterns PA09 and PB09 (when the number of possible operations is 3 and the number of characters acquired is 2), as shown in Figure 8-5 (C), the presentation pattern D321 is determined with a probability of D321 (%), the presentation pattern D322 is determined with a probability of D322 (%), and the presentation pattern D323 is determined with a probability of D323 (%).
[0194] The presentation pattern D321 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, and a character image is displayed at the third operation timing. The presentation pattern D322 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, and a character image is displayed at the third operation timing. The presentation pattern D323 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, and a failure image is displayed at the third operation timing.
[0195] In the case of the variation patterns PA10 and PB10 (when the number of possible operations is 4 and the number of characters acquired is 1), as shown in Figure 8-5 (D), the presentation pattern D411 is determined with a probability of D411 (%), the presentation pattern D412 is determined with a probability of D412 (%), the presentation pattern D413 is determined with a probability of D413 (%), and the presentation pattern D414 is determined with a probability of D414 (%).
[0196] The effect pattern D411 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D412 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing. The effect pattern D413 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing. The effect pattern D414 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing.
[0197] In the case of variation patterns PA11 and PB11 (when the number of operations possible is 4 and the number of characters acquired is 2), as shown in Figure 8-6 (E), performance pattern D421 is determined with a probability of D421 (%), performance pattern D422 is determined with a probability of D422 (%), performance pattern D423 is determined with a probability of D423 (%), performance pattern D424 is determined with a probability of D424 (%), performance pattern D425 is determined with a probability of D425 (%), and performance pattern D426 is determined with a probability of D426 (%).
[0198] The effect pattern D421 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D422 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D423 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D424 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing. Also, presentation pattern D425 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing. Also, presentation pattern D426 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing.
[0199] In the case of the variation patterns PA12 and PB12 (when the number of possible operations is 4 and the number of characters acquired is 3), as shown in Figure 8-6 (F), the presentation pattern D431 is determined with a probability of D431 (%), the presentation pattern D432 is determined with a probability of D432 (%), the presentation pattern D433 is determined with a probability of D433 (%), and the presentation pattern D434 is determined with a probability of D434 (%).
[0200] The effect pattern D431 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D432 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D433 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, and a character image is displayed at the fourth operation timing. The effect pattern D434 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, and a failure image is displayed at the fourth operation timing.
[0201] In the case of variation patterns PA13 and PB13 (when the number of possible operations is 5 and the number of characters acquired is 1), as shown in Figure 8-6 (G), performance pattern D511 is determined with a probability of D511 (%), performance pattern D512 is determined with a probability of D512 (%), performance pattern D513 is determined with a probability of D513 (%), performance pattern D514 is determined with a probability of D514 (%), and performance pattern D515 is determined with a probability of D515 (%).
[0202] The performance pattern D511 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The performance pattern D512 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. The performance pattern D513 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. The performance pattern D514 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. In addition, presentation pattern D515 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing.
[0203] In the case of variation patterns PA14 and PB14 (when the number of operations possible is 5 and the number of characters acquired is 2), as shown in Figure 8-7 (H), performance pattern D5201 is determined with a probability of D5201 (%), performance pattern D5202 is determined with a probability of D5202 (%), performance pattern D5203 is determined with a probability of D5203 (%), performance pattern D5204 is determined with a probability of D5204 (%), performance pattern D5205 is determined with a probability of D5205 (%), performance pattern D5206 is determined with a probability of D5206 (%), performance pattern D5207 is determined with a probability of D5207 (%), performance pattern D5208 is determined with a probability of D5208 (%), performance pattern D5209 is determined with a probability of D5209 (%), and performance pattern D5210 is determined with a probability of D5210 (%).
[0204] The effect pattern D5201 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D5202 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D5203 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. In addition, presentation pattern D5204 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing.
[0205] Also, the performance pattern D5205 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5206 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5207 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing.
[0206] Also, the performance pattern D5208 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5209 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5210 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing.
[0207] In the case of variation patterns PA15, PB15 (when the number of operations possible is 5 and the number of characters acquired is 3), as shown in Figure 8-7 (I), performance pattern D5301 is determined with a probability of D5301 (%), performance pattern D5302 is determined with a probability of D5302 (%), performance pattern D5303 is determined with a probability of D5303 (%), performance pattern D5304 is determined with a probability of D5304 (%), performance pattern D5305 is determined with a probability of D5305 (%), performance pattern D5306 is determined with a probability of D5306 (%), performance pattern D5307 is determined with a probability of D5307 (%), performance pattern D5308 is determined with a probability of D5308 (%), performance pattern D5309 is determined with a probability of D5309 (%), and performance pattern D5310 is determined with a probability of D5310 (%).
[0208] The effect pattern D5301 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D5302 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D5303 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing.
[0209] Also, the performance pattern D5304 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. Also, the performance pattern D5305 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. Also, the performance pattern D5306 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing.
[0210] Also, the performance pattern D5307 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5308 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. Also, the performance pattern D5309 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing. In addition, presentation pattern D5310 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing.
[0211] If the variation patterns are PA16 and PB16 (the number of operations possible is 5 and the number of characters acquired is 4), as shown in Figure 8-8 (J), presentation pattern D541 is determined with a probability of D541 (%), presentation pattern D542 is determined with a probability of D542 (%), presentation pattern D543 is determined with a probability of D543 (%), presentation pattern D544 is determined with a probability of D544 (%), and presentation pattern D545 is determined with a probability of D545 (%).
[0212] The effect pattern D541 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D542 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. The effect pattern D543 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing.
[0213] Also, presentation pattern D544 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, and a character image is displayed at the fifth operation timing. Also, presentation pattern D545 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, and a failure image is displayed at the fifth operation timing.
[0214] In the case of the variation patterns PA17 and PB17 (when the number of operations possible is 6 and the number of characters acquired is 1), as shown in Figure 8-8 (K), the performance pattern D611 is determined with a probability of D611 (%), the performance pattern D612 is determined with a probability of D612 (%), the performance pattern D613 is determined with a probability of D613 (%), the performance pattern D614 is determined with a probability of D614 (%), the performance pattern D615 is determined with a probability of D615 (%), and the performance pattern D616 is determined with a probability of D616 (%).
[0215] The performance pattern D611 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D612 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. The performance pattern D613 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0216] Also, the performance pattern D614 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D615 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D616 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0217] In the case of the variation pattern PA18, PB18 (when the number of possible operations is 6 and the number of characters acquired is 2), as shown in Figure 8-9 (L), the performance pattern D6201 is determined with a probability of D6201 (%), the performance pattern D6202 is determined with a probability of D6202 (%), the performance pattern D6203 is determined with a probability of D6203 (%), the performance pattern D6204 is determined with a probability of D6204 (%), the performance pattern D6205 is determined with a probability of D6205 (%), the performance pattern D6206 is determined with a probability of D6206 (%), and the performance pattern D6207 is determined with a probability of D6208 (%). It is determined to be output pattern D6207, then it is determined to be presentation pattern D6208 with a probability of D6208 (%), it is determined to be presentation pattern D6209 with a probability of D6209 (%), it is determined to be presentation pattern D6210 with a probability of D6210 (%), it is determined to be presentation pattern D6211 with a probability of D6211 (%), it is determined to be presentation pattern D6212 with a probability of D6212 (%), it is determined to be presentation pattern D6213 with a probability of D6213 (%), it is determined to be presentation pattern D6214 with a probability of D6214 (%), and it is determined to be presentation pattern D6215 with a probability of D6215 (%).
[0218] The effect pattern D6201 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The effect pattern D6202 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The effect pattern D6203 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0219] Also, the performance pattern D6204 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6205 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6206 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0220] Also, the performance pattern D6207 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6208 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6209 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0221] Also, the performance pattern D6210 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6211 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6212 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0222] Also, the performance pattern D6213 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6214 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6215 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0223] In the case of the variation pattern PA19, PB19 (when the number of possible operations is 6 and the number of characters acquired is 3), as shown in Figure 8-10 (M), the performance pattern D6301 is determined with a probability of D6301 (%), the performance pattern D6302 is determined with a probability of D6302 (%), the performance pattern D6303 is determined with a probability of D6303 (%), the performance pattern D6304 is determined with a probability of D6304 (%), the performance pattern D6305 is determined with a probability of D6305 (%), the performance pattern D6306 is determined with a probability of D6306 (%), the performance pattern D6307 is determined with a probability of D6307 (%), the performance pattern D6308 is determined with a probability of D6308 (%), and the performance pattern D6309 is determined with a probability of D6309 (%). It is determined to be presentation pattern D6310 with a probability of D6310 (%), to be presentation pattern D6311 with a probability of D6311 (%), to be presentation pattern D6312 with a probability of D6312 (%), to be presentation pattern D6313 with a probability of D6313 (%), to be presentation pattern D6314 with a probability of D6314 (%), to be presentation pattern D6315 with a probability of D6315 (%), to be presentation pattern D6316 with a probability of D6316 (%), to be presentation pattern D6317 with a probability of D6317 (%), to be presentation pattern D6318 with a probability of D6318 (%), to be presentation pattern D6319 with a probability of D6319 (%), and to be presentation pattern D6320 with a probability of D6320 (%).
[0224] The performance pattern D6301 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D6302 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D6303 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. In addition, presentation pattern D6304 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0225] Also, the performance pattern D6305 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6306 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6307 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. In addition, presentation pattern D6308 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0226] Also, the performance pattern D6309 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6310 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6311 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. In addition, presentation pattern D6312 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0227] Also, the performance pattern D6313 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6314 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6315 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. In addition, presentation pattern D6316 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0228] Also, the performance pattern D6317 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6318 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6319 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. In addition, presentation pattern D6320 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0229] In the case of the variation patterns PA20 and PB20 (when the number of possible operations is 6 and the number of characters acquired is 4), as shown in Figure 8-11 (N), the performance pattern D6401 is determined with a probability of D6401 (%), the performance pattern D6402 is determined with a probability of D6402 (%), the performance pattern D6403 is determined with a probability of D6403 (%), the performance pattern D6404 is determined with a probability of D6404 (%), the performance pattern D6405 is determined with a probability of D6405 (%), the performance pattern D6406 is determined with a probability of D6406 (%), and the performance pattern D6407 is determined with a probability of D6408 (%). It is determined to be presentation pattern D6407, then it is determined to be presentation pattern D6408 with a probability of D6408 (%), it is determined to be presentation pattern D6409 with a probability of D6409 (%), it is determined to be presentation pattern D6410 with a probability of D6410 (%), it is determined to be presentation pattern D6411 with a probability of D6411 (%), it is determined to be presentation pattern D6412 with a probability of D6412 (%), it is determined to be presentation pattern D6413 with a probability of D6413 (%), it is determined to be presentation pattern D6414 with a probability of D6414 (%), and it is determined to be presentation pattern D6415 with a probability of D6415 (%).
[0230] The performance pattern D6401 is a pattern in which a failure image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D6402 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D6403 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0231] Also, the performance pattern D6404 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6405 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6406 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0232] Also, the performance pattern D6407 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6408 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6409 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0233] Also, the performance pattern D6410 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D6411 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6412 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0234] Also, the performance pattern D6413 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6414 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing. Also, the performance pattern D6415 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0235] In the case of variation patterns PA21 and PB21 (when the number of operations possible is 6 and the number of characters acquired is 5), as shown in Figure 8-11 (O), presentation pattern D651 is determined with a probability of D651 (%), presentation pattern D652 is determined with a probability of D652 (%), presentation pattern D653 is determined with a probability of D653 (%), presentation pattern D654 is determined with a probability of D654 (%), presentation pattern D655 is determined with a probability of D655 (%), and presentation pattern D656 is determined with a probability of D656 (%).
[0236] The performance pattern D651 is a pattern in which a failure image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D652 is a pattern in which a character image is displayed at the first operation timing, a failure image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. The performance pattern D653 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a failure image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing.
[0237] Also, the performance pattern D654 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a failure image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D655 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a failure image is displayed at the fifth operation timing, and a character image is displayed at the sixth operation timing. Also, the performance pattern D656 is a pattern in which a character image is displayed at the first operation timing, a character image is displayed at the second operation timing, a character image is displayed at the third operation timing, a character image is displayed at the fourth operation timing, a character image is displayed at the fifth operation timing, and a failure image is displayed at the sixth operation timing.
[0238] In this example, when the number of characters acquired in the special performance is small, the failure image is less likely to be displayed at the final operation timing compared to when the number of characters acquired is large. By configuring in this way, in this example, when the number of characters acquired is small, the failure image is less likely to be displayed at the final operation timing, and a decrease in interest is suppressed.
[0239] In addition, in this example, the case where one character can be acquired at a time of one operation is shown, but the present invention is not limited to such a case. For example, in Fig. 8-5 to Fig. 8-11, a performance pattern in which multiple (e.g., two) characters can be acquired at a time of one operation may be provided, and a failure image may be displayed at the time of the corresponding vacant operation.
[0240] Specifically, when the number of acquired characters is 4, the probability (D545, D6411 to D6415) that a failure image is displayed at the timing of the final operation is configured to be lower than the probability (D656) that a failure image is displayed at the timing of the final operation when the number of acquired characters is 5. Also, when the number of acquired characters is 3, the probability (D434, D5307 to D5310, D6311 to D6320) that a failure image is displayed at the timing of the final operation is configured to be even lower than the probability (D545, D6411 to D6415) that a failure image is displayed at the timing of the final operation when the number of acquired characters is 4. Also, when the number of acquired characters is 2, the probability (D323, D424 to D426, D5205 to D5210, D6206 to D6215) of a failure image being displayed at the timing of the final operation is configured to be even lower than the probability (D434, D5307 to D5310, D6311 to D6320) of a failure image being displayed at the timing of the final operation when the number of acquired characters is 3. Also, when the number of acquired characters is 1, the probability (D212, D312, D313, D412 to D414, D512 to D515, D612 to D616) of a failure image being displayed at the timing of the final operation is configured to be even lower than the probability (D323, D424 to D426, D5205 to D5210, D6206 to D6215) of a failure image being displayed at the timing of the final operation when the number of acquired characters is 2.
[0241] Next, the performance control CPU 120 checks whether the number of characters acquired during the special performance is one (step 002IWS204). Specifically, it checks whether the fluctuation pattern specified by the fluctuation pattern command is the fluctuation pattern PA07, PA08, PA10, PA13, PA17, PB07, PB08, PB10, PB13, or PB17. If the number of characters acquired is one, the performance control CPU 120 performs a lottery process based on random numbers using a character image determination table for determining a character image to be displayed during the special performance, and determines one character image to be displayed during the special performance (step 002IWS205).
[0242] If the number of characters acquired is not 1, the performance control CPU 120 checks whether the number of characters acquired during the special performance is 2 or not (step 002IWS206). Specifically, it checks whether the fluctuation pattern specified by the fluctuation pattern command is the fluctuation pattern PA09, PA11, PA14, PA18, PB09, PB11, PB14, or PB18. If the number of characters acquired is 2, the performance control CPU 120 uses the character image determination table to perform a lottery process based on random numbers and determines the combination of two character images to be displayed during the special performance (step 002IWS207).
[0243] If the number of characters acquired is not two, the performance control CPU 120 checks whether the number of characters acquired during the special performance is three (step 002IWS208). Specifically, it checks whether the fluctuation pattern specified by the fluctuation pattern command is the fluctuation pattern PA12, PA15, PA19, PB12, PB15, or PB19. If the number of characters acquired is three, the performance control CPU 120 uses the character image determination table to perform a lottery process based on random numbers and determines the combination of three character images to be displayed during the special performance (step 002IWS209).
[0244] If the number of characters acquired is not three, the performance control CPU 120 checks whether the number of characters acquired during the special performance is four (step 002IWS210). Specifically, it checks whether the fluctuation pattern specified by the fluctuation pattern command is the fluctuation pattern PA16, PA20, PB16, or PB20. If the number of characters acquired is four, the performance control CPU 120 uses the character image determination table to perform a lottery process based on random numbers and determines the combination of four character images to be displayed during the special performance (step 002IWS211).
[0245] If the number of characters acquired is not four (i.e., if the number of characters acquired during the special performance is five), the performance control CPU 120 uses a character image determination table to perform a lottery process based on random numbers and determine the combination of five character images to be displayed during the special performance (step 002IWS212).
[0246] 8-12 to 8-14 are explanatory diagrams showing specific examples of character image determination tables. Among these, FIG. 8-12(A) shows a specific example of character image determination table A selected in step 002IWS205 (when the number of characters acquired is 1). Also, FIG. 8-12(B) shows a specific example of character image determination table B selected in step 002IWS207 (when the number of characters acquired is 2). Also, FIG. 8-12(C) shows a specific example of character image determination table C selected in step 002IWS209 (when the number of characters acquired is 3). Also, FIG. 8-13(D) shows a specific example of character image determination table D selected in step 002IWS211 (when the number of characters acquired is 4). Also, FIG. 8-14(E) shows a specific example of character image determination table E selected in step 002IWS212 (when the number of characters acquired is 5).
[0247] As shown in Fig. 8-12(A), in the character image determination table A, a judgment value is assigned to each of the characters A to C as a character image. As shown in Fig. 8-12(A), when the number of characters acquired is 1, one of the characters A to C is randomly determined as the character image to be displayed during the special performance with almost equal probability.
[0248] As shown in Fig. 8-12(B), in the character image determination table B, judgment values are assigned to the following character image combinations: "character A → character B," "character A → character C," "character B → character A," "character B → character C," "character C → character A," and "character C → character B." For example, "character A → character B" is a combination in which character A is displayed as the first character image and character B is displayed as the second character image, and this also applies to other character image combinations.
[0249] As shown in Figure 8-12(B), when the number of characters acquired is two, the combination of character images to be displayed during the special performance is randomly determined with roughly equal probability as one of the following: "Character A → Character B," "Character A → Character C," "Character B → Character A," "Character B → Character C," "Character C → Character A," or "Character C → Character B."
[0250] As shown in Fig. 8-12(C), in the character image determination table C, judgment values are assigned to the following combinations of character images: "character A → character B → character C," "character A → character C → character B," "character B → character A → character C," "character B → character C → character A," "character C → character A → character B," and "character C → character B → character A." For example, "character A → character B → character C" is a combination in which character A is displayed as the first character image, character B is displayed as the second character image, and character C is displayed as the third character image, and this also applies to other combinations of character images.
[0251] As shown in Figure 8-12(C), when the number of characters acquired is three, the combination of character images to be displayed during the special performance is randomly determined with roughly equal probability as one of the following: "Character A → Character B → Character C," "Character A → Character C → Character B," "Character B → Character A → Character C," "Character B → Character C → Character A," "Character C → Character A → Character B," or "Character C → Character B → Character A."
[0252] As shown in Figure 8-13(D), character image determination table D lists the following combinations of character images: "Character A → Character B → Character C → Character D," "Character A → Character B → Character D → Character C," "Character A → Character C → Character B → Character D," "Character A → Character C → Character B → Character D," "Character A → Character D → Character C → Character B," "Character B → Character A → Character C → Character D," "Character B → Character A → Character D → Character C," "Character B → Character C → Character A → Character D," "Character B → Character C → Character A → Character D," "Character B → Character C → Character D → Character A," "Character B → Character C → Character D → Character A," "Character B → Character D → Character A → Character C," "Character B ... Judgment values are assigned to each of the following combinations: "Character C → Character A," "Character C → Character A → Character B → Character D," "Character C → Character A → Character D → Character B," "Character C → Character B → Character A → Character D," "Character C → Character B → Character A," "Character D → Character A → Character B," "Character C → Character D → Character B → Character A," "Character D → Character A → Character B → Character C," "Character D → Character A → Character C," "Character D → Character B → Character A → Character C," "Character D → Character B → Character A → Character C," "Character D → Character B → Character C → Character A," "Character D → Character C → Character A → Character B," and "Character D → Character C → Character B → Character A." For example, "Character A → Character B → Character C → Character D" is a combination in which character A is displayed as the first character image, character B is displayed as the second character image, character C is displayed as the third character image, and character D is displayed as the fourth character image, and this also applies to other combinations of character images.
[0253] As shown in Figure 8-13(D), when the number of acquired characters is 4, the combinations of character images to be displayed during the special performance are "Character A → Character B → Character C → Character D", "Character A → Character B → Character D → Character C", "Character A → Character C → Character B → Character D", "Character A → Character C → Character D → Character B", "Character A → Character D → Character C → Character B", "Character B → Character A → Character C → Character D", "Character B → Character A → Character D → Character C", "Character B → Character C → Character A → Character D", "Character B → Character C → Character D → Character A", "Character B → Character D → Character A", "Character B → Character D → Character A → Character C ... The player's character will be chosen randomly with roughly equal probability: "Character C → Character A", "Character C → Character A → Character B → Character D", "Character C → Character A → Character D → Character B", "Character C → Character B → Character A → Character D", "Character C → Character B → Character D → Character A", "Character C → Character D → Character A → Character B", "Character C → Character D → Character B → Character A", "Character D → Character A → Character B → Character C", "Character D → Character A → Character C → Character B", "Character D → Character B → Character A → Character C", "Character D → Character B → Character A → Character C", "Character D → Character B → Character C → Character A", "Character D → Character C → Character A → Character B", or "Character D → Character C → Character B → Character A".
[0254] As shown in Figure 8-14(E), character image determination table E lists the following combinations of character images: "Character A → Character B → Character C → Character D → Character E", "Character A → Character B → Character D → Character C → Character E", "Character A → Character C → Character B → Character D → Character E", "Character A → Character C → Character B → Character C → Character E", "Character A → Character D → Character C → Character B → Character E", "Character A → Character C → Character D → Character E", "Character B → Character A → Character C → Character D → Character E", "Character B → Character A → Character D → Character C → Character E", "Character B → Character A → Character D → Character C → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character D → Character A → Character E", "Character B → Character D → Character A → Character E", "Character B → Character D → Character A → Character C → Character E", "Character B → Character D → Character A → Character E", "Character B → Character D → Character A → Character C → Character E", "Character B → Character D → Character C → Character A ... C → Character E A judgment value is assigned to each of the following: "Character A → Character E", "Character C → Character A → Character B → Character D → Character E", "Character C → Character A → Character D → Character B → Character E", "Character C → Character B → Character A → Character D → Character E", "Character C → Character B → Character D → Character A → Character E", "Character C → Character D → Character B → Character A → Character E", "Character D → Character A → Character B → Character C → Character E", "Character D → Character A → Character B → Character C → Character E", "Character D → Character A → Character C → Character B → Character E", "Character D → Character B → Character A → Character C → Character E", "Character D → Character A → Character C → Character B → Character E", "Character D → Character B → Character A → Character C → Character E", "Character D → Character B → Character C → Character A → Character E", "Character D → Character C → Character A → Character E", "Character D → Character B → Character C → Character A → Character E".For example, "Character A → Character B → Character C → Character D → Character E" is a combination in which character A is displayed as the first character image, character B is displayed as the second character image, character C is displayed as the third character image, character D is displayed as the fourth character image, and character E is displayed as the fifth character image, and the same is true for other combinations of character images.
[0255] As shown in Figure 8-14(E), when the number of acquired characters is 5, the combinations of character images to be displayed during the special performance are as follows: "Character A → Character B → Character C → Character D → Character E", "Character A → Character B → Character D → Character C → Character E", "Character A → Character C → Character B → Character D → Character E", "Character A → Character D → Character B → Character C → Character E", "Character A → Character D → Character C → Character B → Character E", "Character B → Character A → Character C → Character D → Character E", "Character B → Character A → Character D → Character C → Character E", "Character B → Character A → Character D → Character C → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character A → Character D → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character D → Character A → Character E", "Character B → Character C → Character D → Character A → Character E", "Character B → Character D → Character A → Character E", "Character B → Character D → Character A → Character C ... Character C → Character A → Character E", "Character C → Character A → Character B → Character D → Character E", "Character C → Character A → Character D → Character B → Character E", "Character C → Character A → Character D → Character B → Character E", "Character C → Character B → Character A → Character D → Character E", "Character C → Character D → Character B → Character A → Character E", "Character C → Character D → Character B → Character A → Character E", "Character D → Character A → Character B → Character C → Character E", "Character D → Character A → Character C → Character B → Character E", "Character D → Character A → Character C → Character B → Character E", "Character D → Character B → Character A → Character C → Character E", "Character D → Character B → Character A → Character C → Character E", "Character D → Character B → Character A → Character C → Character E", "Character D → Character B → Character C → Character A → Character E", "Character D → Character C → Character A → Character E", "Character D → Character C → Character A → Character E", "Character D → Character B → Character C → Character A → Character E".
[0256] As described above, by determining the combination of character images, in this example, the first to fourth character images are randomly displayed as characters A to D, while the fifth character image is fixedly displayed as character E. By configuring in this way, in this example, when character E is displayed, the player can easily recognize that the character images have been displayed up to the upper limit number of times, and the player's sense of expectation can be heightened.
[0257] In this example, characters A to E are configured to appear not only in special effects but also in other preview effects (for example, step-up preview effects that gradually suggest the degree of expectation, and cut-in preview effects that momentarily display an image during a super reach effect), so that when character E appears, the jackpot expectation (reliability) is higher than when other characters A to D appear. In the special effects, characters A to D appear almost randomly, but character E can only be displayed when all characters A to D are gathered together (i.e., when the jackpot expectation (reliability) is at its highest), thereby observing the rule that when character E appears, the jackpot expectation (reliability) is highest.
[0258] In addition, without being limited to the aspect shown in this example, for example, if it is configured to display character E as the fifth character image with a high probability, it may be configured so that characters A to C are displayed as the fifth character image with a low probability. Also, in the character image determination tables A to C, it may be configured so that character D or a combination of character images including character D is determined.
[0259] Next, the performance control CPU 120 determines each failure image to be displayed in the special performance (step 002IWS213). In step 002IWS213, the performance control CPU 120 performs a lottery process based on random numbers using a failure image determination table for determining failure images to determine failure images.
[0260] FIG. 8-15 is an explanatory diagram showing a specific example of the failed image determination table selected in step 002IWS213. Among these, FIG. 8-15(A) shows a specific example of the failed image determination table A for determining the first failed image. Also, FIG. 8-15(B) shows a specific example of the failed image determination table B for determining the second failed image. Also, FIG. 8-15(C) shows a specific example of the failed image determination table C for determining the third failed image. Also, FIG. 8-15(D) shows a specific example of the failed image determination table D for determining the fourth failed image. Also, FIG. 8-15(E) shows a specific example of the failed image determination table E for determining the fifth failed image. As shown in FIG. 8-15, in the failed image determination table, a judgment value is assigned to each of the dialogue image and the character transparent image as the type of the failed image.
[0261] As shown in FIG. 8-15, in this example, there are two types of failure images: a dialogue image and a transparent image of a character. In this example, when a dialogue image is selected, a dialogue image including text such as "Not yet" is displayed as the dialogue of the character who appeared immediately before during the special effect (if no character has appeared yet during the special effect, a default character (character A in this example)). Also, in this example, when a transparent image of a character is selected, an image of the character who appeared immediately before during the special effect (if no character has appeared yet during the special effect, a default character (character A in this example)) is displayed transparently.
[0262] As shown in Fig. 8-15, in this example, when a transparent image of a character is displayed as a failure image, the probability of winning (reliability) is slightly higher than when a dialogue image is displayed. However, in this example, although there is a possibility that a maximum of five failure images may be displayed during a special performance, even if a transparent image of a character is displayed five times, the probability of winning when one character is acquired during a special performance (20% in this example) is not exceeded.
[0263] Also, as shown in Figs. 8-15(A) and (B), in this example, when the second failure image is displayed, the percentage of the character's transparent image being displayed as the failure image is higher than when the first failure image is displayed. Also, as shown in Figs. 8-15(B) and (C), in this example, when the third failure image is displayed, the percentage of the character's transparent image being displayed as the failure image is even higher than when the second failure image is displayed. Also, as shown in Figs. 8-15(C) and (D), in this example, when the fourth failure image is displayed, the percentage of the character's transparent image being displayed as the failure image is even higher than when the third failure image is displayed. Also, as shown in Figs. 8-15(D) and (E), in this example, when the fifth failure image is displayed, the percentage of the character's transparent image being displayed as the failure image is even higher than when the fourth failure image is displayed.
[0264] As shown in Fig. 8-15, in this example, the rate at which a transparent image of a character with a high probability of winning (reliability) is displayed increases as the failure image is displayed at a later timing. By configuring in this way, this example is configured to draw attention to the type of failure image.
[0265] In this example, the CPU 120 for controlling presentation (presentation control means) determines the presentation pattern, the type of character image, and the type of failure image, but the present invention is not limited to this. For example, the presentation pattern, the type of character image, and the type of failure image may be set as a variation pattern, and the variation pattern may be determined so that the CPU 103 (game control means) of the microcomputer 100 for game control determines the presentation pattern, the type of character image, and the type of failure image.
[0266] (Variable display performance processing) FIG. 8-16 is a flow chart showing the variable display performance process (step S172) in the performance control process. In the variable display performance process, the performance control CPU 120 first subtracts 1 from the value of the process timer (step 002IWS301) and subtracts 1 from the value of the variable time timer (step 002IWS302). When the process timer times out (step 002IWS303), the process data is switched. That is, the process timer is set to the next process timer setting value in the process table (step 002IWS304). In addition, the control state for the performance device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step 002IWS305).
[0267] Next, the performance control CPU 120 checks whether a special performance is being executed (step 002IWS306). If a special performance is being executed, the performance control CPU 120 checks whether an operation prompting performance that prompts the operation of the push button 31B is being executed (step 002IWS307). If an operation prompting performance is being executed, the performance control CPU 120 checks whether operation of the push button 31B has been detected (step 002IWS308). If operation of the push button 31B has not been detected, the performance control CPU 120 checks whether the valid operation period of the push button 31B has ended (step 002IWS309). If the valid operation period has not ended either, the process proceeds to step 002IWS317.
[0268] When the operation of the push button 31B is detected (Y in step 002IWS308) or when the operation valid period ends (Y in step 002IWS309), the performance control CPU 120 switches to process data for character performance, failure performance, or victory performance (step 002IWS310). In this example, there are cases where the operation condition is a single press of the push button 31B and a long press of the push button 31B. When the operation condition is a single press of the push button 31B, the process data is switched to the character performance or failure performance process data according to the performance pattern, character image, and failure image determined in the special performance setting process. When the operation condition is a long press of the push button 31B, the process data is switched to the victory performance process data. Next, the performance control CPU 120 restarts the process timer (step 002IWS311). Then, the process proceeds to step 002IWS317.
[0269] If the operation prompting effect is not being executed (N in step 002IWS307), the effect control CPU 120 checks whether the effect period of the character effect or the failure effect has ended (step 002IWS312). If the effect period of the character effect or the failure effect has ended, the effect control CPU 120 switches to process data for the operation prompting effect (step 002IWS313). Next, the effect control CPU 120 restarts the process timer (step 002IWS316). Then, the process proceeds to step 002IWS317.
[0270] If a character performance or failure performance is not being executed (N in step 002IWS312), the performance control CPU 120 checks whether or not it is time for the victory performance period to end (step 002IWS314). If it is time for the victory performance period to end, the performance control CPU 120 switches to process data for a super reach performance (more precisely, a strong reach performance during a super reach performance) (step 002IWS315). Next, the performance control CPU 120 restarts the process timer (step 002IWS316). Then, the process proceeds to step 002IWS317.
[0271] Next, the performance control CPU 120 checks whether the variable time timer has timed out (step 002IWS317). If the variable time timer has timed out, the performance control CPU 120 updates the value of the performance process flag to "3" (step 002IWS318) and ends the performance processing during variable display.
[0272] In this example, by executing the processing of steps 002IWS308 to S311, even if the player does not operate the push button 31B at all at the operation timing determined to display a character image in the special effect setting process, the character image is displayed based on the lapse of the valid operation period.
[0273] In addition, the processing mode is not limited to the one shown in this example, and may be configured to display a failure image and execute an effect of failing to acquire a character when the player does not operate the push button 31B at the operation timing determined to display a character image in the special effect setting process. Then, after all operation timings are completed, the character images that were supposed to appear but have not been displayed may be displayed all at once.
[0274] (Time chart for special performances) Next, the time chart of the performance when the special performance is executed will be explained. Figure 8-17 is an explanatory diagram showing an example of the time chart when the special performance is executed. Note that, in the example shown in Figure 8-17, the case where the variation pattern is determined to be the variation pattern PA20 or the variation pattern PB20, and the performance pattern is determined to be the performance pattern D6413 is shown.
[0275] As shown in FIG. 8-17, in the special performance when the variation pattern PA20 or variation pattern PB20 is determined and the performance pattern D6413 is determined, first, a first operation prompt performance is executed to prompt a single pressing operation of the push button 31B. Next, when a pressing operation from the push button 31B is detected, a character performance is executed according to the performance pattern D6413. In the character performance, a moving image (movie) in which a character appears is displayed, followed by a character image.
[0276] Next, a second operation prompting effect is executed. Next, when a pressing operation of push button 31B is detected, a character effect is executed according to effect pattern D6413. Next, a third operation prompting effect is executed. Next, when a pressing operation of push button 31B is detected, a failure effect is executed according to effect pattern D6413. In the failure effect, a video image (movie) of a predetermined failure effect is displayed, followed by a failure image.
[0277] Next, a fourth operation prompting effect is executed. Next, when a pressing operation from push button 31B is detected, a character effect is executed according to effect pattern D6413. Next, a fifth operation prompting effect is executed. Next, when a pressing operation from push button 31B is detected, a character effect is executed according to effect pattern D6413. Next, a sixth operation prompting effect is executed. Next, when a pressing operation from push button 31B is detected, a failure effect is executed according to effect pattern D6413.
[0278] Next, an operation prompting effect is executed to prompt a long press operation of the push button 31B. Next, when a long press operation of the push button 31B is detected, a victory effect is executed. In the victory effect, an effect is executed in a mode in which a battle is fought with an enemy character and the character wins.
[0279] As shown in Fig. 8-17, in this example, the duration of the failure effect is extremely short at 1 second, whereas the duration of the character effect is long at 5 seconds. Also, in this example, the duration of the victory effect is set to 5 seconds.
[0280] In this example, the presentation period is set to 5 seconds when executing the character presentation for acquiring characters A to D, but the presentation period is set to a longer 10 seconds when executing the character presentation for acquiring character E. By configuring in this way, this example is configured to be able to execute a presentation that will liven up the acquisition of character E, which has the highest jackpot expectation (reliability).
[0281] Figure 8-18 is an explanatory diagram showing another example of a time chart when a special performance is executed. In the example shown in Figure 8-18 (1), the variation pattern is determined to be the variation pattern PA17 or the variation pattern PB17, and the performance pattern is determined to be the performance pattern D611.
[0282] As shown in FIG. 8-18(1), in the special performance when the variation pattern PA17 or the variation pattern PB17 is determined and the performance pattern D611 is determined, first, a first operation prompt performance is executed to prompt a single pressing operation of the push button 31B. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D611. Next, a second operation prompt performance is executed. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D611. Next, a third operation prompt performance is executed. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D611. Next, a fourth operation prompt performance is executed. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D611. Next, a fifth operation prompt performance is executed. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D611.
[0283] Next, a sixth operation prompting effect is executed. Next, when a press operation of the push button 31B is detected, a character effect is executed according to the effect pattern D611. Next, an operation prompting effect that prompts a long press operation of the push button 31B is executed. Next, when a long press operation of the push button 31B is detected, a victory effect is executed.
[0284] In addition, the example shown in FIG. 8-18(2) shows a case where the variation pattern is determined to be variation pattern PA09 or variation pattern PB09, and the presentation pattern is determined to be presentation pattern D322.
[0285] As shown in FIG. 8-18(2), in the special performance when the variation pattern PA09 or variation pattern PB09 is determined and the performance pattern D322 is determined, first, a first operation prompt performance is executed to prompt a single pressing operation of the push button 31B. Next, when a pressing operation from the push button 31B is detected, a character performance is executed according to the performance pattern D322. Next, a second operation prompt performance is executed. Next, when a pressing operation from the push button 31B is detected, a failure performance is executed according to the performance pattern D322.
[0286] Next, a third operation prompting effect is executed. Next, when a press operation of the push button 31B is detected, a character effect is executed according to the effect pattern D322. Next, an operation prompting effect that prompts a long press operation of the push button 31B is executed. Next, when a long press operation of the push button 31B is detected, a victory effect is executed.
[0287] As shown in FIG. 8-18(1), when the variation pattern PA17 or the variation pattern PB17 is determined and the performance pattern D611 is determined, the failure performance is executed five times, the character performance is executed once, and the victory performance is executed once. Therefore, the total performance period of the failure performance, the character performance, and the victory performance is 1 second x 5 + 5 seconds + 5 seconds = 15 seconds. On the other hand, as shown in FIG. 8-18(2), when the variation pattern PA09 or the variation pattern PB09 is determined and the performance pattern D322 is determined, the failure performance is executed once, the character performance is executed twice, and the victory performance is executed once. Therefore, the total performance period of the failure performance, the character performance, and the victory performance is 1 second + 5 seconds x 2 + 5 seconds = 11 seconds. Thus, in this example, when the number of characters acquired is large even if the number of operable times is small, the performance period of the character performance is set longer than that of the failure performance so that the performance period is longer than that of the case where the number of characters acquired is small even if the number of operable times is large.
[0288] In addition, as shown in Fig. 8-17 and Fig. 8-18, in this example, even if the special performance is executed according to any variation pattern and any performance pattern, at the end of the performance period, a victory performance of a common performance mode is executed based on the detection of a common operation mode (in this example, a long press of the push button 31B). With such a configuration, in this example, even if the number of times the character image is displayed is relatively small, the aspect that the expectation is low can be concealed.
[0289] (Super Reach performance time chart) Next, a time chart of the performance when the super reach performance is executed will be explained. Figure 8-19 is an explanatory diagram showing an example of a time chart when the super reach performance is executed. In this example, the super reach performance is executed when the super reach performance is executed alone during the variable display of the decorative pattern, or when the super reach performance is executed after the special performance is executed.
[0290] First, a case where the super reach performance is executed independently during the display of the decorative pattern change will be described with reference to FIG. 8-19(1). In the example shown in FIG. 8-19(1), a case where the change pattern is determined to be the change pattern PA06 or the change pattern PB06 is shown. As shown in FIG. 8-19(1), when the super reach performance is executed independently during the display of the decorative pattern change, when the left and right decorative patterns are stopped and displayed as the same pattern in the image display device 5 and a reach state occurs, a normal reach is executed. Next, when the timing for the super reach to develop is reached, first, a weak reach performance during the super reach performance is executed. Next, when the performance period of the weak reach performance is ended, a predetermined development pattern (in this example, development pattern E) is stopped and displayed in the image display device 5, and a strong reach performance during the super reach performance (in this example, strong reach performance E) is executed.
[0291] Next, with reference to FIG. 8-19(2), a case where a special performance is performed during the display of a changing decorative pattern and then a super reach performance is performed will be described. In the example shown in FIG. 8-19(2), a case where a change pattern is determined to be a change pattern PA21 or a change pattern PB21 is shown. As shown in FIG. 8-19(2), when a special performance is performed during the display of a changing decorative pattern, when the left and right decorative patterns are displayed as the same pattern on the image display device 5 and a reach state occurs, a normal reach is performed. Next, when the timing for performing the special performance arrives, a special performance (in this example, a special performance in which the number of possible operations is 6 and the number of characters acquired is 5) is performed. Next, when the performance period of the special performance ends, a predetermined development pattern (in this example, development pattern E) is displayed on the image display device 5 and a strong reach performance (in this example, strong reach performance E) during the super reach performance is performed.
[0292] For the above reasons, in this example, when a super reach effect is executed after a special effect is executed, the weak reach effect is not executed, and the game progresses directly to a strong reach effect. By providing such a configuration, this example prevents the weak reach effect from being executed despite the special effect being executed, and suppresses a decline in interest.
[0293] In the example shown in FIG. 8-19, a case where Super Reach E is executed is shown as an example, but similarly, when Super Reach A is executed, the development symbol A is displayed as a stop and develops into a strong reach performance A. Similarly, when Super Reach B is executed, the development symbol B is displayed as a stop and develops into a strong reach performance B. Similarly, when Super Reach C is executed, the development symbol C is displayed as a stop and develops into a strong reach performance C. Similarly, when Super Reach D is executed, the development symbol D is displayed as a stop and develops into a strong reach performance D.
[0294] (Example of special performance) Next, the presentation mode of the special effects will be described. Fig. 8-20 to Fig. 8-26 are explanatory diagrams for explaining specific examples of the presentation mode of the special effects. In Fig. 8-20 to Fig. 8-26, the display screen transitions in the order of (1), (2), (3), and so on.
[0295] In the examples shown in Figures 8-20 to 8-26, the variation pattern is determined to be variation pattern PA20 or variation pattern PB20, the presentation pattern is determined to be presentation pattern D6413, the combination of character images is determined to be "Character A → Character B → Character C → Character D," the first failure image to be displayed is determined to be a "dialogue image," and the second failure image to be displayed is determined to be a "transparent image of the character."
[0296] As shown in Figure 8-20(1), in the image display device 5, while the decorative patterns are being displayed in a varying manner, first the left decorative pattern 5L (in this example, the pattern "7") is displayed stationary, and then, as shown in Figure 8-20(2), the right decorative pattern 5R is displayed stationary with the same pattern as the left decorative pattern 5L (in this example, the pattern "7"), and a reach state occurs.Then, as shown in Figure 8-20(2), an effect image EI1 is displayed in front of the decorative pattern, and a letter image M1 of "reach" is displayed in front of the effect image EI1, and a normal reach is executed.Also, as shown in Figure 8-20(1), the image display device 5 is provided with an active display area 5A that displays an active display, and a hold display area 5H that displays a hold display.
[0297] Next, when the timing for executing the special effect arrives, as shown in FIG. 8-20(3), the text image M2 of "Gathering Chance" approaches the display area of the middle decorative pattern 5C, and then, as shown in FIG. 8-20(4), an effect is executed in which the text image M2 of "Gathering Chance" is stopped and displayed in the display area of the middle decorative pattern 5C. Next, as shown in FIG. 8-21(5), the text image M2 of "Gathering Chance" is enlarged on the image display device 5, and the special effect is started. Note that when the special effect is started, the display of the decorative pattern change is reduced and displayed at the upper right corner of the display screen of the image display device 5, as shown in FIG. 8-21(5). Next, as shown in FIG. 8-21(6), text display for explaining the game, such as "Push the button to gather the characters and defeat the enemy!!" is displayed on the image display device 5.
[0298] The examples shown in Fig. 8-20(1) to Fig. 8-21(6) are examples of the flow of the presentation that develops from a gathering chance to a special presentation, and it is possible to develop to a special presentation by following other presentation flows. For example, after a normal reach is executed in which the decorative symbols are in a reach state, it may develop into a weak reach presentation, and the weak reach presentation may be interrupted midway through the execution of the weak reach presentation, resulting in a gathering chance and developing into a special presentation. Also, for example, it may be configured so that the display mode of the active display or the reserved display changes to a mode indicating that it will develop into a gathering chance (for example, a mode including a character display such as "gather"), and by acting on the display screen during the reach state, it may develop into a gathering chance and develop into a special presentation.
[0299] Next, as shown in FIG. 8-21(7), an image BT imitating a push button 31B including the word "PUSH" is displayed on the image display device 5, an enemy character image CZ is displayed, and the first operation prompting performance is executed. When the operation prompting performance starts, an effect image EI2 radially spreading from the center of the display screen of the image display device 5 also starts to be displayed. A box image L is displayed at the upper left corner of the display screen of the image display device 5, and (current number of characters acquired / maximum number of characters that can be acquired) is displayed inside the box image L. In this example, a maximum of five characters can be acquired, and since no characters have been acquired yet, "0 / 5" is displayed inside the box image L.
[0300] Next, when the pressing operation of the push button 31B is detected, as shown in FIG. 8-21(8), a moving image of an image CA of character A appearing from the left side of the display screen of the image display device 5 is displayed, and a character performance is executed. Next, when the performance period of the character performance (5 seconds in this example) is to end, as shown in FIG. 8-22(9), an effect image EI3 is displayed from the left side of the display screen of the image display device 5, and an image CA of character A is displayed in the center of the display screen, and a performance is executed in which character A appears to have cut in. Also, as shown in FIG. 8-22(9), the text display "Character A Gathering!!" is displayed on the right side of the display screen of the image display device 5, making it possible to recognize that character A has been successfully acquired.
[0301] Next, as shown in FIG. 8-22(10), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and a second operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI4 radially spreading from the center of the display screen of the image display device 5 also starts. Note that as the effect image EI4, an image with a higher radial density than the effect image EI2 displayed in FIG. 8-21(7) and (8) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since one character has been acquired, "1 / 5" is displayed inside the box image L. Also, an image CA of the acquired character A is displayed at the lower left corner of the display screen of the image display device 5.
[0302] Next, when the pressing operation of the push button 31B is detected, as shown in FIG. 8-22(11), a moving image of an image CB of character B appearing from the right side of the display screen of the image display device 5 is displayed, and a character performance is executed. Next, when the performance period of the character performance (5 seconds in this example) is to end, as shown in FIG. 8-22(12), an effect image EI5 is displayed from the right side of the display screen of the image display device 5, and an image CB of character B is displayed in the center of the display screen, and a performance is executed as if character B has cut in. Also, as shown in FIG. 8-22(12), the text display "Character B Gather!!" is displayed on the left side of the display screen of the image display device 5, making it possible to recognize that character B has been successfully acquired.
[0303] Next, as shown in FIG. 8-23(13), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the third operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI6 radially spreading from the center of the display screen of the image display device 5 also starts. Note that as the effect image EI6, an image with a higher radial density than the effect image EI4 displayed in FIG. 8-22(10) and (11) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since two characters have been acquired, "2 / 5" is displayed inside the box image L. Also, an image CA of the acquired character A is displayed at the lower left corner of the display screen of the image display device 5, and an image CB of the acquired character B is displayed at the lower right corner of the display screen of the image display device 5.
[0304] Next, when a press of the push button 31B is detected, as shown in FIG. 8-23(14), the text display DL of the image CB of the character B previously acquired is displayed as "Not yet...", and the dialogue is executed as a failure presentation for a presentation period of one second, making it possible to recognize that the acquisition of the character has failed.
[0305] Next, as shown in FIG. 8-23(15), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the fourth operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI6 radially spreading from the center of the display screen of the image display device 5 also starts. Since the previous operation failed to acquire a character, the effect image EI6 with the same radial density as that of FIG. 8-23(13) and (14) is displayed. A box image L is displayed at the upper left corner of the display screen of the image display device 5, and since two characters have been acquired, "2 / 5" is displayed inside the box image L. An image CA of the acquired character A is displayed at the lower left corner of the display screen of the image display device 5, and an image CB of the acquired character B is displayed at the lower right corner of the display screen of the image display device 5.
[0306] Next, when the pressing operation of the push button 31B is detected, as shown in FIG. 8-23(16), a moving image of an image CC of character C appearing from the left side of the display screen of the image display device 5 is displayed, and a character performance is executed. Next, when the performance period of the character performance (5 seconds in this example) is to end, as shown in FIG. 8-24(17), an effect image EI7 is displayed from the left side of the display screen of the image display device 5, and an image CC of character C is displayed in the center of the display screen, and a performance is executed as if character C has cut in. Also, as shown in FIG. 8-24(17), the text display "Character C Gathering!!" is displayed on the right side of the display screen of the image display device 5, making it possible to recognize that character C has been successfully acquired.
[0307] Next, as shown in FIG. 8-24(18), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the fifth operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI8 spreading radially from the center of the display screen of the image display device 5 also starts. Note that as the effect image EI8, an image with a higher radiation density than the effect image EI6 displayed in FIG. 8-23(13),(14),(15),(16) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since three characters have been acquired, "3 / 5" is displayed inside the box image L. Also, an image CA of the acquired character A and an image CC of the character C are displayed at the lower left corner of the display screen of the image display device 5, and an image CB of the acquired character B is displayed at the lower right corner of the display screen of the image display device 5.
[0308] Next, when the pressing operation of the push button 31B is detected, as shown in FIG. 8-24(19), a moving image of an image CD of character D appearing from the right side of the display screen of the image display device 5 is displayed, and a character performance is executed. Next, when the timing for the end of the performance period of the character performance (5 seconds in this example) is reached, as shown in FIG. 8-24(20), an effect image EI9 is displayed from the right side of the display screen of the image display device 5, and an image CD of character D is displayed in the center of the display screen, and a performance is executed in which character D appears to cut in. Also, as shown in FIG. 8-24(20), the text display "Character D Gathering!!" is displayed on the right side of the display screen of the image display device 5, making it possible to recognize that character D has been successfully acquired.
[0309] Next, as shown in FIG. 8-25(21), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the sixth operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI10 spreading radially from the center of the display screen of the image display device 5 also starts. Note that, as the effect image EI10, an image with a higher radial density than the effect image EI8 displayed in FIG. 8-24(18) and (19) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since four characters have been acquired, "4 / 5" is displayed inside the box image L. Also, an image CA of the acquired character A and an image CC of the character C are displayed at the lower left corner of the display screen of the image display device 5, and an image CB of the acquired character B and an image CD of the acquired character D are displayed at the lower right corner of the display screen of the image display device 5.
[0310] Next, when a press of the push button 31B is detected, a transparent image cd of the character D just acquired is displayed with increased transparency, as shown in FIG. 8-25 (22), and then, as shown in FIG. 8-25 (23), an effect is executed in which the transparent image cd of the character D gradually approaches forward, and the transparent image of the character is displayed as a failure effect for a one-second effect period, making it possible to recognize that the acquisition of the character has failed.
[0311] Next, as shown in Fig. 8-25(24), an image BT imitating the push button 31B including the text "Press and hold!" is displayed on the image display device 5, along with an enemy character image CZ, to promote the long press of the push button 31B. Also, as shown in Fig. 8-25(24), text such as "Defeat the enemy!!" is displayed using the left and right areas of the display screen of the image display device 5.
[0312] Next, in response to detection of a long press of the push button 31B, images LH and RH are displayed as if punching the enemy character image CZ from the left and right, and an effect image EI11 is displayed around the enemy character image CZ, as shown in Fig. 8-26 (25). Then, as shown in Fig. 8-26 (26), the word "WIN!" is displayed, and a victory performance is executed as if the player has won a battle against the enemy character image CZ.
[0313] In this example, regardless of the number of operations during the special effect or the number of successes or failures in acquiring a character, the effect of defeating the enemy character image CZ by a long press operation is executed at the end of the special effect in a common manner as shown in Fig. 8-25(24) to Fig. 8-26(26). By configuring in this way, in this example, even for players whose results of operations during the special effect were not very good, it is possible to prevent them from becoming discouraged by showing them an image of defeating the enemy character image CZ by making them perform a long press operation at the end.
[0314] Next, as shown in Figure 8-26 (27), on the image display device 5, a development pattern D suggesting development to Super Reach D is displayed as a stopped pattern 5L, 5R on the left and right, and as shown in Figure 8-26 (28), it develops into Super Reach D (specifically, Strong Reach D within Super Reach D).
[0315] When the performance progresses to the Super Reach performance, for example, a performance is executed in which an enemy character is defeated in the Super Reach performance to achieve a jackpot. In this case, when an enemy character is defeated in the Super Reach performance, for example, a rainbow effect image is displayed to make it easier to recognize that a jackpot has been achieved. In contrast, when an enemy character is defeated in the special performance, the rainbow effect image is not displayed (for example, a green or red effect image is displayed instead), and by configuring in this way, it is possible to easily distinguish that this is a performance following the development to the Super Reach.
[0316] As described above, according to the present characteristic part 002IW, the configurations of the gaming machine shown in (Means 1) to (Means 14) below are disclosed.
[0317] (Means 1) A gaming machine capable of playing a game, comprising: a special effect execution means (for example, a part in the effect control CPU 120 that selects a process table including a special effect in step 002IWS104 and executes steps 002IWS106 and S305) capable of executing a special effect (for example, the special effects shown in Figs. 8-20 to 8-26) capable of displaying the effect result multiple times; and a result display count pattern (for example, variable patterns PA07 to PA21, PB07 to PB21) that determines the number of times the effect result is displayed in the special effect. and a display count pattern determination means (e.g., a portion that executes step S111 in the game control microcomputer 100). The special effect execution means is capable of displaying, as the special effect, a plurality of types of effect results including a first result (e.g., a failure image) and a second result (e.g., a character image) that suggests that the first result is more advantageous to the player than the first result, and the more times the second result is displayed as the special effect, the higher the probability that the second result will be suggested to be advantageous to the player (e.g., FIG. 8-1 and In FIG. 8-2, the larger the number of characters acquired in the special performance, the higher the jackpot expectation (reliability) is configured. The result display count pattern determination means can determine a plurality of types of result display count patterns including a first result display count pattern (for example, variation patterns PA08, PA09, PB08, PA09 in which the number of possible operations is 3) and a second result display count pattern in which the performance result is displayed more frequently than the first result display count pattern (for example, variation patterns PA10-PA21, PB10-PB21 in which the number of possible operations is 4 or more). In the special performance, a second result display count pattern can be determined when the second result is displayed a first number of times (e.g., once) as the performance result, and a first result display count pattern can be determined when the second result is displayed a second number of times (e.g., twice) which is greater than the first number of times as the performance result, and the special performance execution means executes the special performance so that the performance period (e.g., 5 seconds) when displaying the second result as the performance result is longer than the performance period (e.g., 1 second) when displaying the first result as the performance result (see Figures 8-17 and 8-18).According to such a configuration, even if the number of times the performance result is displayed is small, it is possible to avoid giving the impression that the performance is dull. Also, it is possible to ensure that the purpose of the performance is not lost on the number of times the second result is displayed as the performance result.
[0318] (Means 2) In the means 1, when a special effect in which the second result is displayed the first number of times as a performance result according to the second result display count pattern is executed, the probability that it is suggested to be advantageous to the player is higher than when a special effect in which the second result is displayed the first number of times as a performance result according to the first result display count pattern is executed (for example, in Figs. 8-1 and 8-2, when the number of characters acquired in the special effect is the same, the expectation (reliability) of a big win increases as the number of times that can be operated during the special effect increases). With such a configuration, it is possible to suppress a decrease in interest when the expectation is low despite the number of times the performance result is displayed.
[0319] (Means 3) In means 1 or 2, the special effect execution means may be configured to execute the special effect so that the effect period is longer when executing the special effect in which the second result is displayed the second number of times as the effect result according to the first result display count pattern than when executing the special effect in which the second result is displayed the first number of times as the effect result according to the second result display count pattern (for example, as shown in FIG. 8-18, when the number of possible operations is small but the number of characters obtained is large, the effect period is set longer for the character effect than for the failure effect so that the effect period is longer compared to when the number of possible operations is large but the number of characters obtained is small). With such a configuration, even when the number of times the effect result is displayed is small, it is possible to prevent the effect from appearing dull.
[0320] (Means 4) In any of the means 1 to 3, there are a plurality of types of second results (e.g., character images of characters A to E), and the special effect execution means may be configured to display an effect image corresponding to the type of the second result among the plurality of types of effect images (e.g., a moving image effect in which an image of a character appears as shown in FIG. 8-21(8)) in the effect when the second result is displayed as the effect result, and to display the effect image for a common effect period (e.g., 5 seconds) when any of the plurality of types of effect images is displayed (see FIG. 8-17 and FIG. 8-18). According to such a configuration, since the effect period does not differ even if the type of the second result is different, it is possible to prevent a situation in which the effect period differs even if the number of times the second result is displayed is the same, and it is possible to prevent the player from having a sense of expectation unnecessarily.
[0321] (Means 5) In any of means 1 to 4, the special effect execution means may be configured to display one of a plurality of types of predetermined images (e.g., an image of a character) according to the number of times the second result is displayed as the effect result in the special effect, and not to display the predetermined image when the first result is displayed as the effect result in the special effect (for example, as shown in FIG. 8-23(14) and FIG. 8-25(23), when a dialogue effect or a transparent image of a character is executed as a failure effect, an image of the character (an image of a character that is not a transparent image) is not displayed). With such a configuration, attention can be drawn only to the number of times the second result is displayed, so that the purpose of the effect is not lost.
[0322] (Means 6) In any of the means 1 to 5, the result display count pattern determination means may be configured to determine a predetermined result display count pattern (e.g., a variation pattern PA08, PA09, PB08, PB09 with 3 possible operation counts) having a higher result display count than the first result when the second result is displayed a first number of times (e.g., once) as a performance result in a special performance, and to have a lower rate of the first result being displayed as the final performance result in the predetermined result display count pattern when the second result is displayed a first number of times as a performance result by the predetermined result display count pattern than when the second result is displayed a second number of times (e.g., twice) as a performance result by the predetermined result display count pattern (for example, in Figs. 8-5 to 8-11, when the number of characters acquired in the special performance is small, the rate of failure images being displayed at the final operation timing is smaller than when the number of characters acquired is large). With such a configuration, it is possible to suppress a decrease in interest.
[0323] That is, in this example, if a failure image is displayed at the final operation timing even though the number of acquired characters is small, the player will become very disappointed, so the rate at which a failure image is displayed at the final operation timing when the number of acquired characters is small is reduced to prevent a decrease in interest.
[0324] (Means 7) Any of the means 1 to 6 is provided with an action detection means (e.g., push button 31B) capable of detecting the action of the player during the action valid period, and the special effect execution means displays the effect result in the special effect based on the action of the player being detected by the action detection means during the action valid period (e.g., the operation valid period) (e.g., the performance control CPU 120 executes the processing of step 002IWS310 and subsequent steps when Y is determined in step 002IWS308), and after the final effect result is displayed in the special effect, the final action valid period (e.g., the long press operation valid period as shown in Figures 8-17 and 8-18) begins, and the special effect execution means The special effect may be terminated based on the detection of the player's action by the action detection means during the last action valid period (for example, as shown in Figs. 8-17 and 8-18, a victory effect is executed based on the detection of a long press of the push button 31B to terminate the special effect), and a common action of the player is detected by the action detection means during the last action valid period regardless of the number of times the second result is displayed as a special effect (for example, as shown in Figs. 8-17 and 8-18, a victory effect of a common action mode is executed based on the detection of a common operation mode (for example, a long press of the push button 31B). With such a configuration, the special effect can be terminated by the common action, so that the aspect of low expectation can be concealed even if the number of times the second result is displayed is relatively low.
[0325] In this example, a long press of the push button 31B is shown as a common operation, but the common operation is not limited to this, and may be a continuous tap of the push button 31B or a tilt operation of the stick controller 31A.
[0326] (Means 8) In any of means 1 to 7, there may be a plurality of types of second results (e.g., character images of characters A to E), and the special effect execution means may be configured to be capable of displaying the second result as the effect result in the special effect up to a maximum number of times (e.g., 5 times), and when the second result is displayed as the effect result in the special effect the maximum number of times, a common second result (e.g., a character image of character E) may be displayed among the plurality of types of second results (see FIG. 8-14(E)). With such a configuration, it is possible to easily recognize that the maximum number of times for the second result has been reached.
[0327] (Means 9) In any of the means 1 to 8, there may be a plurality of types of first results (e.g., a dialogue image, a transparent image of a character), and the ratio of the first results that are suggested to be advantageous to the player may differ depending on which type of first result is displayed as the special effect (e.g., as shown in FIG. 8-15, when a transparent image of a character is displayed as a failure image, the expectation (reliability) of a big win is slightly higher than when a dialogue image is displayed), and the special effect execution means may be configured to display a first result that is more likely to be suggested to be advantageous to the player when the effect result is displayed the second time than when the effect result is displayed the first time (e.g., as shown in FIG. 8-15, the ratio of the transparent image of a character with a high expectation (reliability) of a big win increases as the failure image is displayed at a later timing). With such a configuration, the type of the first result can also be drawn to attention.
[0328] (Means 10) In any of the means 1 to 9, in the special performance, when the second result is displayed the second number of times (e.g., 3 times, 4 times) as the performance result, the rate at which the first result is displayed as the performance result is higher than when the second result is displayed the first number of times (e.g., 1 time, 2 times) as the performance result (for example, in FIG. 8-1 and FIG. 8-2, when the number of characters acquired in the special performance is 3 or 4, the selection rate is higher than when the number of characters acquired is 1 or 2, and as a result, when the number of characters acquired is 3 or 4, the rate at which a failure image is displayed is also higher). With such a configuration, the more the number of times the second result is displayed, the more likely it is that a chance increase will occur, thereby suppressing a decrease in interest.
[0329] (Means 11) In any of means 1 to 10, the special performance execution means may be configured to be capable of displaying the second result as a performance result a third number of times (e.g., five times) in the special performance, which is greater than the second number of times (e.g., three or four times), and in the special performance, when the second result is displayed the second number of times as a performance result, the proportion of the first result being displayed more frequently as a performance result is higher than when the second result is displayed the third number of times as a performance result (for example, in Figs. 8-1 and 8-2, when the number of characters acquired in the special performance is the maximum of 5, there are few opportunities to display a failure image in the first place, and compared to when the number of characters acquired is 3 or 4, the proportion of failure images being displayed is higher when the number of characters acquired is 3 or 4). With such a configuration, it is possible to avoid losing the spirit of the performance.
[0330] (Means 12) Any of means 1 to 11 may be provided with a reach performance execution means capable of executing a plurality of types of reach performances (e.g., Super Reach A to E) (e.g., a portion that selects a process table including a Super Reach performance in step 002IWS104 in the performance control CPU 120 and executes steps 002IWS106, S305), and the proportion of which of the plurality of types of reach performances is executed varies depending on the number of times the second result is displayed in the special performance (e.g., as shown in Figures 8-1 and 8-2, when one character is acquired in the special performance, Super Reach A is executed after the special performance is executed, when two characters are acquired in the special performance, Super Reach B is executed after the special performance is executed, when three characters are acquired in the special performance, Super Reach C is executed after the special performance, when four characters are acquired in the special performance, Super Reach D is executed after the special performance, and when five characters are acquired in the special performance, Super Reach E is executed after the special performance). With this configuration, it is possible to draw attention to the number of times the second result has been displayed.
[0331] In this example, if one character is acquired in the special effect, Super Reach A is executed after the special effect is executed, if two characters are acquired in the special effect, Super Reach B is executed after the special effect is executed, if three characters are acquired in the special effect, Super Reach C is executed after the special effect is executed, if four characters are acquired in the special effect, Super Reach D is executed after the special effect is executed, and if five characters are acquired in the special effect, Super Reach E is executed after the special effect is executed, so that the more characters acquired, the higher the chance of a jackpot (reliability) the super reach will develop.
[0332] (Means 13) In any of the means 1 to 12, a reach performance execution means (for example, a part that selects a process table including a super reach performance in step 002IWS104 in the performance control CPU120 and executes steps 002IWS106, S305) capable of executing a reach performance consisting of a weak reach performance (for example, a weak reach performance shown in FIG. 8-19) and a strong reach performance (for example, a strong reach performance shown in FIG. 8-19) that is executed based on the display of a predetermined performance result (for example, a development pattern shown in FIG. 8-19) in the weak reach performance is provided, and the reach performance execution means may be configured to execute a strong reach performance without executing a weak reach performance when a special performance is executed (for example, as shown in FIG. 8-19, when a super reach performance is executed after a special performance is executed, it develops directly into a strong reach performance without executing a weak reach performance). With such a configuration, it is possible to prevent a weak reach performance from being executed despite the execution of a special performance, and suppress a decline in interest.
[0333] (Means 14) In any of the means 1 to 13, when the second result is displayed once as a result in the special effect, the probability of suggesting that the result is advantageous to the player is higher than when the first result is displayed multiple times as a result in the special effect (for example, in FIG. 8-15, even if the transparent image of the character is displayed five times, the expected probability of winning when one character is obtained during the special effect (20% in this example) may not be exceeded). With such a configuration, the frequency of appearance of the first result can be increased.
[0334] (Modification) In the above-mentioned characteristic part 002IW, a reserved / active advance notice performance that changes the display mode of the reserved display or the active display based on the result of the look-ahead determination may be configured to be executable. Below, a modified example in which the reserved / active advance notice performance is configured to be executable will be described.
[0335] In the modified example, when the game control microcomputer 100 (specifically, the CPU 103) detects a start winning in the start winning judgment process (step S101), it extracts a random number for jackpot judgment, a random number for determining a variation pattern type, and a random number for determining a variation pattern, and based on these extracted random numbers, it predicts whether or not a jackpot will occur and the variation pattern type. Then, the CPU 103 transmits a predictive judgment result designation command capable of specifying the predictive judgment result to the performance control CPU 120.
[0336] (Pre-reading notice setting process in modified example) FIG. 8-27 is a flow chart showing the pre-reading notice setting process (step S161) in the modified example. In the pre-reading notice setting process in the modified example, the performance control CPU 120 first checks whether or not a pre-reading judgment result designation command has been received (step 002IWS401). If a pre-reading judgment result designation command has been received, the performance control CPU 120 performs a lottery process based on random numbers based on the pre-reading judgment result indicated by the received pre-reading judgment result designation command, and determines whether or not to execute a reserved / active notice performance (step 002IWS402).
[0337] Next, the performance control CPU 120 checks whether it has been decided to execute the reserved / active advance notice performance (step 002IWS403). If it has been decided to execute the reserved / active advance notice performance, the performance control CPU 120 performs a lottery process based on random numbers to determine a reserved / active change pattern, which is a change pattern of the reserved display and active display in the reserved / active advance notice performance (step 002IWS404).
[0338] In this modified example, a hold / active advance notice performance is executed according to the determined hold / active change pattern, thereby executing a performance in which the display mode of the hold display is changed (for example, the display color or display shape is changed) at the hold display stage, or the display mode of the active display is changed (for example, the display color or display shape is changed). Also, a performance in which the display mode is changed in multiple stages from the hold display stage to the active display stage is executed.
[0339] In this modified example, for example, the display color of the reserved display or active display is changed from a normal display color (for example, white) to gold, red, or blue. In this case, as already explained, when the special performance is executed, the jackpot expectation (reliability) when the maximum of five characters are acquired is 60%, but when the display color of the reserved display or active display changes to gold, the jackpot expectation (reliability) is 70%, which may exceed the jackpot expectation of the special performance. Also, as already explained, when the special performance is executed, the jackpot expectation (reliability) when up to three characters are acquired is 40%, but when the display color of the reserved display or active display changes to red, the jackpot expectation (reliability) is 50%, which may exceed the jackpot expectation of the special performance.
[0340] On the other hand, when the display color of the pending or active display changes to blue, the expected probability (reliability) of a jackpot is 5%, but even if a maximum of five failure images are displayed during the special performance (in particular, even if a transparent image of a character is displayed five times), the expected probability of a jackpot when the display color of the pending or active display changes to blue (5% in this modified example) is configured not to exceed this.
[0341] (Variable display start setting process in modified example) 8-28 is a flowchart showing a variable display start setting process (step S171) in the modified example. In the variable display setting process of the modified example, the performance control CPU 120 executes a special performance setting process (step 002IWS103) and then executes a reserved / active advance notice performance setting process for setting the performance mode of the reserved / active advance notice performance (step 002IWS103X).
[0342] (Pending / active notice setting process in modified example) FIG. 8-29 is a flowchart showing the reserved / active notice performance setting process (step 002IWS103X) in the modified example. In the reserved / active notice performance setting process of the modified example, the performance control CPU 120 first checks whether the current variable display is the target of the change in the display mode of the reserved display (step 002IWS501). In addition, whether the display mode of the reserved display is the target of the change can be determined by checking the reserved / active change pattern determined in the advance notice setting process. If the display mode of the reserved display is the target of the change, the performance control CPU 120 sets the execution of the action performance during the variable display of the decorative pattern (step 002IWS502). In addition, the performance control CPU 120 sets the normal change timing as the timing for changing the display mode of the reserved display (step 002IWS503). In addition, in this modified example, the normal change timing is set to the timing immediately after the variable display of the decorative pattern starts, and is set to the timing before the execution timing of the super reach performance or the special performance.
[0343] If the display mode of the pending display is not subject to change, the performance control CPU 120 checks whether the current variable display is subject to change in the display mode of the active display (step 002IWS504). In addition, whether the display mode of the active display is subject to change can be determined by checking the pending / active change pattern determined in the advance notice setting process.
[0344] If the display mode of the active display is subject to change, the performance control CPU 120 checks whether or not a special performance will be executed in this variable display (step 002IWS505). If a special performance will be executed, the performance control CPU 120 checks whether or not two or more failure images will be displayed in the special performance (step 002IWS506). Specifically, whether or not a special performance will be executed and whether or not two or more failure images will be displayed can be determined by checking the variation pattern specified by the variation pattern command. If two or more failure images are displayed, the performance control CPU 120 performs a lottery process based on random numbers using an image replacement decision table for determining whether or not to replace an image and the timing of image replacement, and determines whether or not to replace an image and the timing of image replacement (step 002IWS507).
[0345] FIG. 8-30 is an explanatory diagram showing a specific example of the pattern replacement decision table. Among these, FIG. 8-30(A) shows a specific example of the image replacement decision table A for determining whether or not to replace an image and the timing of image replacement when there are two failure images. Also, FIG. 8-30(B) shows a specific example of the image replacement decision table B for determining whether or not to replace an image and the timing of image replacement when there are three failure images. Also, FIG. 8-30(C) shows a specific example of the image replacement decision table C for determining whether or not to replace an image and the timing of image replacement when there are four failure images. Also, FIG. 8-30(D) shows a specific example of the image replacement decision table D for determining whether or not to replace an image and the timing of image replacement when there are five failure images.
[0346] As shown in FIG. 8-30(A), when there are two failure images, there is a 95% probability that no image replacement will be determined, and there is a 5% probability that an image will be replaced at the display timing of the second failure image.
[0347] As shown in Figure 8-30(B), when there are three failed images, there is an 85% probability that no image replacement will be determined, a 5% probability that an image will be replaced at the display timing of the second failed image, and a 10% probability that an image will be replaced at the display timing of the third failed image.
[0348] As shown in Figure 8-30(C), when there are four failed images, there is a 55% probability that no image replacement will be performed, a 5% probability that the image will be replaced when the second failed image is displayed, a 10% probability that the image will be replaced when the third failed image is displayed, and a 30% probability that the image will be replaced when the fourth failed image is displayed.
[0349] As shown in Figure 8-30(D), when there are four failed images, there is a 5% probability that no image replacement will be determined, a 5% probability that the image will be replaced when the second failed image is displayed, a 10% probability that the image will be replaced when the third failed image is displayed, a 30% probability that the image will be replaced when the fourth failed image is displayed, and a 50% probability that the image will be replaced when the fifth failed image is displayed.
[0350] If it is decided to replace the image at the time when the second failed image is displayed, a performance is executed in which the display mode of the active display is changed by replacing the image with a failed image at the time when the second failed image is displayed. If it is decided to replace the image at the time when the third failed image is displayed, a performance is executed in which the display mode of the active display is changed by replacing the image with a failed image at the time when the third failed image is displayed. If it is decided to replace the image at the time when the fourth failed image is displayed, a performance is executed in which the display mode of the active display is changed by replacing the image with a failed image at the time when the fourth failed image is displayed. If it is decided to replace the image at the time when the fifth failed image is displayed, a performance is executed in which the display mode of the active display is changed by replacing the image with a failed image at the time when the fifth failed image is displayed.
[0351] As shown in Fig. 8-30, this modified example is configured so that the display mode of the active display is likely to change as the display timing of the later failure images increases, replacing them with failure images at a high rate. By configuring it in this way, this modified example prevents the interest from decreasing even if the player fails to capture a character repeatedly.
[0352] Next, the performance control CPU 120 checks whether it has been decided to replace the image (step 002IWS508). If it has been decided to replace the image, the performance control CPU 120 sets the failed image at the decided replacement timing to be replaced with a change in the display mode of the active display (step 002IWS509).
[0353] If the special effect is not executed (N in step 002IWS505), if only one failure image is displayed (Y in step 002IWS506), or if it is decided not to replace the image (N in step 002IWS508), the effect control CPU 120 sets the execution of the action effect during the variable display of the decorative symbols (step 002IWS510). The effect control CPU 120 also sets the normal change timing as the timing for changing the display mode of the active display (step 002IWS511). In this modified example, the normal change timing is set to the timing immediately after the variable display of the decorative symbols starts, and is set to the timing before the execution of the super reach effect or special effect.
[0354] As described above, by executing the processing of steps 002IWS505 to S509, this modified example is configured so that when a special effect is executed while a pending / active preview effect is being executed, the display mode of the active display may change by replacing it with a failure image at the display timing of the failure image. However, in this modified example, when the display mode of the active display changes while a special effect is being executed, the execution of an action effect is not set (see step 002IWS510), so the display mode of the active display changes as it is without executing an action effect.
[0355] In addition, the processing mode is not limited to that shown in this modified example, and may be configured, for example, so that even when the first failed image is displayed, it may be replaced with a change in the display mode of the active display, or so that when the third or subsequent failed image is displayed, it may be replaced with a change in the display mode of the active display.
[0356] (Variable display performance processing in modified example) 8-31 and 8-32 are flowcharts showing the variable display performance process (step S172) in the modified example. In the variable display performance process of the modified example, the processes of steps 002IWS301 to S305 are similar to those shown in FIG. 8-16.
[0357] In this modified example, the performance control CPU 120 checks whether it is time to execute an action performance (step 002IWS3051). If it is time to execute an action performance, the performance control CPU 3051 switches to process data for the action performance (step 002IWS3052). Next, the performance control CPU 120 restarts the process timer (step 002IWS3053). Then, the process proceeds to step 002IWS317.
[0358] If it is not the timing to execute the action performance, the performance control CPU 120 checks whether it is the normal timing for the hold display or active display to change (step 002IWS3054). If it is the normal timing for the hold display or active display to change, the performance control CPU 120 changes the display mode of the hold display or active display according to the hold / active change pattern determined in the advance notice setting process (step 002IWS3055). In this case, for example, the display color of the hold display or active display is changed from the normal display color (e.g., white) to a display color such as gold, red, or blue. Then, the process proceeds to step 002IWS317. The processes of steps 002IWS306 to S309 are the same as those shown in FIG. 8-16.
[0359] In this modified example, when the operation of the push button 31B is detected (Y in step 002IWS308) or when the operation valid period ends (Y in step 002IWS309), the performance control CPU 120 checks whether or not it is the timing to decide to replace the image (step 002IWS3091). If it is the timing to decide to replace the image, the performance control CPU 120 switches to process data that performs a performance for an active change (step 002IWS3092). Next, the performance control CPU 120 restarts the process timer (step 002IWS311). Then, the process proceeds to step 002IWS317. The processes in steps 002IWS310 to S312 are the same as those shown in FIG. 8-16.
[0360] In this modified example, when neither a character performance nor a failure performance is being executed (N in step 002IWS312), performance control CPU 120 checks whether it is the timing to decide to replace the image (step 002IWS3121). If it is the timing to decide to replace the image, performance control CPU 120 changes the display mode of the active display according to the pending / active change pattern decided in the advance notice setting process (step 002IWS3122). In this case, for example, the display color of the active display is changed from a normal display color (e.g., white) to a display color such as gold, red, or blue.
[0361] (Example of modified version) Next, the rendering aspect in the modified example will be described. Fig. 8-33 to Fig. 8-35 are explanatory diagrams for explaining a specific example of the rendering aspect in the modified example. In Fig. 8-33 to Fig. 8-35, the display screen transitions in the order of (1), (2), (3), and so on.
[0362] First, using Fig. 8-33, we will explain the performance mode when the display mode of the active display is changed at the normal change timing in the reserved / active preview performance without replacing the image. In this case, as shown in Fig. 8-33(1), the image display device 5 starts to display the decorative patterns 5L, 5C, and 5R on the left, center, and right. Also, as shown in Fig. 8-33(1), the image display device 5 is provided with an active display area 5A that displays the active display and a reserved display area 5H that displays the reserved display.
[0363] Next, as shown in Fig. 8-33(2), when the timing for executing the action effect arrives, the action effect is executed in such a manner that the image ST imitating a star moves from above toward the active display. Then, as shown in Fig. 8-33(3), the image ST imitating a star collides with and acts on the active display, causing the display mode of the active display to change. Note that the example shown in Fig. 8-33(3) shows a case in which the display color of the active display changes from a normal display color (e.g., white) to red.
[0364] Next, with reference to Figs. 8-34 and 8-35, a description will be given of a presentation mode in which a failure image is replaced during execution of a special presentation, thereby changing the display mode of the active display.
[0365] In the examples shown in Figures 8-34 and 8-35, it is assumed that the variation pattern is determined to be variation pattern PA08 or variation pattern PB08, the presentation pattern is determined to be presentation pattern D311, and the first and second failure images to be displayed are determined to be "transparent images of the character." It is also assumed that it is determined to replace the image at the display timing of the second failure image.
[0366] In this modified example, when the first operation timing is reached, as shown in FIG. 8-34(1), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the first operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI2 radially spreading from the center of the display screen of the image display device 5 also starts. A box image L is displayed at the upper left corner of the display screen of the image display device 5, and "0 / 5" is displayed inside the box image L because no characters have been acquired yet. As shown in FIG. 8-34(1), the image display device 5 is provided with an active display area 5A that displays an active display, and a reserved display area 5H that displays a reserved display.
[0367] Next, when a press of push button 31B is detected, a transparent image ca of character A with increased transparency is displayed by default, as shown in Figure 8-34 (2), and then, as shown in Figure 8-34 (3), an effect is executed in which the transparent image ca of character A gradually approaches forward, and the transparent image of the character is displayed for a one-second effect period as a failure effect, making it possible to recognize that the attempt to acquire the character has failed.
[0368] Next, as shown in FIG. 8-34(4), an image BT imitating a push button 31B including the word "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and a second operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI2 radially spreading from the center of the display screen of the image display device 5 also starts. Note that since the previous operation failed to acquire a character, the effect image EI2 with the same radial density as that of FIG. 8-34(2) and (3) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since no characters have been acquired yet, "0 / 5" is displayed inside the box image L.
[0369] Next, when a press of the push button 31B is detected, as shown in Figure 8-35 (5), an effect image EI2 is displayed from the right side of the display screen of the image display device 5, and the text display M3 of "PENDING UP!!" is displayed in the center of the display screen, replacing the failure image and executing an effect suggesting that the display mode of the active display will change.
[0370] Then, the display mode of the active display changes as shown in Fig. 8-35(6). Note that in the example shown in Fig. 8-35(6), the display color of the active display changes from a normal display color (e.g., white) to red.
[0371] Also, as shown in FIG. 8-35(6), an image BT imitating a push button 31B including the character "PUSH" is displayed on the image display device 5, and an enemy character image CZ is displayed, and the third operation prompting performance is executed. When the operation prompting performance starts, the display of an effect image EI2 radially spreading from the center of the display screen of the image display device 5 also starts. Note that since the previous operation failed to acquire a character, the effect image EI2 with the same radial density as that of FIG. 8-34(2),(3),(4) is displayed. Also, a box image L is displayed at the upper left corner of the display screen of the image display device 5, and since no characters have been acquired yet, "0 / 5" is displayed inside the box image L.
[0372] As described above, according to the modified example, the configurations of the gaming machine shown in (Means 15) to (Means 18) below are disclosed.
[0373] (Means 15) Any of the means 1 to 14 may be provided with a corresponding display means (for example, active display area 5A) capable of displaying a corresponding display (active display) corresponding to the variable display, and the special effect execution means may display a third result, which suggests that the third result is more advantageous to the player than the first result, as a special effect, and may change the display mode of the corresponding display as the third result (for example, change in the display mode of the active display). When the first result is displayed a predetermined number of times during the period until the second result is displayed as a special effect, the special effect may be executed by displaying the third result as a special effect after displaying the first result at a higher rate than when the first result is displayed as a special effect a specific number of times less than the predetermined number (for example, as shown in FIG. 8-30, the display mode of the active display may be easily changed by replacing the failure image at a higher rate as the display timing of the subsequent failure image approaches). With such a configuration, it is possible to prevent the interest from decreasing even when the first result is consecutive. Furthermore, in the special effect, it is possible to create a sense of expectation for two special effects, namely character acquisition and change in the display mode of the active display.
[0374] (Means 16) Means 15 includes variable display execution means (for example, a portion executing steps S110 to S113 in the game control microcomputer 100) capable of executing a variable display based on the passing of a gaming medium (for example, a gaming ball) through a starting area (for example, a first starting winning port, a second starting winning port), variable display pattern determination means (for example, a portion executing step S111 in the game control microcomputer 100) capable of determining a variable display pattern (for example, a fluctuation pattern), and corresponding display change determination means (for example, a portion executing steps 002IWS402, S404 in the performance control CPU 120) for determining a change in the display mode of the corresponding display when the gaming medium passes through the starting area, and the special performance is executed corresponding to the variable display pattern, and the special performance execution means, when executing a special performance in a variable display in which the display mode of the corresponding display changes, executes the first result at the display timing for displaying the first result as a performance result. The first result may be replaced with the third result and displayed (for example, if it is decided to replace the image at the display timing of the second failed image, a performance is executed in which the image is replaced with a failed image at the display timing of the second failed image and the display mode of the active display is changed. If it is decided to replace the image at the display timing of the third failed image, a performance is executed in which the image is replaced with a failed image at the display timing of the third failed image and the display mode of the active display is changed. If it is decided to replace the image at the display timing of the fourth failed image, a performance is executed in which the image is replaced with a failed image at the display timing of the fourth failed image and the display mode of the active display is changed. If it is decided to replace the image at the display timing of the fifth failed image, a performance is executed in which the image is replaced with a failed image at the display timing of the fifth failed image and the display mode of the active display is changed). With such a configuration, it is possible to execute performances with a high degree of freedom.
[0375] In this modified example, the case where the image is replaced in the variable display of the predicted target after the pending / active change pattern is determined at the time of the start winning is shown, but the present invention is not limited to such a case. For example, at the time of the start winning, it may be determined in advance whether or not a special performance is executed in the variable display of the predicted target, and a pending / active change pattern in which the display mode of the active display is changed to a failure image during the special performance may be determined. In other words, it may be configured to determine at the time of the start winning whether or not the display mode of the active display is changed to a failure image during the special performance.
[0376] (Means 17) In the means 15 or 16, a corresponding display change performance execution means (for example, a part that executes steps S3055 and S3122 in the performance control CPU 120) that executes a corresponding display change performance (for example, a pending / active notice performance) that changes the display mode of the corresponding display, and an action performance execution means (for example, a part that executes steps S3052 and S3053 in the performance control CPU 120) that can execute an action performance (for example, the action performance shown in FIG. 8-33(2)) when the corresponding display change performance is executed, and the special performance execution means executes the action performance when the third result is displayed as a performance result in the special performance. The display mode of the corresponding display may be changed without executing an action effect (for example, when the display mode of the active display changes while a special effect is being executed, the execution of an action effect is not set (see step 002IWS510), so the display mode of the active display changes as is without executing an action effect), and a notification image (for example, the text display M3 of "Pending Up!!" shown in Figure 8-35 (5)) may be displayed to notify that the display mode of the corresponding display, which is not displayed in the corresponding display change effect, has changed.With such a configuration, when the third result is displayed as a performance result in a special effect, a performance unique to the special effect can be executed.
[0377] (Means 18) Any of the means 15 to 17 may be provided with a game control means (e.g., a game control microcomputer 100) for controlling the progress of the game, and a presentation control means (e.g., a presentation control CPU 120) for controlling presentation based on information from the game control means, and the presentation control means may be configured to include a display timing determination means (e.g., a part that executes steps 002IWS103, S103X in the presentation control CPU 120) for determining at which display timing the first result, the second result, or the third result should be displayed as a presentation result in the special presentation. With such a configuration, it is possible to execute presentations with a high degree of freedom. [Explanation of symbols]
[0378] 1 … Pachinko machines 2 … Game board 3. Gaming machine frames 4A, 4B ... Special pattern display device 5. Image display device 6A … Winning ball device 6B … Variable winning ball device 7 … Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 10 … General prize entry 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 … Normal pattern display 21 … Gate switch 22A, 22B ... Start switch 23 … Count switch 30 ... Ball-hitting handle 31A … Stick controller 31B ... Push button 32 … Movable body 100 ... Game control microcomputer 101, 121... ROM 102, 122...RAM 103...CPU 104, 124 … Random number circuit 105, 125 … I / O 120 ... Performance control CPU 123 ... Display control unit
Claims
[Claim 1] A gaming machine capable of playing a game, A special effect execution means is provided for executing a special effect capable of deriving an effect result multiple times, The performance results derived in the special performance include a plurality of types of first results and a second result that suggests that the special performance will be controlled to a state more advantageous to the player than the first results, In the special effect, a ratio of the special effect being controlled to a state advantageous to a player varies depending on which type of the first result is derived as a result of the special effect; In the special effect, the more times the second result is derived as a performance result, the higher the probability of being controlled to a state advantageous to the player; In the special performance, when the first result is derived at a predetermined number of times, the probability of deriving the first result of a type that is more likely to be controlled to a state advantageous to a player is higher than when the first result is derived at a specific number of times that is less than the predetermined number of times; After the special effect is executed, one of a plurality of types of suggestive effects that suggest that the game will be controlled to be advantageous to the player can be executed; A ratio of the suggestion effects to be executed among the plurality of types of suggestion effects varies depending on the number of times the second result is derived in the special effect; The special effect execution means includes: In the special effect, the second result can be displayed as an effect result a first number of times, a second number of times greater than the first number of times, and a third number of times greater than the second number of times; In the special effect, when the second result is displayed the second number of times as a result of the effect, a proportion of the first result being displayed more frequently as a result of the effect is higher than a proportion of the second result being displayed the first number of times as a result of the effect, In the special effect, when the second result is displayed the second number of times as a result of the effect, a proportion of the first result being displayed more frequently as a result of the effect is higher than a proportion of the second result being displayed the third number of times as a result of the effect. A gaming machine characterized by:
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