Gaming Machines
The gaming machine addresses the lack of variation in operation promotion images by using suggestive images to enhance player engagement, thereby increasing motivation and enjoyment.
Patent Information
- Application Number
- JP2022023797
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-18
- Publication Date
- 2025-01-29
- Estimated Expiration
- 2042-02-18
AI Technical Summary
Existing pachinko gaming machines lack variation in operation promotion images, leading to reduced player motivation.
Incorporation of a gaming machine with a detection mechanism that displays suggestive images promoting specific operations, such as character displays and button images, to enhance player engagement during operation promotion periods.
Increases player motivation by linking operation promotion with suggestive images, enhancing the gaming experience through varied and engaging gameplay.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, such as a pachinko machine, that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] There are gaming machines in which a launching device launches gaming balls, which are gaming media, into a gaming area, and when the gaming balls enter a winning area, such as a winning slot, provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device becomes a specific display result, the gaming state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed and a predetermined gaming value is given to the player.
[0003] In addition, the gaming value refers to the state of the variable winning ball device installed in the gaming area of the gaming machine becoming advantageous to the player in that it is more likely that the ball will win, generating rights that will create an advantageous state for the player, or becoming a state in which the conditions for the payout of winning balls are more likely to be met.
[0004] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of a variable display of a special pattern (identification information) that is started on a variable display device based on a game ball winning in a start winning hole. The derived display means that a pattern (final stop pattern) is finally stopped and displayed. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and a transition is made to a big prize game state in which a ball is likely to win. Then, if a predetermined number (for example, 10) of big prize winning holes win in 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, 15 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 called a round. Also, a game in a round may be called a round game.
[0005] In addition, in the variable display device, a state where a pattern other than the pattern that will be the final stop pattern (for example, the center pattern among the left, middle, and right patterns) continues for a predetermined time and stops, oscillates, expands and contracts, or changes shape while matching a specific display result, or a plurality of patterns fluctuate synchronously with the same pattern, or the positions of the displayed patterns are switched, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are called reach states), is called a reach effect. Also, the reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. And, if the display result of the pattern variably displayed on the variable display device is not a specific display result, it is a "miss", and the variable display state ends. The player plays while enjoying how to generate a big win.
[0006] Among such gaming machines, there are some that are equipped with a motion detection means capable of detecting the motion of the player, and execute a motion promotion effect that displays a motion promotion image that encourages the player to perform a motion on the motion detection means. For example, Patent Document 1 describes the execution of a button effect notification that displays a button effect notification image (specifically, an animation image composed of a button image representing a performance button and a black cat image representing a black cat) that encourages the player to perform a motion on a performance button. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] JP 2013-153923 A Summary of the Invention [Problem to be solved by the invention]
[0008] However, in the gaming machine described in Patent Document 1, there is a lack of variety in the effects that are executed before the action promotion image (button effect notification image) is displayed due to the action promotion effect (button effect notification), and it is not possible to sufficiently increase the player's motivation to act.
[0009] Therefore, an object of the present invention is to provide a gaming machine that can sufficiently increase a player's motivation to move when a movement-promoting effect is executed. [Means for solving the problem]
[0010] The gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state for a player, and includes an action detection means that can detect the action of the player, and an effect execution means that can execute an effect, and the effect execution means is capable of executing a specific effect (for example, a second battle effect by a super reach B) that causes a specific character to move and suggests that the game is controlled to an advantageous state, and during the execution period of the specific effect, After displaying a motion mode suggesting image suggesting a motion mode for the motion detection means,It is possible to execute an action promotion effect (for example, an action promotion effect corresponding to a second battle deciding button effect (single press) or an action promotion effect corresponding to a second battle deciding button effect (repeated hits)) that displays an action promotion image (for example, a push button image 006IWG02 with the text display "PUSH" displayed as an action promotion display) that prompts the action detection means to perform an action, and during the execution period of a specific effect, it is possible to execute a pre-effect (for example, an action promotion pre-effect) that suggests that the action promotion effect will be executed by displaying a first image (for example, the text display "one" or "continuous") displayed as the first suggestion display) and a second image related to the first image (for example, the text display "attack" or "hit" displayed as the second suggestion display), before executing the action promotion effect, the action mode suggesting image is an image suggesting an action mode for the action detection means by an action instruction character string including at least a first character and a second character; The first image does not contain any specific characters, First character The second image does not include the specific character, Second character When a movement promotion performance is executed during the execution period of a specific performance, a first performance image including a specific character related to a first scene of the specific performance (for example, the scenes shown in Figures 8-10 (17) to 8-11 (21) or the scenes shown in Figures 8-10 (17) to (19) and 8-14 (44) to (45)) is displayed, and then the first image is displayed superimposed on the first performance image, and then a second performance image including a specific character related to a second scene of the specific performance (for example, the scenes shown in Figures 8-11 (24) to 8-12 (28) or the scenes shown in Figures 8-14 (48) to 8-15 (52)) is displayed, and then the second image is displayed superimposed on the second performance image, and then the movement promotion image is displayed (see Figure 8-21). According to this configuration, the first image and the second image suggesting that a movement promotion effect will be executed are displayed alternately with the first image and the second image relating to the specific effect scene, thereby improving the linkage between the specific effect and the movement promotion effect and increasing the player's motivation to move in response to the movement detection means. [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] FIG. 1 is a front view of a pachinko game machine in characteristic part 001IW. [Figure 8-2] FIG. 2 is a front view of the pachinko game machine when the operating lever 001IW31C is operated. [Figure 8-3] An explanatory diagram showing an example of a jackpot determination table. [Figure 8-4] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 8-5] 13 is a flowchart showing an example of a variable display start setting process. [Figure 8-6] FIG. 13 is an explanatory diagram showing an example of a deciding motion performance pattern determination table. [Figure 8-7] 13 is a flowchart showing an example of a presentation mode determination process executed in the ending presentation process. [Figure 8-8] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-9] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-10] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-11] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-12] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-13]FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-14] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-15] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-16] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-17] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-18] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-19] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-20] FIG. 11 is an explanatory diagram showing a specific example of Super Reach B (second battle). [Figure 8-21] An explanatory diagram showing an example of the performance period of the battle performance, the action promotion pre-performance, and the action promotion performance in Super Reach B (second battle). [Figure 8-22] An explanatory diagram showing changes in the performance display related to the action promotion pre-performance. [Figure 8-23] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-24] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-25] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-26] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-27] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-28] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-29] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-30] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-31] FIG. 11 is an explanatory diagram showing a specific example of Super Reach A (first battle). [Figure 8-32] FIG. 13 is an explanatory diagram showing a specific example of a fanfare effect executed in a low probability state. [Figure 8-33] FIG. 13 is an explanatory diagram showing a specific example of a fanfare effect executed in a low probability state. [Figure 8-34] FIG. 13 is an explanatory diagram showing a specific example of a fanfare effect executed in a low probability state. [Figure 8-35] FIG. 11 is an explanatory diagram showing a specific example of an ending presentation. [Figure 8-36] FIG. 1 is an explanatory diagram showing a specific example of a patrol lamp used in Super Reach C (Pato Pato Attack). [Figure 8-37] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Pato Pato Attack). [Figure 8-38] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Pato Pato Attack). [Figure 8-39] FIG. 13 is an explanatory diagram showing a modified example in which a rapid-fire operation is required in Super Reach C (Pato Pato Attack). [Figure 8-40] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Pato Pato Attack). [Figure 8-41] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Pato Pato Attack). [Figure 8-42] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Powerful RUSH). [Figure 8-43] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Powerful RUSH). [Figure 8-44] FIG. 13 is an explanatory diagram showing a modified example in which a rapid-fire operation is required in Super Reach C (Powerful RUSH). [Figure 8-45] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C (Powerful RUSH). [Figure 8-46] FIG. 13 is an explanatory diagram showing a specific example of a fanfare effect executed in a high probability state. [Figure 8-47]FIG. 13 is an explanatory diagram showing a specific example of a fanfare effect executed in a high probability state. [Figure 8-48] 13 is an explanatory diagram showing a modified example in which a patrol lamp image and a push button image are displayed in motion during a motion promotion period. FIG. [Figure 8-49] This is an explanatory diagram showing an example of each presentation period when a jackpot is hit in Super Reach B (second battle). [Figure 8-50] This is an explanatory diagram showing an example of each presentation period when a jackpot is hit with Super Reach C (Powerful RUSH). [Figure 8-51] This is an explanatory diagram showing an example of each presentation period when a jackpot is hit with Super Reach C (Pato Pato Attack). [Figure 8-52] This is an explanatory diagram showing an example of each performance period when each super reach results in a miss. [Figure 8-53] This is an explanatory diagram showing an example of the period during which the decorative pattern is displayed swaying according to the timing at which the push button 31B is pressed during a Super Reach C (Powerful RUSH) jackpot. [Figure 8-54] This is an explanatory diagram showing an example of the period during which the decorative symbols are displayed swaying according to the timing at which an announcement is made by repeatedly pressing the push button 31B in a modified example of a Super Reach C (Powerful RUSH) jackpot. [Figure 8-55] This is an explanatory diagram showing an example of a presentation period according to the timing at which a notification is made by pressing push button 31B in the case of a Super Reach C (Pato Pato Attack) jackpot. [Figure 8-56] This is an explanatory diagram showing an example of a presentation period corresponding to the timing at which an announcement is made by repeatedly pressing the push button 31B in a modified version of the Super Reach C (Pato Pato Attack) jackpot. [Figure 8-57] An explanatory diagram showing a specific example of the performance period of a fanfare performance executed in a low probability state. [Figure 8-58] An explanatory diagram showing a specific example of the performance period of a fanfare performance executed in a high probability state. [Figure 8-59]13 is an explanatory diagram showing a specific example of a modified example in which a light gathering effect is performed before the action promotion period. FIG. [Figure 8-60] FIG. 11 is an explanatory diagram showing a specific example of a performance period for a light collection effect. [Figure 8-61] FIG. 13 is an explanatory diagram showing a modified example of the patrol lamp image displayed when no winning ticket is selected. 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, which is advantageous for 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 also 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 operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, various timer states, 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 process (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 001IW) Next, the characteristic part 001IW of this embodiment will be described. In the characteristic part 001IW, when the display result of the special symbol becomes "big win" and the game state is controlled to the big win game state, the game state is controlled to the probability variable state after the big win game state ends. The end condition of this probability variable state is that a predetermined number of special symbol games have been executed, and it is a so-called number-cut probability variable state. In this example, the expression "the result of the lottery is a win" may be used, which means that the display result of the special symbol game is a "big win", that is, the display result of the special symbol is determined (pre-determined) based on the random number value for determining the display result in the normal special symbol processing, and the determination result is a "big win". In this example, the expression "the result of the lottery is not a win" may be used, which means that the display result of the special symbol game is a "miss", that is, the display result of the special symbol is determined (pre-determined) based on the random number value for determining the display result in the normal special symbol processing, and the determination result is a "miss".
[0148] (Front view of the pachinko game machine 1 at the characteristic part 001IW) Fig. 8-1 is a front view of the pachinko game machine 1 in the characteristic part 001IW. As shown in Fig. 8-1, the pachinko game machine 1 in the characteristic part 001IW has an operation lever 001IW31C that a player can hold and tilt at a predetermined position of the game machine frame 3 in the lower right of the play area. In the pachinko game machine 1 in the characteristic part 001IW shown in Fig. 8-1, the members with the same reference numerals as those in the pachinko game machine 1 shown in Fig. 1 have the same functions as the members described with reference to Fig. 1, and therefore the description thereof will be omitted.
[0149] Fig. 8-2 is a front view of the pachinko game machine when the operation lever 001IW31C is operated. As shown in Fig. 8-2, the operation lever 001IW31 is arranged so that the player can hold it and tilt it to the left. The operation of the operation lever 001IW31C is detected by a lever sensor (not shown), and the performance control CPU 120 can perform processing such as the execution of performance based on the detection signal from the lever sensor (a signal output when an operation by a player is detected, and a signal appropriately indicating the operation content).
[0150] (Big hit determination table) Fig. 8-3 is an explanatory diagram showing an example of a jackpot determination table. As shown in Fig. 8-3, in this example, based on the random numbers for jackpot determination, it is determined that the probability of a jackpot is about 1 / 300 in a low probability state, and that the probability of a jackpot is about 1 / 30 in a high probability state.
[0151] In addition, without being limited to the configuration shown in Figure 8-3, for example, the probability of a jackpot may be made different depending on whether the variable display of the first special pattern is executed or the variable display of the second special pattern is executed.
[0152] For example, if the setting value can be set to one of a number of setting values having different degrees of advantage for the player, and a setting confirmation process or setting change process is executed when the power is turned on to the pachinko game machine 1, making it possible to confirm the current setting value or change the setting value, the probability of a jackpot may differ depending on which setting value is set.
[0153] In addition, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in the jackpot game or the game state after the jackpot game may be different depending on the type of jackpot. In this case, when it is determined that a jackpot has been obtained based on the random number for jackpot determination, the type of jackpot is determined based on the random number for type determination.
[0154] (Fluctuation pattern table) FIG. 8-4 is an explanatory diagram showing a specific example of a fluctuation pattern table in the feature part 001IW. Among these, FIG. 8-4(A) shows a specific example of a fluctuation pattern table for a miss used in a low probability state. Also, FIG. 8-4(B) shows a specific example of a fluctuation pattern table for a jackpot used in a low probability state. Also, FIG. 8-4(C) shows a specific example of a fluctuation pattern table for a miss used in a high probability state. Also, FIG. 8-4(D) shows a specific example of a fluctuation pattern table for a jackpot used in a high probability state.
[0155] In this example, as shown in Figure 8-4 (A), in the case of a miss in a low probability state, the fluctuation pattern is determined to be one of the following fluctuation patterns: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (long reach), fluctuation pattern PA2-3 (super reach A) and fluctuation pattern PA2-4 (super reach B).
[0156] In this example, as shown in Figure 8-4 (B), when a jackpot occurs in a low probability state, the fluctuation pattern is determined to be one of the following fluctuation patterns: fluctuation pattern PB2-1 (normal reach), fluctuation pattern PB2-2 (long reach), fluctuation pattern PB2-3 (super reach A) and fluctuation pattern PB2-4 (super reach B).
[0157] In this example, as shown in Figure 8-4 (C), in the case of a miss in a high probability state, the fluctuation pattern is determined to be one of the following fluctuation patterns: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (long reach), and fluctuation pattern PA2-5 (super reach C).
[0158] In this example, as shown in Figure 8-4 (D), when a jackpot occurs in a high probability state, the fluctuation pattern is determined to be one of the fluctuation patterns PB2-1 (normal reach), PB2-2 (long reach) and PB2-5 (super reach C).
[0159] In this example, as shown in Figure 8-4, multiple types of reach effects can be executed, and the order of the expected probability of a jackpot increases as follows: normal reach < long reach < super reach.
[0160] In this example, as shown in Fig. 8-4, the types of super reach that can be executed in the low probability state and the high probability state are different, and the variable period (i.e., the presentation period) is different. With this configuration, it is possible to vary the presentation between the low probability state and the high probability state, thereby increasing the interest in the game.
[0161] In this example, in a low probability state, Super Reach A or Super Reach B can be executed as a super reach, and in a high probability state, only Super Reach C can be executed as a super reach, but this configuration is not limited to this and multiple types of super reaches may be executed.
[0162] In addition, without being limited to the example shown in Figure 8-4, for example, a variable pattern may be set in which a pseudo-consecutive performance is executed once or multiple times and then a reach performance is executed, and the probability of developing into a jackpot expectation or a super reach with high expectation may differ depending on the number of pseudo-consecutive performances.
[0163] (Variable display start setting process) Next, the variable display start setting process in the characteristic part 001IW will be described. Figure 8-5 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Figure 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 006IWS801).
[0164] Next, the performance control CPU 120 determines the display result (stopping pattern) of the decorative pattern based on the variable pattern command read in step 006IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command), and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area (step 006IWS802).
[0165] In step 006IWS802, when the performance control CPU120 receives a display result designation command indicating "miss", it determines a combination of miss patterns in which the left, center, and right decorative patterns are completely mismatched, or a reach miss pattern combination in which only the left and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match. Also, when the performance control CPU120 receives a display result designation command indicating "jackpot", it determines a pattern combination in which the left, center, and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match.
[0166] Next, the performance control CPU 120 checks whether the variation pattern includes a super reach (step 006IWS803). If the variation pattern does not include a super reach, the process proceeds to step 006IWS809.
[0167] If the variation pattern includes a super reach, the performance control CPU 120 checks whether the game state is a high probability state (step 006IWS804). If the game state is not a high probability state, the process proceeds to step 006IWS808. Whether the game state is a high probability state can be checked, for example, by storing information that can identify the game state based on the received command and referring to the information in step 006IWS804.
[0168] If it is in the high probability state, the performance control CPU 120 checks whether the current performance mode is the Powerful RUSH mode (step 006IWS805). If the current performance mode is the "Powerful RUSH mode", it decides to execute the Super Reach C (Powerful RUSH) performance, and proceeds to step 006IWS809. On the other hand, if the current performance mode is not the "Powerful RUSH mode", that is, if it is the "Pato Pato Attack mode", it decides to execute the Super Reach C (Pato Pato Attack) performance, and proceeds to step 006IWS809.
[0169] In this example, the "Powerful RUSH mode" and the "Pat Pat Attack mode" are provided as the presentation modes in the high probability state. In addition, the player is configured to be able to decide which presentation mode is to be used in the high probability state (details will be explained in the presentation mode decision process described later). In step 006IWS805, the information capable of identifying the presentation mode stored in the presentation mode decision process is referred to, and it is confirmed which presentation mode is set. In this example, the presentation mode is configured to be selectable in the high probability state, but it is not limited to such a configuration. It may be configured to be selectable in a game state more advantageous than the normal state (low probability / low base state), such as a time-saving state (low probability / high base state) or a so-called small win rush state (high probability / low base state).
[0170] In this example, when a high probability state occurs, the Super Reach C (Powerful RUSH) effect and the Super Reach C (Pato Pato Attack) effect can be executed as super reach effects that notify the winner, and either one is configured to be executed depending on the presentation mode.
[0171] In this example, the Super Reach C (Powerful RUSH) performance and the Super Reach C (Pato Pato Attack) performance are performances that are executed based on the same fluctuation pattern. For example, when the fluctuation pattern PA2-5 or the fluctuation pattern PB2-5 shown in FIG. 8-4 is determined, if the performance mode is the Powerful RUSH mode, the Super Reach C (Powerful RUSH) performance is executed, and if the performance mode is the Pato Pato Attack mode, the Super Reach C (Pato Pato Attack) performance is executed. Therefore, the period from the start of fluctuation to the end of fluctuation is the same when the Super Reach C (Powerful RUSH) performance is executed based on one fluctuation pattern and when the Super Reach C (Pato Pato Attack) performance is executed based on the one fluctuation pattern. Specifically, as shown in Figure 8-4, when the Super Reach C (Powerful RUSH) or Super Reach C (Pato Pato Attack) performance is executed based on the fluctuation pattern PA2-5, the time is 80 seconds for both, and when the Super Reach C (Powerful RUSH) or Super Reach C (Pato Pato Attack) performance is executed based on the fluctuation pattern PB2-5, the time is 100 seconds for both. With this configuration, it is possible to execute multiple performances based on the same fluctuation pattern, and to leave an impression of a notice using a patrol lamp (details of which will be described later) in one of the performances.
[0172] In this example, when the probability is high, either the Super Reach C (Pato Pat Attack) presentation or the Super Reach C (Powerful RUSH) presentation is executed according to the presentation mode, and the player is prompted to press the push button 31B, and the result of the press operation (or the action prompting period has elapsed) is notified. However, the present invention is not limited to this configuration, and for example, the player may be prompted to perform a continuous tapping operation instead of a press operation, and the result of the continuous tapping operation that satisfies a predetermined execution condition is notified. In this case, for example, by determining either the press operation pattern or the continuous tapping operation pattern at different rates according to the variable display result, the degree of expectation can be made different for each pattern, thereby improving interest.
[0173] In addition, regarding the repeated tapping operation, a plurality of conditions for notifying the success or failure (if the condition is not met, the success or failure is not notified until the action promotion period has elapsed) may be provided. For example, in a case where the action promotion period is 4 seconds, three judgment timings are provided in advance as judgment timings for determining whether the condition is met or not: a first judgment timing when the remaining period is 3.5 seconds, a second judgment timing when the remaining period is 2 seconds, and a third judgment timing when the remaining period is 1 second. Also, for example, the first judgment timing is associated with whether or not the pressing operation has been performed 30 times as the first judgment condition, the second judgment timing is associated with whether or not the pressing operation has been performed 20 times as the second judgment condition, and the third judgment timing is associated with whether or not the pressing operation has been performed 5 times as the third judgment condition. Then, in the variable display start setting process, when it is determined that the Super Reach C (Pato Pato Attack) performance or the Super Reach C (Powerful RUSH) performance is to be executed by the pattern of the repeated tapping operation, a lottery is further performed to determine which combination of judgment timing and judgment condition is to be used.
[0174] In this configuration, when the effect is executed with a pattern of repeated operations by a combination of the first judgment timing and the first judgment condition, it is determined whether or not 30 press operations have been performed at the first judgment timing when the remaining period is 3.5 seconds after the start of the motion promotion period, and if 30 press operations have been performed, the execution condition is satisfied and a notification of correct or incorrect is made. On the other hand, if 30 press operations have not been performed at the first judgment timing, the notification of correct or incorrect is not made at the first judgment timing, and a notification of correct or incorrect is made at the timing when the motion promotion period has elapsed. Also, for example, when the effect is executed with a pattern of repeated operations by a combination of the second judgment timing and the second judgment condition, it is determined whether or not 20 press operations have been performed at the second judgment timing when the remaining period is 2 seconds after the start of the motion promotion period, and if 20 press operations have been performed, the execution condition is satisfied and a notification of correct or incorrect is made. On the other hand, if 20 press operations have not been performed at the second judgment timing, the notification of correct or incorrect is not made at the second judgment timing, and a notification of correct or incorrect is made at the timing when the motion promotion period has elapsed. For example, when a performance is executed with a pattern of repeated tapping operations by combining the third judgment timing and the third judgment condition, after the start of the motion promotion period, it is judged whether or not the pressing operation has been performed five times at the third judgment timing when the remaining period is one second, and if the pressing operation has been performed five times, the execution condition is satisfied and a notification of success or failure is made. On the other hand, if the pressing operation has not been performed five times at the third judgment timing, a notification of success or failure is not made at the third judgment timing, and is made when the motion promotion period has elapsed.
[0175] Regarding the timing of judgment and the lottery of the combination of judgment conditions for the repeated tapping operation, for example, by determining different ratios according to the variable display result, it is possible to vary the degree of expectation and increase interest. Hereinafter, regarding the repeated tapping operation, the satisfaction of the judgment condition at the judgment timing is also referred to as the repeated tapping operation satisfying the execution condition, or the repeated tapping operation satisfying the execution condition is performed.
[0176] In this example, the period during which the operation of the push button 31 by the player is effectively detected is also referred to as the valid action period, and the period during which the player is prompted to perform an action on the push button 31 is also referred to as the action prompting period. In this example, the action prompting period starts when the valid action period starts, and ends when the valid action period ends, so the valid action period and the action prompting period can be read as interchangeable, but the present invention is not limited to such a configuration. For example, the action prompting period may start after a predetermined period (e.g., one second) has elapsed from the start of the valid action period, and the action prompting period may end a predetermined period (e.g., one second) before the end of the valid action period. In this case, the part of the description that the predetermined process is executed at the end of the action prompting period may be read as the predetermined process is executed at the end of the valid action period, or may be read as the predetermined process is executed at the end of the action prompting period.
[0177] Hereinafter, the presentation that notifies the player of whether or not the player has won based on the player having performed a predetermined action during the valid action period (or the valid action period has elapsed) is also referred to as the deciding action presentation. In this example, the deciding action presentation is configured to be executable with a deciding button presentation that notifies the player of whether or not the player has won based on the player having operated the push button 31 (or the valid action period has elapsed), and a deciding lever presentation that notifies the player of whether or not the player has won based on the player having operated the operation lever 001IW31C (or the valid action period has elapsed). Of the deciding button presentations, a presentation that notifies the player of whether or not the player has won based on the player having pressed the push button 31 (single press operation) (or the valid action period has elapsed) is referred to as a deciding button presentation (single press), and a presentation that notifies the player of whether or not the player has won based on the player having pressed the push button 31 repeatedly (or the valid action period has elapsed) is referred to as a deciding button presentation (repeated press).
[0178] In this example, when a deciding action performance is executed, it is possible to execute an action promotion performance that displays an action promotion display encouraging the player to perform a specified action, and further, it is configured to be possible to execute a pre-action promotion performance that displays a specified suggestion display prior to executing the action promotion performance, suggesting that the action promotion performance will be executed.
[0179] If it is determined in step 006IWS804 that the probability is not high (N in step 006IWS804), that is, if the variation pattern is a Super Reach and the probability is low, the performance control CPU 120 determines the performance pattern of the deciding action performance to be executed during the Super Reach performance (step 006IWS808). Then, the process proceeds to step 006IWS809.
[0180] In step 006IWS808, the presentation pattern is determined by referring to the deciding action presentation pattern determination table shown in Fig. 8-6, for example. Of the deciding action presentation pattern determination tables shown in Fig. 8-6, Fig. 8-6(A) shows the deciding action presentation pattern determination table [Super Reach A] used when the variation pattern is Super Reach A (i.e. PA2-3 or PB2-3), and Fig. 8-6(B) shows the deciding action presentation pattern determination table [Super Reach B] used when the variation pattern is Super Reach B (i.e. PA2-4 or PB2-4).
[0181] In this example, when in a low probability state, the Super Reach A (first battle) performance and the Super Reach B (second battle) performance can be executed as the Super Reach performance that notifies the winner or loser, and either one is executed according to the fluctuation pattern. Note that this is not limited to the configuration of this example, and for example, similar to when in a high probability state, when in a specific fluctuation pattern, either the Super Reach A (first battle) performance or the Super Reach B (second battle) performance may be executed according to the performance mode for the low probability state.
[0182] In this example, battle effects are executed in Super Reach A and Super Reach B, but since the content of each effect is different, when distinguishing between the two, the battle effect executed in Super Reach A is referred to as the first battle effect, and the battle effect executed in Super Reach B is referred to as the second battle effect.
[0183] In this example, as shown in Fig. 8-6(A), the deciding action effects executed during the Super Reach A (first battle) performance can be a deciding button effect (single press) and a deciding lever effect. Also, as shown in Fig. 8-6(A), when distinguishing the deciding action effects executed during the Super Reach performance other than the Super Reach A (first battle) performance, the former is also called the first battle deciding button effect (single press) and the latter is also called the first battle deciding lever effect.
[0184] Also, as shown in Fig. 8-6(A), the first battle deciding lever performance is configured to have a higher probability of being determined in the event of a big win and a lower probability of being determined in the event of a miss than the first battle deciding button performance (single press), so that the expectation of a big win is higher. With this configuration, it is possible to draw attention to which performance pattern will be used to execute the deciding action performance in the Super Reach A (first battle) performance.
[0185] In this example, as shown in Fig. 8-6(B), the deciding action effects executed during the Super Reach B (second battle) performance can be the deciding button effect (single press) and the deciding button effect (repeated hits). Also, as shown in Fig. 8-6(B), when distinguishing the deciding action effects executed during the Super Reach performance other than the Super Reach B (second battle) performance, the former is also called the second battle deciding button effect (single press) and the latter is also called the second battle deciding button effect (repeated hits).
[0186] Also, as shown in Fig. 8-6(B), the second battle deciding button performance (single press) is configured to have a higher probability of being determined in the event of a big win and a lower probability of being determined in the event of a miss than the second battle deciding button performance (repeated taps), so that the expectation of a big win is higher. With this configuration, even in the Super Reach B (second battle) performance, attention can be drawn to which performance pattern will be used to execute the deciding action performance.
[0187] Here, a modified example regarding the deciding action presentation will be explained. In this example, the Super Reach B (second battle) presentation is configured to have a higher jackpot expectation rate than the Super Reach A (first battle) presentation (see FIG. 8-4), but the jackpot expectation rate may be partially switched depending on the pattern of the deciding action presentation executed during the Super Reach presentation. For example, as in the modified example shown in FIG. 8-6(C), when the first battle deciding lever presentation is executed in the Super Reach A (first battle) presentation, the jackpot expectation rate may be higher than when the Super Reach B (second battle) presentation is executed. With this configuration, the sense of expectation can be maintained even when the Super Reach A (first battle) presentation is executed, and interest can be improved.
[0188] In step 006IWS809, the performance control CPU 120 selects a process table according to the variation pattern and the content of the determined performance (step 006IWS809).
[0189] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 006IWS810).
[0190] The process table is a table in which process data is set that the performance control CPU 120 refers to when it executes control of the performance device. That is, the performance control CPU 120 controls the performance device (performance component) 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 multiple 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 performance control CPU 120 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 in the performance control board 80. In addition, the process table is prepared according to each change pattern.
[0191] In addition, in the process table used when performing the performance control for the variation pattern with the reach performance, process data is set which indicates that the left pattern is stopped and displayed when a predetermined time has passed since the start of the variation, and the right pattern is stopped and displayed when a further predetermined time has passed. In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stopping pattern, the provisional stopping pattern in the pseudo consecutive or sliding performance.
[0192] Furthermore, the performance control CPU 120 executes control of the performance devices (the image display device 5 as a performance component, the various lamps as performance components, and the speakers 8L, 8R as performance components) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 006IWS811). For example, it outputs a command to the display control section 123 to cause the image display device 5 to display an image according to a fluctuation pattern. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the turning on and off of the various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to cause audio to be output from the speakers 8L, 8R.
[0193] By executing the processing of step 006IWS811, a performance according to the variation pattern and the contents decided to be executed is realized.
[0194] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 006IWS812).
[0195] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 006IWS813).
[0196] (Performance mode determination process) Next, a description will be given of a rendering mode determination process executed in the ending rendering process in the characteristic part 001IW. Fig. 8-7 is a flow chart showing an example of the rendering mode determination process executed in the ending rendering process.
[0197] In the presentation mode determination process, the presentation control CPU 120 checks whether or not the presentation mode determination period in which the player can determine the presentation mode by operating the stick controller 31A or the push button 31B is in progress (step 006IWS901). If the presentation mode determination period is not in progress, the presentation mode determination process is terminated.
[0198] During the presentation mode determination period, the presentation control CPU 120 checks whether or not an operation on the stick controller 31A has been detected (step 006IWS902). If an operation has been detected, the presentation control CPU 120 selects either an image corresponding to the presentation mode "Powerful RUSH mode" displayed on the image display device 5 or an image corresponding to the presentation mode "Pat Pat Attack mode" according to the operation, and highlights the selected image (step 006IWS903).
[0199] Next, the performance control CPU 120 checks whether or not an operation on the push button 31B is detected (step 006IWS904). If an operation is detected, the performance control CPU 120 determines the performance mode corresponding to the selected image highlighted on the image display device 5 (step 006IWS906). In step 006IWS906, information that can identify the determined performance mode is stored. Then, the performance mode determination process ends.
[0200] If no operation of the push button 31B is detected, the performance control CPU 120 checks whether it is the end timing of the performance mode determination period (step 006IWS904). If it is not the end timing, the performance mode determination process ends as it is, and if it is the end timing, the performance mode corresponding to the selected image highlighted on the image display device 5 is determined (step 006IWS906), and the performance mode determination process ends.
[0201] (Example of performance) Next, a specific example of the effects will be described with reference to the drawings. First, the Super Reach B (second battle) effects executed in the low probability state will be described with reference to Figs. 8-8 to 8-20. Note that in all of the drawings, the screen transitions are in ascending order of (1), (2), and (3).
[0202] (Super Reach B (2nd Battle) effect executed with low probability) 8-8 to 8-20 are explanatory diagrams showing specific examples of the Super Reach B (second battle) executed in the low probability state.
[0203] In the Super Reach B (second battle) performance, when the second battle deciding button performance (single press) is executed as the deciding action performance, the screen transitions in the order of Fig. 8-8(1)-(8), Fig. 8-9(9)-(16), Fig. 8-10(17)-(19), Fig. 8-11(20)-(27), Fig. 8-12(28)-(35), Fig. 8-13(36)-(43), Fig. 8-17(68)-(74) among Fig. 8-8-Fig. 8-20. After that, if the variable display result is a jackpot, the screen transitions in the order of Fig. 8-18(75)-(82), Fig. 8-19(83)-(88), and if the variable display result is a miss, the screen transitions in the order of Fig. 8-20(89)-(94).
[0204] In addition, in the Super Reach B (second battle) performance, when the second battle deciding button performance (repeated tap) is executed as the deciding action performance, the screen transitions in the order of Fig. 8-8(1)-(8), Fig. 8-9(9)-(16), Fig. 8-10(17)-(19), Fig. 8-14(44)-(52), Fig. 8-15(52)-(59), Fig. 8-16(60)-(67), Fig. 8-17(68)-(74) among Fig. 8-8-Fig. 8-20. After that, if the variable display result is a jackpot, the screen transitions in the order of Fig. 8-18(75)-(82), Fig. 8-19(83)-(88), and if the variable display result is a miss, the screen transitions in the order of Fig. 8-20(89)-(94).
[0205] In the example shown in Figures 8-8 to 8-20, after a missing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-8(1)), a variable display based on a jackpot of variable pattern PB2-4 (Super Reach B) or a miss of variable pattern PA2-4 (Super Reach B) is started (Figure 8-8(2)).
[0206] Next, when the left and right decorative symbols reach the number "2" (Figure 8-8(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development preview effect begins (Figure 8-8(4)).
[0207] In the development preview performance, first the first ally character image 006IWC01 appears (Fig. 8-8(4)), followed by the second ally character image 006IWC02 (Fig. 8-8(5)). Next, the word "Develop" is displayed superimposed on the first ally character image 006IWC01 and the second ally character image 006IWC02 (Fig. 8-8(6)). Next, the first mini character image 006IWC04 is displayed to grow superimposed on the first ally character image 006IWC01, the second ally character image 006IWC02, and the word "Develop" (Fig. 8-8(7)), and eventually the first mini character image 006IWC04 grows to fill the screen (Fig. 8-8(8)).
[0208] After that, when the second battle performance of Super Reach B starts, the multiplied first mini character images 006IWC04 gradually disappear (Fig. 8-9(9)), and eventually a performance display is performed in which all first mini character images 006IWC04 disappear (Fig. 8-9(10)). This configuration reduces the awkwardness felt when switching from the development preview performance image to the Super Reach image, and makes the series of events from the development preview performance to the Super Reach look natural.
[0209] Next, an effect is displayed in which the second ally character image 006IWC02 lands on the ground (Figure 8-9 (11)), and the upper body of the second ally character image 006IWC02 is enlarged and a background image including multiple star shapes corresponding to the second ally character image 006IWC02 is displayed (Figure 8-9 (12)).
[0210] Next, the second ally character image 006IWC02 and the enemy character image 006IWC11 face each other, and the word "VS" is displayed, indicating that a battle is about to begin (FIG. 8-9 (13)).
[0211] Next, the enemy character image 006IWC11 attacks the second ally character image 006IWC02 (specifically, emits a beam of light from its fingertips) (FIG. 8-9(14)). At this time, the second ally character image 006IWC02 uses the center decoration pattern "9" (or a pattern image corresponding to the center decoration pattern "9") as a shield to block the attack (FIG. 8-9(14)).
[0212] In this example, the decorative symbols are displayed in the order of "1", "2", "3", "4", "5", "6", "7", "8", and "9", and after "9", they are displayed again in the order starting from "1". In the example shown in Fig. 8-8 to Fig. 8-20, the decorative symbols on the left and right are "2", which is a reach state, so the center decorative symbol "9" displayed in Fig. 8-9 (14) is the center decorative symbol displayed two symbols before the center decorative symbol "2" that is the jackpot symbol combination "222".
[0213] Next, an attack from the enemy character image 006IWC11 to the second ally character image 006IWC02 (specifically, a ray of light emitted from the fingertip) is displayed, destroying the "9" symbol that was the shield. At this time, the "9" symbol appears destroyed (FIG. 8-9(15)). Then, the second ally character image 006IWC02 is enlarged and a background image including multiple stars corresponding to the second ally character image 006IWC02 is displayed (FIG. 8-9(16)).
[0214] Next, the second ally character image 006IWC02 starts attacking the enemy character image 006IWC11 (specifically, punching) (FIG. 8-10(17)). Then, the opposing enemy character image 006IWC11 is displayed from the front (FIG. 8-10(18)), and a decorative pattern "1" appears in front of the enemy character image 006IWC11 (FIG. 8-10(19)).
[0215] In addition, the center decoration symbol "1" displayed in FIG. 8-10(19) is the center decoration symbol displayed just before the center decoration symbol "2" that results in the jackpot symbol combination "222." Therefore, the center decoration symbol "1" displayed in FIG. 8-10(19) is destroyed and the next center decoration symbol "2" is displayed, thereby announcing a jackpot.
[0216] Here, if it is decided that the second battle deciding button performance (single press) will be executed as the deciding move performance, then after the screen shown in FIG. 8-10(19), the screen will transition in the order of FIG. 8-11(20)-(27), FIG. 8-12(28)-(35), FIG. 8-13(36)-(43), and FIG. 8-17(68)-(74). If it is decided that the second battle deciding button performance (repeated tap) will be executed as the deciding move performance, then after the screen shown in FIG. 8-10(19), the screen will transition in the order of FIG. 8-14(44)-(51), FIG. 8-15(52)-(59), FIG. 8-16(60)-(67), and FIG. 8-17(68)-(74).
[0217] First, a case where the second battle deciding button performance (single press) is executed will be described. When the second battle deciding button performance (single press) is executed, a motion prompting pre-performance corresponding to the second battle deciding button performance (single press) is executed before the motion prompting performance corresponding to the second battle deciding button performance (single press) is executed.
[0218] Specifically, as shown in Fig. 8-11 (20), a special covering image that is expressed as a radially spreading flash of light is displayed superimposed on the enemy character image 006IWC11 on the image display device 5. Since the special covering image displayed here is opaque, a part of the enemy character image 006IWC11 is not visible due to the superimposition.
[0219] Next, as shown in FIGS. 8-11(21), an effect display is performed in which the special-coated image is enlarged and displayed, and a pen image 001IWG04 imitating a pen is superimposed on the special-coated image. At the timing shown in FIGS. 8-11(21), the special-coated image is not enlarged to the entire display area, and it is an effect display in which a radial background image (i.e., an image related to the battle effect) can be partially viewed.
[0220] Next, as shown in FIGS. 8-11(22), the special-coated image is enlarged and displayed so as to cover the entire display area (i.e., the image related to the battle effect is covered and cannot be viewed), and an effect display is performed in which the pen image 001IWG04 superimposed and displayed writes the character "一". At this time, a light emission effect image may be displayed on the portion traced by the pen image 001IWG04 and its surroundings. After finishing writing the character "一", as shown in FIGS. 8-11(23), the pen image 001IWG04 is erased, and an effect display is performed in which the character display "一" is displayed.
[0221] In this example, as shown in FIGS. 8-11(22) and (23), when displaying the character display "一", as an effect display for emphasizing the character display "一", the pen image 001IWG04 (and further a light emission effect image) is displayed. Also, when displaying the character display "撃" described later, as an effect display for emphasizing the character display "撃", the pen image 001IWG04 (and further a light emission effect image) is displayed. With such a configuration, the character displays "一" and "撃" can be made prominent respectively, and the effect of the performance can be enhanced.
[0222] Next, until the timing shown in FIGS. 8-11(23), the character display "one", which had been displayed in a non-transmissive mode, changes to a transmissive mode (for example, it may change such that the transmittance gradually increases, or it may immediately change to the transmissive mode), and a display effect is performed in which the image related to the battle effect displayed in the lower layer can be visually recognized through the character display "one" (FIGS. 8-11(24)). In this example, the character display and the special coating image are displayed in a layer above the image related to the battle effect, and by changing the character display part of the character display and the special coating image to the transmissive mode, a display effect is performed in which the image related to the battle effect displayed in the lower layer can be visually recognized. However, the configuration is not limited to this. For example, using a so-called mask function, a display effect may be performed in which the image related to the battle effect is superimposed on the character display (that is, in the shape of the character display). The same configuration may be used for the display effect in which the character display described later changes to the transmissive mode.
[0223] Next, as shown in FIGS. 8-11(25), the character display "one" in the transmissive mode is enlarged, and a display effect is performed in which the area of the image related to the battle effect that can be visually recognized through the enlarged character display "one" is also enlarged.
[0224] Next, as shown in FIGS. 8-11(26), the special coating image that covered the entire display area of the image display device 5 and the character display "one" superimposed on the special coating image are erased, and a display effect is performed in which the image related to the battle effect displayed in the lower layer is displayed without being blocked. At the timing shown in FIGS. 8-11(26), as a battle effect, a display effect is performed in which the enemy character image 006IWC11 assumes a stance with the middle decoration pattern "1" as a shield.
[0225] Next, as shown in FIGS. 8-11(27), a display effect is performed again in which a special coating image expressed as spreading radially is superimposed on the enemy character image 006IWC11. Here, since the special coating image to be displayed is non-transmissive, a part of the enemy character image 006IWC11 that is superimposed and displayed cannot be visually recognized.
[0226] Next, as shown in Fig. 8-12(28), the special covering image is enlarged and an effect display is performed in which the brush image 001IWG04 is superimposed on the special covering image together with an image in which the last stroke of the character "attack" is missing. Note that at the timing shown in Fig. 8-12(28), the special covering image has not been enlarged to cover the entire display area, and the effect display allows part of the radial pattern background image (i.e., the image related to the battle effect) to be seen.
[0227] Next, as shown in Figure 8-12 (29), the special covering image is enlarged to cover the entire display area (i.e., the images related to the battle effects are covered and cannot be seen), and an effect is displayed in which the superimposed brush image 001IWG04 writes the last stroke of the character "attack." At this time, a light-emitting effect image may be displayed on the part traced by the brush image 001IWG04 or around it. Then, when the character "attack" is finished being written, as shown in Figure 8-12 (30), the brush image 001IWG04 is erased, and an effect is displayed in which the character display "attack" is displayed.
[0228] Next, the character display "ATTACK", which was displayed in a non-transparent manner up until the timing shown in FIG. 8-12 (30), changes to a transparent manner (for example, it may change so that the transparency gradually increases, or it may change to a transparent manner immediately), and an effect display is performed in which the image related to the battle effect displayed in the lower layer can be seen through the character display "ATTACK" (FIG. 8-12 (31)).
[0229] Next, as shown in Figure 8-12 (32), the character display "attack" in a transparent state is enlarged, and an effect display is performed in which the area of the image related to the battle effect that can be seen through the enlarged character display "attack" is also enlarged.
[0230] Next, as shown in Fig. 8-12(33), the special covered image that covered the entire display area of the image display device 5 and the character display "ATTACK" that was displayed superimposed on the special covered image are erased, and an effect display is performed in which the images related to the battle effect that were displayed on the lower layer are displayed without being obstructed. At the timing shown in Fig. 8-12(33), an effect display is performed in which the second ally character image 006IWC02 clenches its fist as a battle effect.
[0231] Next, as shown in FIG. 8-12(34), a special energy image 006IWG05 is displayed in a transparent manner, superimposed on the right fist of the second ally character image 006IWC02. After that, a display area of the image display device 5 is whited out. In this example, the operation prompt pre-performance is not suddenly executed when the image related to the battle performance shown in FIG. 8-12(33) is displayed, but the special energy image 006IWG05 used in the operation prompt pre-performance is displayed when the image related to the battle performance shown in FIG. 8-12(34) is displayed, and then the operation prompt pre-performance starts. This configuration can reduce the sense of incongruity caused by the transition of the performance (i.e., the change of the image).
[0232] 8-12(35), only the special energy image 006IWG05 displayed in the center of the display area of the image display device 5 continues to be displayed, and a background image depicting multiple stars is displayed in place of the effect image related to the battle effect that was displayed in the lower layer. At this time, a push button image 006IWG02 that imitates the push button 31B is displayed in the center position of the special energy image 006IWG05.
[0233] The push button image 006IWG02 can be displayed in an inactive state, which indicates that the detection of the operation is inactive, and an active state, which indicates that the detection of the operation is active. In this example, the push button image 006IWG02 in an active state with the character display "PUSH" as shown in FIG. 8-13(43) etc. is the active state, and the push button image 006IWG02 in an active state without the character display "PUSH" as shown in FIG. 8-12(35) etc. is the inactive state. In this example, when the push button image 006IWG02 is displayed in an active state as shown in FIG. 8-13(43) etc., a meter image indicating the remaining period of the active operation period is displayed at the same time.
[0234] Next, as shown in Figure 8-13 (36), an effect is displayed in which the inactive push button image 006IWG02 located in the center of the special energy image 006IWG05 absorbs the surrounding special energy image 006IWG05 and expands, and then an effect is displayed in which the display area of the image display device 5 is whited out.
[0235] Next, as shown in FIG. 8-13 (37), in the display area of the image display device 5, the previously displayed character display "Ichi" and character display "Geki" are combined to produce the character display "Ichi Geki", which is displayed on a black background image, and a pattern consisting of multiple stars is displayed superimposed on the character display "Ichi Geki", and further, a medium-sized inactive push button image 006IWG02 is displayed superimposed on the pattern.
[0236] Next, as shown in FIG. 8-13 (38), the inactive push button image 006IWG02 changes from medium size to small size, and further, as shown in FIG. 8-13 (39), the push button image 006IWG02 changes from small size to extremely small size.
[0237] Next, in a complete reversal, the inactive push button image 006IWG02 changes from tiny to medium size as shown in Fig. 8-13(40), and then the push button image 006IWG02 changes from medium to large size as shown in Fig. 8-13(41). At this time, just like the push button image 006IWG02, the text display "One Hit" changes from its previous medium size (as shown in Fig. 8-16(37)) to its large size. Also at this time, the text display "One Hit" changes from its previous unfilled state (as shown in Fig. 8-13(37)) to a filled-in state.
[0238] Next, as shown in FIG. 8-13 (42), the inactive push button image 006IWG02 and the text display "One Strike" are erased, and an effect display is performed in which a pattern consisting of multiple stars is enlarged and displayed.
[0239] Next, as shown in FIG. 8-13(43), a battle effect is displayed in which the attack by the second ally character image 006IWC02 reaches the center decoration pattern "1", and a push button image 006IWG02 with the text display "PUSH" is displayed as an action promotion effect (i.e., the push button image 006IWG02 in the valid mode is displayed). At this time, a meter image showing the remaining period of the valid action period is also displayed.
[0240] As described above, when executing the second battle deciding button effect (single press), the action promotion pre-effects shown in Figures 8-11 (20) to 8-13 (42) are executed before executing the action promotion effect shown in Figure 8-13 (43).
[0241] Next, a case where the second battle deciding button effect (repeated hit) is executed as the deciding action effect will be described. Even when the second battle deciding button effect (repeated hit) is executed, a pre-action promotion effect corresponding to the second battle deciding button effect (repeated hit) is executed before the action promotion effect corresponding to the second battle deciding button effect (repeated hit) is executed.
[0242] Specifically, after the scene shown in FIGS. 8-11(20), as shown in FIGS. 8-14(44), an effect display is performed in which a special coated image expressed as spreading radially in a flash is superimposed on the enemy character image 006IWC11 and displayed on the image display device 5. Since the special coated image displayed here is non-transmissive, a part of the enemy character image 006IWC11 that is superimposed and displayed cannot be visually recognized.
[0243] Next, as shown in FIGS. 8-14(45), an effect display is performed in which the special coated image is enlarged and displayed, and the pen image 001IWG04 is superimposed on the special coated image together with an image in which the last stroke of the character "連" is not written. Note that at the timing shown in FIGS. 8-14(45), the special coated image is not enlarged to the entire display area, and an effect display is performed in which a part of the radial background image (i.e., the image related to the battle effect) can be visually recognized.
[0244] Next, as shown in FIGS. 8-14(46), the special coated image is enlarged to cover the entire display area (i.e., the image related to the battle effect is covered and cannot be visually recognized), and an effect display is performed in which the pen image 001IWG04 that is superimposed and displayed writes the last stroke of the character "連". At this time, a light emission effect image may be displayed on the portion traced by the pen image 001IWG04 and its surroundings. When the character "連" is finished being written, as shown in FIGS. 8-14(47), the pen image 001IWG04 is erased, and an effect display is performed in which the character display "連" is displayed.
[0245] Next, until the timing shown in FIGS. 8-14(47), the character display "連" that has been displayed in a non-transmissive mode changes to a transmissive mode (for example, it may change so that the transmittance gradually increases, or it may immediately change to the transmissive mode), and an effect display is performed in which the image related to the battle effect displayed in the lower layer through the character display "連" becomes visible (FIGS. 8-14(48)).
[0246] Next, as shown in FIGS. 8-14(49), the character display "Ren" in the transparent state is enlarged, and an effect display is performed in which the area of the image related to the battle effect that can be visually recognized through the enlarged character display "Ren" is also enlarged.
[0247] Next, as shown in FIGS. 8-14(50), the special covering image that covered the entire display area of the image display device 5 and the character display "Ren" displayed superimposed on the special covering image are erased, and an effect display is performed in which the image related to the battle effect displayed in the lower layer is displayed without being blocked. At the timing shown in FIGS. 8-14(50), as a battle effect, an effect display is performed in which the enemy character image 006IWC11 assumes a stance with the middle decoration pattern "1" as a shield.
[0248] Next, as shown in FIGS. 8-14(51), an effect display is performed again in which the special covering image is displayed superimposed on the enemy character image 006IWC11. Here, since the special covering image displayed is non-transparent, a part of the enemy character image 006IWC11 displayed superimposed is in a state where it cannot be visually recognized.
[0249] Next, as shown in FIGS. 8-15(52), an effect display is performed in which the special covering image is enlarged, and the pen image 001IWG04 is displayed superimposed on the special covering image together with an image in which the last stroke of the character "Da" is not written. Note that at the timing shown in FIGS. 8-15(52), the special covering image is not enlarged to the entire display area, and it is an effect display in which a part of the radial pattern background image (that is, the image related to the battle effect) can be visually recognized.
[0250] Next, as shown in FIG. 8-15 (53), the special covering image is enlarged to cover the entire display area (i.e., the images related to the battle effects are covered and cannot be seen), and an effect is displayed in which the superimposed brush image 001IWG04 writes the last stroke of the character "da". At this time, a light-emitting effect image may be displayed on the part traced by the brush image 001IWG04 and its surroundings. Then, when the character "da" is finished being written, as shown in FIG. 8-15 (54), the brush image 001IWG04 is erased, and an effect is displayed in which the character display "da" is displayed.
[0251] Next, the character display “HITTING”, which had been displayed in a non-transparent manner up until the timing shown in Figure 8-15 (54), changes to a transparent manner (for example, it may change so that the transparency gradually increases, or it may immediately change to a transparent manner), and an effect display is performed in which the image related to the battle effect displayed in the lower layer can be seen through the character display “HITTING” (Figure 8-15 (55)).
[0252] Next, as shown in Figure 8-15 (56), the character display "HITTING" is enlarged in a transparent manner, and an effect display is performed in which the area of the image related to the battle effect that can be seen through the enlarged character display "HITTING" is also enlarged.
[0253] Next, as shown in Fig. 8-15 (57), the special covered image that covered the entire display area of the image display device 5 and the character display "HITTING" that was displayed superimposed on the special covered image are erased, and an effect display is performed in which the images related to the battle effect that were displayed on the lower layer are displayed without being obstructed. At the timing shown in Fig. 8-15 (57), an effect display is performed in which the second ally character image 006IWC02 clenches its fist as a battle effect.
[0254] Next, as shown in FIG. 8-15 (58), a special energy image 006IWG05 is displayed in a transparent manner, superimposed on the right fist of the second ally character image 006IWC02. After that, a display area of the image display device 5 is whited out. In this example, the operation prompt pre-performance is not suddenly executed when the image related to the battle performance shown in FIG. 8-12 (57) is displayed, but the special energy image 006IWG05 used in the operation prompt pre-performance is displayed when the image related to the battle performance is displayed as shown in FIG. 8-15 (58), and then the operation prompt pre-performance starts. With this configuration, it is possible to reduce the sense of incongruity caused by the transition of the performance (i.e., the change of the image).
[0255] 8-15(59), only the special energy image 006IWG05 displayed in the center of the display area of the image display device 5 continues to be displayed, and a background image depicting multiple stars is displayed in place of the effect image related to the battle effect displayed in the lower layer. At this time, the inactive push button image 006IWG02 is displayed in the center position of the special energy image 006IWG05.
[0256] Next, as shown in Figure 8-16 (60), a display is performed in which the inactive push button image 006IWG02 located in the center of the special energy image 006IWG05 absorbs the surrounding special energy image 006IWG05 and expands, and then a display effect is performed in which the display area of the image display device 5 is whited out.
[0257] Next, as shown in FIG. 8-16 (61), in the display area of the image display device 5, the character display "rapid hit", which is a combination of the previously displayed character display "continuous" and character display "hit", is displayed on a black background image, and a pattern of multiple stars is displayed superimposed on the character display "rapid hit", and further, a medium-sized inactive push button image 006IWG02 is displayed superimposed on the pattern.
[0258] Next, as shown in FIG. 8-16 (62), the inactive push button image 006IWG02 changes from medium size to small size, and further, as shown in FIG. 8-16 (63), the inactive push button image 006IWG02 changes from small size to extra small size.
[0259] Next, in a complete reversal, the push button image 006IWG02 in the inactive mode changes from tiny to medium size as shown in Fig. 8-16 (64), and then the push button image 006IWG02 in the inactive mode changes from medium to large size as shown in Fig. 8-16 (65). At this time, just like the push button image 006IWG02, the character display "repeated hits" changes from its previous medium size (as shown in Fig. 8-16 (61)) to its large size. Also at this time, the character display "repeated hits" changes from its previous non-filled state (as shown in Fig. 8-16 (61)) to a filled-in state.
[0260] Next, as shown in FIG. 8-16 (66), the push button image 006IWG02 and the text display "Continuous hit" are erased, and an effect display is performed in which a pattern of multiple superimposed stars is enlarged and displayed.
[0261] Next, as shown in FIG. 8-16 (67), a battle effect is displayed in which the attack by the second ally character image 006IWC02 reaches the center decoration pattern "1," and a push button image 006IWG02 with the text display "PUSH" is displayed as an action promotion effect (i.e., the push button image 006IWG02 in the valid mode is displayed). At this time, a meter image showing the remaining period of the valid action period is also displayed.
[0262] As described above, when executing the second battle deciding button effect (repeated tap), the action promotion pre-effects shown in Figures 8-14 (44) to 8-16 (67) are executed before executing the action promotion effect shown in Figure 8-16 (67).
[0263] Next, the performance after the action prompting performance corresponding to the deciding action performance in the Super Reach B (second battle) performance will be described. When the action prompting performance shown in FIG. 8-13 (43) or FIG. 8-16 (67) starts, as shown in FIG. 8-17 (68) to (74), the remaining amount of the meter gradually decreases as the action effective period elapses, and the performance display in which the shield-like central decoration pattern "1" gradually separates is performed. At this time, the performance display in which the effective mode push button image 006IWG02 is repeatedly displayed in a mode in which the pressed part of the push button 31B is lit (FIG. 8-17 (68) (70) (72) (74)) and a mode in which it is not lit (FIG. 8-17 (69) (71) (73)) is performed.
[0264] In this example, the action prompting effect is configured to be executed in a common manner when either the second battle deciding button effect (single press) or the second battle deciding button effect (repeated taps) is executed, but the invention is not limited to this configuration, and the action prompting effect may be executed in a different manner. For example, in the case of the second battle deciding button effect (repeated taps), text or an image suggesting repeated taps may be displayed in the action prompting effect.
[0265] During the period shown in Figure 8-17 (68) to (74), when a pressing operation corresponding to the deciding action performance or a rapid-fire operation that satisfies the execution conditions is performed, the performance display shown in Figure 8-18 (75) or Figure 8-20 (89) is immediately performed depending on the variable display result.
[0266] In the case of a jackpot of the variation pattern PB2-4 (Super Reach B), when a pressing operation corresponding to the deciding action performance or a successive tapping operation that satisfies the execution condition is performed during the operation effective period (or when the operation effective period has elapsed), a background image with a radial pattern is displayed on the image display device 5 (Fig. 8-18 (75)), and a movable body performance in which the movable body 32 moves from the initial position to the performance position in front of the image display device 5 is executed (Fig. 8-18 (76)). Next, the movable body 32 stops at the performance position in front of the image display device 5 for a predetermined period (Fig. 8-18 (77)).
[0267] Thereafter, the movable body 32 is controlled to return from the performance position to the initial position, and an attack from the second ally character image 006IWC02 to the enemy character image 006IWC11 becomes effective, the central decorative pattern "1" that was acting as a shield is destroyed, and a performance is displayed in which the attacked enemy character image 006IWC11 is blown away (Figure 8-18 (78)).
[0268] Next, the second ally character image 006IWC02 is displayed in a jubilant manner (FIG. 8-18(79)), and then a light effect image is displayed (FIG. 8-18(80)) superimposed on the previous performance display (FIG. 8-18(79)) including the second ally character image 006IWC02 and the enemy character image 006IWC11, and the light effect image is enlarged to cover the second ally character image 006IWC02 and the enemy character image 006IWC11 (FIG. 8-18(81)). At this time, since the light effect image is opaque, the covered second ally character image 006IWC02 and the enemy character image 006IWC11 cannot be seen.
[0269] Next, after the light effect image covers the entire screen, a special effect display is performed in which the jackpot symbol "222" appears, including the center decoration symbol "2" that is displayed in the normal manner (Figure 8-18 (82)). The jackpot symbol "222" gradually expands (Figure 8-19 (83)), and is displayed so that it covers the entire screen (Figure 8-19 (84)). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation was performed before the reach was established, and is displayed as if it is shaking four times (Figure 8-19 (85)).
[0270] Next, the jackpot symbol "222" is temporarily hidden and the text "Completely settled" is displayed (Fig. 8-19 (86)). Then, the image display device 5 goes white, the second battle effect of Super Reach B ends, and the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the jackpot symbol "222" is temporarily stopped (Fig. 8-19 (87)). After that, the jackpot symbol "222" is temporarily stopped (Fig. 8-19 (88)). Note that in this example, the temporarily stopped display is not a completely stopped display, but a display that is slightly shaking.
[0271] In the event that the variation pattern PA2-4 (Super Reach B) is not achieved, when a pressing operation corresponding to the deciding action performance or a rapid-fire operation that satisfies the execution conditions is performed during the effective action period (or when the effective action period has elapsed), the attack from the second ally character image 006IWC02 to the enemy character image 006IWC11 is not effective, and the central decorative pattern "1" that was serving as a shield is not destroyed and a performance display is performed in which it changes from the cracked state to the normal state again (Figure 8-20 (89)).
[0272] Next, the enemy character image 006IWC11 is displayed with both hands raised diagonally (Fig. 8-20(90)), and the center decoration pattern "1" is displayed superimposed on the enemy character image 006IWC11 (Fig. 8-20(91)). Then, after the center decoration pattern "1", which is a losing combination, is displayed swaying four times, the image display device 5 goes black (Fig. 8-20(92)), and the second battle performance of Super Reach B ends.
[0273] When the second battle performance of Super Reach B ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "212" is temporarily displayed (Figure 8-20 (93)). After that, the losing symbol "212" is displayed (Figure 8-20 (94)).
[0274] In this example, as shown in Fig. 8-8 to Fig. 8-20, during the execution period of the second battle performance of Super Reach B, before the execution of the action promotion performance, a pre-action promotion performance is executed to suggest that the action promotion performance will be executed. In the pre-action promotion performance, a first suggestion display (i.e., the text display "one" or "continuous") and a second suggestion display related to the first suggestion display (i.e., the text display "attack" or "hit") are displayed, and the type of action required in the deciding action performance is suggested by the combination of the first suggestion display and the second suggestion display (i.e., "one strike" or "continuous strike").
[0275] Next, the performance period of the battle performance, the action promotion pre-performance, and the action promotion performance in the Super Reach B (second battle) performance will be described. Figure 8-21 is an explanatory diagram showing an example of the performance period of the battle performance, the action promotion pre-performance, and the action promotion performance in the Super Reach B (second battle) performance.
[0276] Fig. 8-21 shows the effect displays displayed over time on the image display device 5, with the horizontal axis (A) showing the effect displays related to the battle effect, and the horizontal axis (B) showing the effect displays related to the action promotion pre-effect and the action promotion effect. In the example shown in Fig. 8-21, the effect displays are performed in the order of timings T1 to T9.
[0277] As shown in Figure 8-21, when the Super Reach B (second battle) performance starts, the first scene of the battle performance (e.g., corresponding to the scenes shown in Figures 8-10 (17) to 8-11 (21), or the scenes shown in Figures 8-10 (17) to (19), and Figures 8-14 (44) to (45)) is displayed on the image display device 5.
[0278] Next, when timing T1 (e.g., corresponding to the timing shown in Figure 8-11 (22) or Figure 8-14 (46)) is reached, the image display device 5 does not display the performance display related to the battle performance, and instead displays the first suggestion display (i.e., the character display "one" or "consecutive") based on the action promotion pre-performance.
[0279] Next, when timing T2 (corresponding to the timing shown in FIGS. 8-11(24) and 8-14(48), for example) is reached, in the image display device 5, the first suggestive display (i.e., the character display "one" or "continuous") by the pre-operation promotion presentation changes from the non-transmissive mode to the transmissive mode, and the second scene of the battle presentation (corresponding to the scenes shown in FIGS. 8-11(24) to 8-12(28) and the scenes shown in FIGS. 8-14(48) to 8-15(52), for example) is displayed through the first suggestive display.
[0280] Next, when timing T3 (corresponding to the timing shown in FIGS. 8-11(26) and 8-14(50), for example) is reached, in the image display device 5, the first suggestive display (i.e., the character display "one" or "continuous") by the pre-operation promotion presentation is erased, and only the second scene of the battle presentation (corresponding to the scenes shown in FIGS. 8-11(24) to 8-12(28) and the scenes shown in FIGS. 8-14(48) to 8-15(52), for example) is displayed.
[0281] Next, when timing T4 (corresponding to the timing shown in FIGS. 8-12(29) and 8-15(53), for example) is reached, in the image display device 5, the presentation display related to the battle presentation is not displayed, and the second suggestive display (i.e., the character display "strike" or "hit") by the pre-operation promotion presentation is displayed.
[0282] Next, when timing T5 (corresponding to the timing shown in FIGS. 8-12(31) and 8-15(55), for example) is reached, in the image display device 5, the second suggestive display (i.e., the character display "strike" or "hit") by the pre-operation promotion presentation changes from the non-transmissive mode to the transmissive mode, and the third scene of the battle presentation (corresponding to the scenes shown in FIGS. 8-12(31) to (34) and the scenes shown in FIGS. 8-15(55) to (58), for example) is displayed through the second suggestive display.
[0283] Next, when timing T6 (corresponding to the timing shown in FIGS. 8-12(33) and 8-15(57), for example) is reached, in the image display device 5, the second suggestive display (i.e., the character display "one" or "continuous") by the pre-operation promotion production is erased, and the third scene of the battle production (corresponding to the scenes shown in FIGS. 8-12(31)-(34) and FIGS. 8-15(55)-(58), for example) is displayed. At this time, a special display (i.e., the special energy image 006IWG05) suggesting that the operation promotion display is to be displayed superimposed on the third scene of the battle production is displayed. Note that the display of the special display (i.e., the special energy image 006IWG05) is performed as part of the pre-operation promotion production.
[0284] Next, when timing T7 (corresponding to the timing shown in FIGS. 8-12(35) and 8-15(59), for example) is reached, in the image display device 5, the third scene of the battle production is erased, and the special display (i.e., the special energy image 006IWG05) and the operation promotion display in the invalid mode (i.e., the push button image 006IWG02) are displayed.
[0285] Next, when timing T8 (corresponding to the timing shown in FIGS. 8-13(37) and 8-16(61), for example) is reached, in the image display device 5, the special display (i.e., the special energy image 006IWG05) is erased, and an operation mode suggestive display (i.e., the character display "one strike" or "continuous strike") by a combination of the first suggestive display and the second suggestive display is displayed.
[0286] Next, when timing T9 (corresponding to the timing shown in FIGS. 8-13(43) and 8-16(67), for example) is reached, in the image display device 5, the fourth scene of the battle production (corresponding to the scenes shown in FIGS. 8-13(43) and 8-16(67), for example) is displayed, and the push button image 006IWG02 in the valid mode is displayed as the operation promotion display by the operation promotion production.
[0287] In the configuration of this characteristic part 001IW, as shown in FIG. 8-21, when an action promotion effect is executed during the execution period of a battle effect by Super Reach B, a first scene in the battle effect (e.g., the scenes shown in FIG. 8-10(17) to FIG. 8-11(21) or the scenes shown in FIG. 8-10(17) to FIG. 8-11(21) or the scenes shown in FIG. 8-10(17) to FIG. 8-14(44) to FIG. 8-14(45)) is displayed, followed by a first suggestion display (i.e., the text display "Ichi" or "Ren"), and then a second scene in the battle effect (e.g., the scenes shown in FIG. 8-11(24) to FIG. 8-12(28) or the scenes shown in FIG. 8-14(48) to FIG. 8-15(52)) is displayed, followed by a second suggestion display (i.e., the text display "Geki" or "Dat"), and then a action promotion display is displayed. According to this configuration, the first and second suggestion displays, which suggest that an action-promoting effect will be executed, are displayed alternately with scenes of the battle effect, thereby improving the linkage between the battle effect and the action-promoting effect and increasing the player's motivation to act in response to the action detection means.
[0288] In the configuration of this characteristic part 001IW, the first suggestion display related to the action promotion pre-performance is the text display "one" or "continuously," and the second suggestion display is the text display "attack" or "hit," and the action mode suggestion display combining the first suggestion display and the second suggestion display (i.e., the text display "one strike" or "continuously hit") indicates the action mode (for example, a pressing operation or a continuous hitting operation) of the action detection means. With this configuration, the player's motivation to act can be stimulated by showing the text display related to the action mode of the action detection means between multiple scenes in the battle performance.
[0289] In addition, in the configuration of the characteristic part 001IW, as shown in Fig. 8-21, the display period of the first suggestion display (i.e., the character display "one" or "consecutive") related to the action promotion pre-performance and the display period of the second suggestion display (i.e., the character display "attack" or "hit") are both two seconds long. If the display period of one of the first suggestion display and the second suggestion display related to the action promotion pre-performance is lengthened, the impression of the other may be weakened, and the performance effect may be reduced. However, with this configuration, by not setting a difference in the display period between the first suggestion display and the second suggestion display, the performance effect can be prevented from being reduced.
[0290] In addition, in the configuration of the characteristic part 001IW, as shown in FIG. 8-21, the first suggestion display (i.e., the character display "one" or "link") is displayed in a non-transparent manner that makes the image of the lower layer invisible during the period from timing T1 to T2 of the display period T1 to T3, and is displayed in a transparent manner that makes at least a part of the second scene visible during the period from timing T2 to T3. Also, the second suggestion display (i.e., the character display "attack" or "hit") is displayed in a non-transparent manner that makes the image of the lower layer invisible during the period from timing T4 to T5 of the display period T4 to T6, and is displayed in a transparent manner that makes at least a part of the third scene visible during the period from timing T5 to T6. With this configuration, the display of the first suggestion display (i.e., the character display "one" or "link") related to the action promotion pre-performance can be connected to the second scene related to the battle performance, and the display of the second image related to the action promotion pre-performance can be connected to the third scene related to the battle performance without giving a sense of incongruity to the player.
[0291] Furthermore, in the configuration of this characteristic part 001IW, as shown in Fig. 8-21, the display period (4 seconds in this example) of the text image (i.e., the text display "One Strike" or "Continuous Strike") displayed after the third scene is longer than the display period (2 seconds in this example) of the first suggestive display (i.e., the text display "One" or "Continuous") displayed after the first scene of the battle performance and the display period (2 seconds in this example) of the second suggestive display (i.e., the text display "Strike" or "Strike") displayed after the second scene. With this configuration, it is possible to appropriately encourage movement after the first suggestive display and the second suggestive display have sufficiently increased the player's motivation to move.
[0292] Furthermore, in the configuration of this characteristic part 001IW, during the display period of the third scene of the battle presentation, a special display suggesting that an action prompting display will be displayed (for example, the special energy image 006IWG05 displayed near the right hand of the character shown in Figures 8-12 (33) to (34)) can be displayed, and after the display period of the special display has elapsed, a text image (i.e., the text display "One Strike" or "Continuous Hits") and a non-effective action prompting image (i.e., the push button image 006IWG02) are displayed. With this configuration, the connection of the presentation from the third scene of the battle presentation to the display of the non-effective action prompting image can be made without causing the player to feel uncomfortable due to the special display.
[0293] In addition, in the configuration of this characteristic section 001IW, the battle presentation is a presentation in which multiple types of characters appear, including at least an enemy character image 006IWC11 and a second ally character image 006IWC02, and the second scene is a scene in which the enemy character image 006IWC11 is displayed (for example, as shown in Figs. 8-11(24)-(27), the enemy character image 006IWC11 is displayed in the second scene), and the third scene is a scene in which the second ally character image 006IWC02 is displayed (for example, as shown in Figs. 8-12(31)-(34), the second ally character image 006IWC02 is displayed in the third scene). With this configuration, it is possible to prevent the presentation from becoming monotonous, and it is possible to execute a battle presentation that enhances the player's motivation to act on the action detection means.
[0294] Next, the change in the display effect displayed by the action promotion pre-performance will be described. FIG. 8-22 is an explanatory diagram showing the change in the display effect related to the action promotion pre-performance. The horizontal axis (A) of FIG. 8-22 shows the display effect related to the action mode suggestion display (i.e., the text display "One hit" or "Continuous hit"), and the horizontal axis (B) shows the display effect related to the action promotion display in an ineffective mode (i.e., the push button image 006IWG02 in an ineffective mode). In the example shown in FIG. 8-22, the display effect is displayed in the order of timings T8, T8a, T8b, and T9, and the timings T8 and T9 shown in FIG. 8-22 correspond to the timings T8 and T9 shown in FIG. 8-21, respectively.
[0295] As shown in FIG. 8-22, when timing T8 (equivalent to, for example, the timing shown in FIG. 8-13 (37) or FIG. 8-16 (61)) is reached, a pre-action promotion effect is performed in which an action mode suggestion display (i.e., text display "One hit" or "Continuous hits") is displayed in a non-filled / medium-sized mode, and an inactive push button image 006IWG02 is displayed in a medium-sized mode.
[0296] Next, until timing T8a (for example, corresponding to the timing shown in FIG. 8-13 (39) or FIG. 8-16 (63)) is reached, an effect display is performed in which the inactive push button image 006IWG02 changes from medium size to extremely small size.
[0297] Next, until timing T8b (e.g., corresponding to the timing shown in FIG. 8-13(41) or FIG. 8-16(65)) is reached, the inactive push button image 006IWG02 is changed from extremely small to large. At this time, the action mode suggestion display (i.e., the text display "One hit" or "Continuous hit") is changed from unfilled / medium to filled / large.
[0298] Thereafter, at timing T9 (corresponding to the timing shown in FIG. 8-13 (43) or FIG. 8-16 (67) for example), a performance display is performed in which the push button image 006IWG02 in the valid mode is displayed as a motion promotion performance.
[0299] In the configuration of this characteristic part 001IW, as shown in Figures 8-21 and 8-22, when an action promotion effect is executed during the execution period of a battle effect by Super Reach B, the second suggestion display (i.e., the text display "Attack" or "Hit") is displayed, and then the third scene in the battle effect (for example, the scenes shown in Figures 8-12 (31) to (34) or the scenes shown in Figures 8-15 (55) to (58)) is displayed, followed by a text image (i.e., the text display "One Strike" or "Continuous Hit") relating to the action mode for the action detection means (i.e., push button 31B) being displayed, and an action promotion image of an ineffective mode (i.e., push button image 006IWG02) being displayed in a medium size (for example, the medium size shown in Figure 8-13 (37)), and then the action promotion image of the ineffective mode being displayed in a large size larger than the medium size (for example, the large size shown in Figure 8-13 (41)), and then the action promotion image of an effective mode is displayed as the action promotion effect. According to such a configuration, by displaying a text image relating to the action mode of the action detection means before the detection of the action by the action detection means is enabled, the player can understand what action to perform, and further, by displaying the inactive push button image 006IWG02 in a manner that changes from medium to large size, the player's motivation to perform an action on the action detection means can be increased.
[0300] In addition, in the configuration of the characteristic part 001IW, as shown in FIG. 8-22, in the action promotion pre-performance, the action promotion display in the inactive mode (i.e., the push button image 006IWG02) is displayed in a manner in which it changes from a medium size (e.g., the medium size shown in FIG. 8-13(37)) to a very small size smaller than the medium size (e.g., the very small size shown in FIG. 8-13(39)), and then is displayed in a manner in which it changes from the very small size to a large size (e.g., the large size shown in FIG. 8-13(41)) in a period (period T8a to T8b shown in FIG. 8-22) shorter than the period (period T8 to T8a shown in FIG. 8-22) required for the action promotion display to change from the medium size to the very small size. According to this configuration, the action promotion display in the inactive mode is displayed in a manner in which it changes from the medium size to the very small size, and then is displayed in a manner in which it changes from the very small size to the large size, thereby stimulating the player's motivation to act and making it possible to perform a suitable action promotion.
[0301] Furthermore, in the configuration of this characteristic section 001IW, as shown in FIG. 8-22, when a medium-sized, inactive action prompting display (i.e., push button image 006IWG02) is displayed, a text image of a first mode (for example, as shown in FIG. 8-13 (37) in medium-sized, unfilled text display "One Strike") is displayed, and when a large-sized, inactive action prompting image is displayed, a text image of a second mode (for example, as shown in FIG. 8-13 (41) in large-sized, filled-in text display "One Strike") is displayed. With this configuration, by displaying the text images in the first and second modes, it is possible to increase the player's motivation to act on the action detection means.
[0302] (Super Reach A (1st Battle) effect executed with low probability) Next, the super reach A (first battle) performance executed in the low probability state will be described. Figures 8-23 to 8-31 are explanatory diagrams showing a specific example of the super reach A (first battle) executed in the low probability state.
[0303] In the Super Reach A (first battle) performance, when the first battle deciding button performance (single press) is executed as the deciding action performance, the screen transitions in the order of Fig. 8-23(1)-(8), Fig. 8-24(9)-(16), Fig. 8-25(17)-(24), Fig. 8-26(25)-(26), Fig. 8-27(27)-(32) among Fig. 8-23-Fig. 8-31. After that, if the variable display result is a jackpot, the screen transitions in the order of Fig. 8-29(40)-(47), Fig. 8-30(48)-(53), and if the variable display result is a miss, the screen transitions in the order of Fig. 8-31(54)-(59).
[0304] In addition, in the Super Reach A (first battle) performance, when the first battle deciding lever performance is executed as the deciding action performance, the screen transitions in the order of Fig. 8-23(1)-(8), Fig. 8-24(9)-(16), Fig. 8-25(17)-(24), Fig. 8-26(25)-(26), Fig. 8-28(33)-(39) among Fig. 8-23-Fig. 8-31. After that, if the variable display result is a jackpot, the screen transitions in the order of Fig. 8-29(40)-(47), Fig. 8-30(48)-(53), and if the variable display result is a miss, the screen transitions in the order of Fig. 8-31(54)-(59).
[0305] In the example shown in Figures 8-23 to 8-31, after a missing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-23(1)), a variable display based on a jackpot of variable pattern PB2-3 (Super Reach A) or a miss of variable pattern PA2-3 (Super Reach A) is started (Figure 8-23(2)).
[0306] Next, when the left and right decorative symbols are in a reach state with "1" (Figure 8-23 (3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and a development preview effect begins (Figure 8-23 (4)).
[0307] In the development preview performance, first the first ally character 006IWC01 appears (Fig. 8-23(4)), followed by the second ally character 006IWC02 (Fig. 8-23(5)). Next, the word "Develop" is displayed superimposed on the first ally character 006IWC01 and the second ally character 006IWC02 (Fig. 8-23(6)). Next, the first mini-character 006IWC03 is displayed to grow superimposed on the first ally character 006IWC01, the second ally character 006IWC02, and the word "Develop" (Fig. 8-23(7)), and eventually the first mini-character 006IWC03 grows to fill the screen (Fig. 8-23(8)).
[0308] After that, when the first battle performance of Super Reach A begins, the multiplied first mini-characters 006IWC03 gradually disappear (Figure 8-24 (9)), and eventually a performance is displayed in which all of the first mini-characters 006IWC03 have disappeared (Figure 8-24 (10)).
[0309] Next, the third enemy character 006IWC13 is shown landing on the ground (Fig. 8-24(11)), after which the screen switches to a white background and the word "Decisive Battle" is displayed in the center of the screen (Fig. 8-24(12)). The word "Decisive Battle" displayed in Fig. 8-24(12) is displayed in the foreground until the timing of Fig. 8-24(15).
[0310] Next, across a parallelogram area containing the word "Decisive Battle" in the center of the screen, a first overlay image depicting a second ally character 006IWC02 and multiple stars is displayed on the left, and a second overlay image depicting a third enemy character 006IWC13 and multiple broken hearts is displayed on the right (Figure 8-24 (13)).
[0311] Next, the first superimposed image on the left and the second superimposed image on the right are moved to the center and attached, and the word "decisive battle" is superimposed on these images (Figure 8-24(14)). After that, the first superimposed image on the left and the second superimposed image on the right are moved to their original positions, and the background image for the Super Reach A (first battle) performance is displayed in the parallelogram area formed between the two images, similar to the original area. The word "decisive battle" is then superimposed on the background image for the Super Reach A (first battle) performance (Figure 8-24(15)).
[0312] Next, the first superimposed image on the left and the second superimposed image on the right are erased, and a background image for the Super Reach A (first battle) effect is displayed in the area where they were displayed. Also, an effect is displayed in which the second ally character 006IWC02 and the third enemy character 006IWC13 face each other (FIG. 8-24(16)).
[0313] Next, an effect display is performed in which the third enemy character 006IWC13 begins an attack on the second ally character 006IWC02 (Fig. 8-25(17)). A flame effect image is displayed around the third enemy character 006IWC13 (Fig. 8-25(18)), and an effect display is performed in which a giant spherical energy bullet is formed above the head of the third enemy character 006IWC13 (Fig. 8-25(19)). Next, an effect display is performed in which the words "Mugen Bakushinshou" are displayed on the energy bullet (Fig. 8-25(20)).
[0314] Next, an effect display is displayed in which the second ally character 006IWC02 begins an attack on the third enemy character 006IWC13 (Figure 8-25(21)). A flame effect image is displayed around the second ally character 006IWC02 (Figure 8-25(22)), and an effect display is displayed in which a huge energy bullet is fired from above the second ally character 006IWC02's head (Figure 8-25(23)). Next, an effect display is displayed in which the word "Delta Break" is added to the energy bullet (Figure 8-25(24)).
[0315] Next, a spherical energy bullet formed by the third enemy character 006IWC13 collides with an energy bullet output from the second ally character 006IWC02 (FIG. 8-25(25)). Next, while the energy bullet collision display in the center of the screen continues, a first superimposed image depicting the second ally character 006IWC02 and multiple stars is displayed in a triangular area at the bottom left of the screen, and a second superimposed image depicting the third enemy character 006IWC13 and multiple broken hearts is displayed in a triangular area at the top right of the screen (FIG. 8-25(26)).
[0316] Here, if it is decided that the first battle deciding button performance (single press) will be executed as the deciding move performance, then after the screen shown in Figure 8-26 (26), the screen will transition to the order of Figures 8-27 (27) to (32), and if it is decided that the first battle deciding lever performance will be executed as the deciding move performance, then after the screen shown in Figure 8-26 (26), the screen will transition to the order of Figures 8-28 (33) to (39).
[0317] First, a case where the first battle deciding button performance (single press) is executed will be described. When the first battle deciding button performance (single press) is executed, a motion prompting pre-performance corresponding to the first battle deciding button performance (single press) is executed before the motion prompting performance corresponding to the first battle deciding button performance (single press) is executed.
[0318] Specifically, after the screen shown in FIG. 8-26 (26), as shown in FIG. 8-27 (27), the display area of the image display device 5 goes dark (for example, the performance image that was displayed immediately before is displayed with reduced brightness and saturation), and a performance display is performed in which multiple (three in this example) mini push button images 006IWG02a that resemble push button 31B are superimposed.
[0319] Next, a presentation is performed in which multiple mini push button images 006IWG02a move to gather in one place, and when they gather in one place, a presentation is performed in which a brightly lit effect image is displayed around them, as shown in Figure 8-27 (28).
[0320] 8-27(29), the display area of the image display device 5 is brightened (for example, displayed with the brightness and saturation before the darkening), and a presentation display is performed in which the push button image 006IWG02 in the valid mode is superimposed and displayed. At this time, a meter image showing the remaining period of the valid operation period is also displayed.
[0321] When the action prompting effect shown in Fig. 8-27(29) is started, an effect display is performed in which the remaining amount of the meter image gradually decreases as the action valid period elapses, as shown in Fig. 8-27(29)-(32). At this time, an effect display is performed in which the push button image 006IWG02 in the valid state is repeatedly displayed in a state in which the pressed part of the push button 31B is lit (Fig. 8-27(30)(32)) and a state in which it is not lit (Fig. 8-27(29)(31)).
[0322] In addition, during the effective operation period shown in Figures 8-27 (29) to (32), when a pressing operation corresponding to the first battle deciding button presentation (single press) is performed, the presentation display shown in Figure 8-29 (40) or Figure 8-31 (54) is immediately performed depending on the result of the variable display.
[0323] As described above, when executing the first battle deciding button effect (single press), the action promotion pre-effect shown in Figures 8-27 (27) to (28) is executed before executing the action promotion effect shown in Figures 8-27 (29) to (32).
[0324] Next, a case where the first battle deciding lever effect is executed will be described. Even when the first battle deciding lever effect is executed, a motion prompt pre-effect corresponding to the first battle deciding lever effect is executed before the motion prompt effect corresponding to the first battle deciding lever effect is executed.
[0325] Specifically, after the screen shown in FIG. 8-26(26), in place of the image relating to the first battle effect that had been displayed until immediately before, an operating lever image 006IWG06 resembling the operating lever 001IW31C appears breaking through the glass (FIG. 8-28(33)), and glass shards scatter (FIG. 8-28(34)).
[0326] Next, as shown in Fig. 8-28 (35), an effect display is performed in which the text display "Push the lever!" is displayed. Note that the text display "Push the lever!" is displayed in a manner superimposed on the operating lever image 006IWG06.
[0327] Next, as shown in FIG. 8-28 (36), the text display "Knock it down!" and a meter image showing the remaining period of the valid action are displayed, and an effect display is performed in which the operating lever image 006IWG06 is displayed at a changing angle.
[0328] As shown in FIG. 8-28, when the action promotion pre-performance shown in FIG. 8-28(33)-(35) is being performed, the operation lever image 006IWG06 is displayed in a first viewpoint display mode when the operation lever 001IW31C is viewed from the front. The operation lever image 006IWG06 in the first viewpoint display mode corresponds to, for example, a front view of the operation lever 001IW31C. When the action promotion performance shown in FIG. 8-28(36)-(39) is being performed, the operation lever image 006IWG06 is displayed in a second viewpoint display mode when the operation lever 001IW31C is viewed from the viewpoint of a player facing the game board. The operation lever image 006IWG06 in the second viewpoint display mode corresponds to, for example, a perspective view of the operation lever 001IW31C. With this configuration, the action promotion pre-performance can increase the sense of specialness of the action promotion performance being performed, and can increase interest in the game. Also, by reproducing the angle of the actual operating lever as seen from the player's side, it is possible to encourage the player to perform an appropriate action.
[0329] When the action prompting effect shown in Fig. 8-28(36) is started, an effect display is performed in which the remaining amount of the meter image gradually decreases as the action valid period elapses, as shown in Fig. 8-28(36) to (39). At this time, an effect display is performed in which the operating lever image 006IWG06 is repeatedly displayed in a normal state (Fig. 8-28(36)(38)) indicating that the operating lever 001IW31C is not being operated and a tilted state (Fig. 8-28(37)(39)) indicating that the operating lever is being operated.
[0330] In addition, during the effective action period shown in Figures 8-28 (36) to (39), when a lever operation corresponding to the first battle deciding lever button effect is performed, the effect display shown in Figure 8-29 (40) or Figure 8-31 (54) is immediately performed depending on the result of the variable display.
[0331] As described above, when executing the first battle deciding lever effect, the action promotion pre-effect shown in Figures 8-28 (33) to (35) is executed before executing the action promotion effect shown in Figures 8-28 (36) to (39).
[0332] Next, the effects that occur after a movement prompting effect corresponding to a deciding movement effect is executed in the Super Reach A (first battle) effect will be described.
[0333] In the case of a jackpot of the variation pattern PB2-3 (Super Reach A), when the pressing operation or lever operation corresponding to the deciding action performance is performed during the effective action period (or when the effective action period has elapsed), a background image depicting the second ally character 006IWC02 and multiple stars is displayed (Fig. 8-29(40)). In this example, the light emission control in which the decorative light emitter emits rainbow colors is started from the scene shown in Fig. 8-29(40). For example, the decorative light emitter flashes in rainbow colors at high speed in the scenes shown in Fig. 8-29(40) and Fig. 8-30(50), and the decorative light emitter slowly emits rainbow colors in the scenes shown in Fig. 8-29(41) to Fig. 8-30(49) and Fig. 8-30(51) to (53).
[0334] Next, the second ally character 006IWC02 makes a peace sign (Figure 8-29(41)), and then the following are displayed in sequence: "Complete" at the top left of the screen (Figure 8-29(42)), "All" at the top right of the screen (Figure 8-29(43)), "Decision" at the bottom left of the screen (Figure 8-29(44)), and "Coming" at the bottom right of the screen (Figure 8-29(45)). When all the "Completely Decided" characters are displayed, the center decoration symbol "1" is displayed, which is the winning combination (Figure 8-29(45)).
[0335] Next, a light effect image is displayed (Figure 8-29(46)) superimposed on the previous effect display (Figure 8-29(45)) including the second ally character 006IWC02 and the middle decoration pattern "1", and the light effect image is enlarged to cover the second ally character 006IWC02 and the middle decoration pattern "1" (Figure 8-29(48)). At this time, since the light effect image is opaque, the covered second ally character 006IWC02 and the middle decoration pattern "1" cannot be seen.
[0336] Next, after a light effect image covers the entire screen, a special display is displayed in which the jackpot symbol "111" including the center decoration symbol "1" appears (Figure 8-30(48)). The jackpot symbol "111" gradually expands (Figure 8-30(49)) until it covers the entire screen (Figure 8-30(50)). After that, the jackpot symbol "111" is displayed at the same size as when the normal fluctuation occurred before the reach was established, and is displayed as if it is swaying four times (Figure 8-30(51)).
[0337] Then, the image display device 5 goes white, the first battle performance of Super Reach A ends, and the same background image as when the normal fluctuation was performed before the reach was established is displayed, and the jackpot pattern "111" is temporarily stopped and displayed (Figure 8-30 (52)). After that, the jackpot pattern "111" is stopped and displayed (Figure 8-30 (53)).
[0338] In the case of a miss in the variation pattern PA2-3 (Super Reach A), when the pressing operation or lever operation corresponding to the decisive action performance is performed during the effective action period (or when the effective action period has elapsed), a background image depicting the third enemy character 006IWC13 and multiple broken hearts is displayed (Figure 8-31 (54)). In this example, the lighting control in which the decorative light emitter emits low-luminance white light is started from the scene shown in Figure 8-31 (54).
[0339] Next, the third enemy character 006IWC13 makes a peace sign (FIG. 8-31(55)), and the center decoration symbol "2" is displayed superimposed on the third enemy character 006IWC13 (FIG. 8-31(56)). Then, the center decoration symbol "2", which is a losing combination, is displayed swaying five times, after which the image display device 5 goes black (FIG. 8-31(57)), and the first battle performance of Super Reach A ends.
[0340] When the first battle performance of Super Reach A ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "121" is temporarily displayed (Figure 8-31 (58)). After that, the losing symbol "121" is displayed (Figure 8-31 (59)).
[0341] In this characteristic part 001IW, even during the execution period of the battle performance by Super Reach A, it is possible to execute the action promotion performance (for example, the action promotion performance corresponding to the first battle deciding button performance and the action promotion performance corresponding to the first battle deciding lever performance) and the action promotion pre-performance (for example, the part shown in Fig. 8-27(27)-(28) and the part shown in Fig. 8-28(33)-(35)). In addition, it is possible to execute the action promotion pre-performance of different performance modes during the execution period of the battle performance by Super Reach A and the execution period of the battle performance by Super Reach B. And, it is configured so that the expectation of the big hit is higher when the battle performance by Super Reach B is executed than when the battle performance by Super Reach A is executed (see Fig. 8-4(B)). According to such a configuration, the execution mode of the action promotion pre-performance is made different between the battle performance by Super Reach A and the battle performance by Super Reach B, thereby increasing the player's motivation to act and drawing attention to whether the battle performance by Super Reach A or the battle performance by Super Reach B is executed.
[0342] In addition, in this characteristic part 001IW, during the execution period of the battle performance by Super Reach A, it is possible to execute the action promotion pre-performance corresponding to the first battle deciding button performance (for example, the part shown in FIG. 8-27(27)-(28)) and the action promotion pre-performance corresponding to the first battle deciding lever performance (for example, the part shown in FIG. 8-28(33)-(35)). In addition, as in the modified example shown in FIG. 8-6(C), the expectation of a big win may be higher when the action promotion pre-performance corresponding to the first battle deciding lever performance is executed than when the battle performance by Super Reach B is executed. According to this configuration, the execution mode of the action promotion pre-performance is made different between the battle performance by Super Reach A and the battle performance by Super Reach B, thereby increasing the player's motivation to act and making the player pay attention to whether the battle performance by Super Reach A or the battle performance by Super Reach B is executed. In addition, the expectation can be maintained even when the battle performance by Super Reach A is executed.
[0343] (Fanfare effect executed with low probability) Next, we will explain the fanfare effect executed in the low probability state. Figure 8-32 to Figure 8-34 are explanatory diagrams showing specific examples of the fanfare effect executed in the low probability state. In each figure, the screen transition is in ascending order of (1), (2), and (3).
[0344] When a jackpot occurs in a low probability state, a fanfare effect starts after the jackpot symbol is displayed as shown in Fig. 8-19 (88) or Fig. 8-30 (53). In the fanfare effect executed in a low probability state, first, a radial background image is displayed on the image display device 5, and the text "Right Hit" and a rightward arrow are displayed in the upper right corner of the display area. Then, the text "B" appears from the upper side of the display area of the image display device 5 (Fig. 8-32 (1)), and then a display is performed in which the text "B" moves to the center of the display area (Fig. 8-32 (2)).
[0345] Next, the letter display "B" moves to the left side of the display area of the image display device 5, and an effect is displayed in which the letter display "O" appears from the upper right side of the display area of the image display device 5 (Fig. 8-32(3)). Next, the letter display "O" moves to the center in the vertical direction of the display area, and then moves to the center in the horizontal direction, and an effect is displayed in which the letter display "B" fades out as if it is being pushed out from the left side of the display area (Fig. 8-32(4)).
[0346] Next, the letter display "O" moves to the left side of the display area of the image display device 5, and an effect is displayed in which the letter display "N" appears from the upper right side of the display area of the image display device 5 (Fig. 8-32(5)). Next, the letter display "N" moves to the center in the vertical direction of the display area, and then moves to the center in the horizontal direction, and an effect is displayed in which the letter display "O" fades out as if it is being pushed out from the left side of the display area (Fig. 8-32(6)).
[0347] Next, the letter display "N" moves to the left side of the display area of the image display device 5, and a presentation is presented in which the letter display "U" appears from the upper right side of the display area of the image display device 5 (Fig. 8-32(7)). Next, the letter display "U" moves to the center in the vertical direction of the display area, and then moves to the center in the horizontal direction, and a presentation is presented in which the letter display "N" fades out as if it is being pushed out from the left side of the display area (Fig. 8-32(8)).
[0348] Next, the letter display "U" moves to the left side of the display area of the image display device 5, and an effect is displayed in which the letter display "S" appears from the upper right side of the display area of the image display device 5 (Figure 8-33(9)). Next, the letter display "S" moves to the vertical center of the display area, and then to the horizontal center, and an effect is displayed in which the letter display "U" fades out as if it is being pushed out from the left side of the display area (Figure 8-33(10)). Next, on the image display device 5, an effect is displayed in which the letter displays "U" and "S" fade out in sequence as if they are being pushed out from the left side of the display area (Figure 8-33(11)).
[0349] Next, on the image display device 5, the "ONU" in the character display "BONUS" is enlarged and a glowing effect image is displayed around it (FIG. 8-33(12)). Next, on the image display device 5, a glowing effect image is displayed around it along with the entire character display "BONUS" (FIG. 8-33(13)).
[0350] Next, the image display device 5 performs a display effect in which the color of the image being displayed is inverted (Figure 8-33 (14)), and then performs a display effect in which the color of the image being displayed is inverted again (i.e., returned to the original color) (Figure 8-33 (15)).
[0351] Next, part of an arrow image resembling an arrow pointing right appears from the left side of the display area of the image display device 5, and is displayed superimposed on the text display "BONUS" (i.e., in a higher layer than the text display "BONUS"), moving toward the right side of the display area (Fig. 8-33(16)). The words "hit right" are superimposed on the arrow image, and at the time shown in Fig. 8-33(16), part of the arrow image and part of the words "hit right" appear.
[0352] Next, in the image display device 5, the tip of the arrow image moves to near the center of the display area (Fig. 8-34(17)), and when the tip of the arrow image reaches the right edge of the display area (Fig. 8-34(18)), a performance display is performed in which the arrow image moves toward the left side of the display area as if it is bouncing off the right edge of the display area (Fig. 8-34(19)). After that, when the rear end of the arrow image reaches the left edge of the display area, a performance display is performed in which the arrow image moves toward the right side of the display area again, and when the tip of the arrow image reaches the right edge of the display area (Fig. 8-34(20)), the performance display in which the arrow image moves toward the left side of the display area as if it is bouncing off the right edge of the display area is repeated (Fig. 8-34(21)).
[0353] (Ending performance) Next, the effects executed in the big win game state and the ending effects that notify the end of the big win game state will be described. Figure 8-35 is an explanatory diagram showing a specific example of the ending effects when a big win occurs in a low probability state and the game is controlled to the big win game state.
[0354] In this example, multiple rounds (round games) are played in which the big prize opening is open during the big win game state. When the first round starts, as shown in FIG. 8-35(1), a first ally character image 006IWC01, a second ally character image 006IWC02, and a third ally character image 006IWC03 are displayed in the center of the display area of the image display device 5, a round display "ROUND1" indicating the current round number is displayed in the upper left corner of the display area, a character display "Right Hit" and a rightward arrow image are displayed in the upper right corner of the display area, and an acquired point display "00000" indicating points based on the game balls paid out as prize balls is displayed in the lower right corner of the display area.
[0355] Next, as shown in Fig. 8-35(2), when the game ball enters the big prize opening and the prize ball is paid out, an effect is displayed in which the acquired points display "00047" is displayed. After that, when the final round ends, an effect is displayed in which the first ally character image 006IWC01, the second ally character image 006IWC02, and the third ally character image 006IWC03 are displayed holding hands in the center of the display area of the image display device 5, the round display "FINAL" is displayed in the upper left of the display area, and the acquired points display "00440" is displayed in the lower right of the display area, as shown in Fig. 8-35(3).
[0356] In this example, the powerful RUSH mode and the Pato Pato Attack mode are provided as the presentation modes in the high probability state. When the high probability state is controlled after the end of the big win game state, a presentation mode determination period is provided in which the presentation mode can be determined before the end of the big win game state, and a presentation is performed to determine which presentation mode to use during the presentation mode determination period.
[0357] Specifically, when the final round ends (Fig. 8-35(3)), the presentation mode determination period, which is part of the ending presentation, begins, and as shown in Fig. 8-35(4), the display area of the image display device 5 goes dark (for example, the background turns black) and the text display "SELECT A MODE!" is displayed. Note that behind the text display "SELECT A MODE!" (i.e., in a lower layer than the text display "SELECT A MODE!"), a first presentation mode image 006IWG03a corresponding to the presentation mode "POWERFUL RUSH" and a second presentation mode image 006IWG03b corresponding to the presentation mode "PATO PATO ATTACK" are displayed in gray, indicating that they are inactive.
[0358] Next, as shown in Fig. 8-35(5), the display area of the image display device 5 becomes bright again, and a first presentation mode image 006IWG03a corresponding to the presentation mode "Powerful RUSH", a second presentation mode image 006IWG03b corresponding to the presentation mode "Pato Pato Attack", and a push button image 006IWG02 are displayed. Note that in the example shown in Fig. 8-35(5), since the first presentation mode image 006IWG03a is selected out of the first presentation mode image 006IWG03a and the second presentation mode image 006IWG03b, the first presentation mode image 006IWG03a is displayed in a colorful and enlarged highlighted state, suggesting that it is in a selected state, and the second presentation mode image 006IWG03b is displayed in a grayed out state, suggesting that it is in a non-selected state.
[0359] Here, when the player tilts the stick controller 31A to the right, the first presentation mode image 006IWG03a is displayed in gray, indicating that it is not selected, and the second presentation mode image 006IWG03b is displayed in colorful and enlarged highlight, indicating that it is selected, as shown in Fig. 8-35(6). Then, when the player presses the push button 31B, the currently selected presentation mode corresponding to the second presentation mode image 006IWG03b, "Pato Pato Attack", is decided, and the presentation mode decision period ends.
[0360] After that, the logo of the gaming machine manufacturer is displayed as shown in Figure 8-35 (7), followed by the text display "Pachinko and Pachislot are games that should be enjoyed in moderation" as shown in Figure 8-35 (8), and the ending performance in the jackpot game state ends.
[0361] (Super Reach C (Pato Pato Attack) performance) Next, the Super Reach C (Pato Pato Attack) performance executed as one of the Super Reach in the high probability state will be described. Figure 8-36 is an explanatory diagram showing a specific example of a patrol lamp used in the Super Reach C (Pato Pato Attack) performance.
[0362] FIG. 8-36(A) is a specific example showing a patrol lamp image 006IWG01 and a second ally character image 006IWC02 used in the Super Reach C (Pato Pato Attack) performance.
[0363] In this example, as shown in Fig. 8-36(A), there is a scene in which a patrol lamp (patrol lamp image 006IWG01) and a character (second ally character image 006IWC02) are in contact with each other. For example, the scenes shown in Fig. 8-38(11)-(12), Fig. 8-39(11)-(12'), Fig. 8-40(14)-(21), and Fig. 8-41(22) correspond to this scene.
[0364] More specifically, the patrol lamp (patrol lamp image 006IWG01) is in contact with the character (second ally character image 006IWC02) by a tool (patrol lamp string image 006IWG01a) that the patrol lamp (patrol lamp image 006IWG01) has. In this example, a scene in which the character (second ally character image 006IWC02) wears the patrol lamp (patrol lamp image 006IWG01) is provided as a scene in which the patrol lamp is in contact with the character. For example, the scenes shown in Fig. 8-38(11) and Fig. 8-39(11) correspond to this scene.
[0365] In this way, in this example, the patrol lamp (patrol lamp image 006IWG01) and the character (second ally character image 006IWC02) are in a close relationship, which synergistically enhances their presentation effect.
[0366] In this example, a scene is provided in which the patrol lamp (patrol lamp image 006IWG01) and the character (second ally character image 006IWC02) are in contact with each other, and in order to make it easier for the player to distinguish between them, the color of the patrol lamp (patrol lamp image 006IWG01), the color of the patrol lamp's string (patrol lamp string image 006IWG01a), and the hair color of the character (second ally character image 006IWC02) are all different (or are different color schemes).
[0367] In this example, the state in which the patrol lamp and the character are in contact is represented by the character wearing a hat-type patrol lamp with strings, but this is not limited to this form, and various other forms can be adopted, such as the character wearing a helmet with a patrol lamp attached to it, or the character wearing a band with a patrol lamp attached to it around their arm.
[0368] FIG. 8-36(B) is a specific example showing a display mode of the patrol lamp image 006IWG01 used in the Super Reach C (Pato Pato Attack) performance.
[0369] The left side of FIG. 8-36(B) shows the patrol lamp image 006IWG01 in the non-illuminated state (dark red state), and the right side of FIG. 8-36(B) shows the patrol lamp image 006IWG01 in the illuminated state (glowing red). As shown on the left side of FIG. 8-36(B), when the patrol lamp image 006IWG01 is displayed in the non-illuminated state, it is displayed in a dark red, unlit state. On the other hand, as shown on the right side of FIG. 8-36(B), when the patrol lamp image 006IWG01 is displayed in the illuminated state, it is displayed in a state in which it glows red and radiates light. Also, when the patrol lamp image 006IWG01 is displayed in the illuminated state for a predetermined period of time, it is displayed in a state in which it glows red and the mechanism that radiates light rotates, so that the radiation direction of the light rotates, as shown in FIG. 8-40(13) to (21) described later.
[0370] In this example, when Super Reach C (Pato Pato Attack) is executed, in the scene before the scene in which the winning or losing is announced (hereinafter, the scene in which the winning or losing is announced is also called the announcement scene, and the scene before the announcement scene is also called the pre-announcement scene), the patrol lamp image 006IWG01 is displayed in a non-illuminated state. Then, after the pre-announcement scene, when the jackpot is announced in the announcement scene, the patrol lamp image 006IWG01 is displayed in a lit state, and when the loss is announced, the patrol lamp image 006IWG01 is displayed in a non-illuminated state.
[0371] Therefore, the lit patrol lamp image 006IWG01 shown on the right side of Figure 8-36(B) can be said to be in a state where it notifies that a jackpot has been hit (hereinafter also referred to as a notification state), while the unlit patrol lamp image 006IWG01 shown on the left side of Figure 8-36(B) can be said to be in a state where it does not notify that a jackpot has been hit (hereinafter also referred to as a non-notification state).
[0372] In addition, the non-illuminated patrol lamp image 006IWG01 is in a state that does not indicate a jackpot, but when it is displayed in a pre-announcement scene, it has the meaning that it has not yet indicated either a jackpot or a miss, and when it is displayed after the announcement scene, it has the meaning that it is indicating a miss and not a jackpot.
[0373] Fig. 8-37 to Fig. 8-41 are explanatory diagrams showing a specific example of Super Reach C (Pato Pato Attack) executed when the high probability state and the performance mode are "Pato Pato Attack". Among Fig. 8-37 to Fig. 8-41, Fig. 8-37 to Fig. 8-38 (or Fig. 8-39) and Fig. 8-40 are specific examples of a case where a performance is executed based on a big hit of the variation pattern PB2-5 (Super Reach C) after a variation display of a miss of the variation pattern PA1-2 (shortened variation) is performed. Among Fig. 8-37 to Fig. 8-41, Fig. 8-37 to Fig. 8-38 (or Fig. 8-39) and Fig. 8-41 are specific examples of a case where a performance is executed based on a miss of the variation pattern PA2-5 (Super Reach C) after a variation display of a miss of the variation pattern PA1-2 (shortened variation).
[0374] If the "Pato Pato Attack" presentation mode is selected when the big win game state ends, when the high probability game state starts after the big win game state ends, the title of the "Pato Pato Attack" presentation mode is displayed as shown in Fig. 8-37(1). In the example shown in Fig. 8-37(1), the text "Pato Pato Attack" is displayed in the center of the display area of the image display device 5, and multiple patrol lamp images are displayed as background images.
[0375] Next, the first ally character image 006IWC01 on the right side of the display area and the third ally character image 006IWC03 on the left side of the display area are displayed facing each other, and a police lamp image 006IWG01 is positioned between those characters (Fig. 8-37(2)). Also, in the example shown in Fig. 8-37(2), since the upper limit of the number of fluctuations controlled to the high probability state is set to 100, the remaining number of fluctuations display "100 remaining" indicating the remaining number of fluctuations in the high probability state is displayed in the lower right corner of the display area of the image display device 5.
[0376] Next, when the display of the missing variation of variation pattern PA1-2 (shortened variation) begins, a performance display is performed in which the decorative pattern in the lower right corner of the display area of the image display device 5 and the small pattern in the upper center of the display area are displayed in a varying manner (Figure 8-37(3)). Then, the decorative pattern in the lower right corner of the display area of the image display device 5 and the small pattern in the upper center of the display area are displayed in the combination of the missing pattern "154" (Figure 8-37(4)). At this time, the remaining number of variations is also displayed on the image display device 5 as "99 remaining".
[0377] Next, when the display changes based on the change pattern PA2-5 (Super Reach C) or the change pattern PB2-5 (Super Reach C), the image display device 5 displays a performance in which the patrol lamp image 006IWG01 shakes and the first ally character image 006IWC01 and the third ally character image 006IWC03 notice something unusual (Fig. 8-37(5)). Then, the image display device 5 displays a performance in which the patrol lamp image 006IWG01 shrinks (Fig. 8-37(6)), and the patrol lamp image 006IWG01 jumps up (Fig. 8-37(7)). After that, the Super Reach C (Pat-Pat Attack) performance starts, so the performances in Figs. 8-37(5) to (7) suggest that the Super Reach C (Pat-Pat Attack) will be executed.
[0378] When Super Reach C (Pato Pato Attack) starts, the title display is performed as shown in FIG. 8-38(8). Specifically, the title display includes multiple patrol lamp images 006IWG01 and the text display "Pato Pato" related to the patrol lamp, and the text display "Pato Pato" related to the patrol lamp is displayed larger than the other text display "Push Chance". This configuration allows the player to strongly recognize the patrol lamp. Note that the example is not limited to that shown in FIG. 8-38(8), and for example, only the text display "Pato Pato" may be given an effect display or be activated, so that it is displayed more emphasized than the other text displays.
[0379] In this example, when the Super Reach C (Pato Pato Attack) starts, which uses the patrol lamp image 006IWG01 to notify the winner, the reduced decorative symbols are left in a rotated state without the decorative symbols becoming ready to win, as shown in Fig. 8-38(8), so that the player can concentrate more on the patrol lamp image 006IWG01. Also, in this example, as shown in Fig. 8-40(13) to be described later, after the jackpot is announced using the patrol lamp image 006IWG01, the symbols are displayed in a line in the scene from Fig. 8-40(17) onwards, so that the announcement can be made in stages, such as the announcement of the jackpot by the patrol lamp image 006IWG01 and the announcement of the jackpot by the pattern line, and the player can be more impressed that it is a jackpot.
[0380] Next, on the image display device 5, the second ally character image 006IWC02 is displayed (Fig. 8-38(9)), followed by the falling patrol lamp image 006IWG01 (Fig. 8-38(10)), and the second ally character image 006IWC02 puts on the falling patrol lamp image 006IWG01 (Fig. 8-38(11)).
[0381] Next, on the image display device 5, the push button image 006IWG02 and the text display "PUSH!" are displayed together with the patrol lamp image 006IWG01 and the second ally character image 006IWC02 as an action prompting display for encouraging the player to press the push button 31B (FIG. 8-38(12)). At this time, the second ally character image 006IWC02 is displayed with an expectant look on its face.
[0382] Here, a modified example in which the push button 31B is required to be repeatedly pressed in the Super Reach C (Pato Pato Attack) will be described. FIG. 8-39 is an explanatory diagram showing a modified example in which the push button 31B is required to be repeatedly pressed in the Super Reach C (Pato Pato Attack). In the modified example shown in FIG. 8-39, the same effects as those in FIG. 8-38(8)-(11) are displayed in the scenes in FIG. 8-39(8)-(11), but instead of the effects in FIG. 8-38(12), the push button image 006IWG02 and the text display "Continuous Press" are displayed as an action prompting display to prompt the player to repeatedly press the push button 31B together with the patrol lamp image 006IWG01 and the second ally character image 006IWC02 (FIG. 8-39(12')). In this case, the second ally character image 006IWC02 is also displayed with an expectant look on its face.
[0383] In addition, the patrol lamp images 006IWG01 shown in Fig. 8-38 and Fig. 8-39 are both in a non-illuminated state. In addition, in the pre-notification scenes shown in Fig. 8-38 and Fig. 8-39, a background image with a white-based color scheme is used in the image display device 5.
[0384] In this example, as shown in Fig. 8-38(12) and Fig. 8-39(12'), the push button image 006IWG02 and the text display of "Push!" or "Continuously press" are configured to be displayed in a position that does not overlap with the patrol lamp image 006IWG01 (or in a position where at least a part of the patrol lamp image 006IWG01 overlaps and is visible). This configuration draws attention to the presence of the patrol lamp image 006IWG01 and the presence of the action prompting display.
[0385] When the action prompting display is displayed, for example, the patrol lamp, the character, and the action prompting display may each be made to move. FIG. 8-48 is an explanatory diagram showing a modified example in which the patrol lamp image and the push button image are displayed in motion. In the example shown in FIG. 8-48, after the scene shown in FIG. 8-39(12'), the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is displayed in a motion display moving to the right, and the push button image 006IWG02 is displayed in a manner in which the pressed part is not sunken (FIG. 8-48(1)), and then the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is displayed in a motion display moving to the left, and the push button image 006IWG02 is displayed in a manner in which the pressed part is sunken (FIG. 8-48(2)). Then, the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is displayed again in a state where the pressed portion of the push button image 006IWG02 is not sunken (FIG. 8-48(3)), and then the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is displayed again in a state where the pressed portion of the push button image 006IWG02 is sunken (FIG. 8-48(4)). That is, the operation display in which the patrol lamp image 006IWG01 and the second ally character image 006IWC02 move left and right and the operation display in which the pressed portion of the push button image 006IWG02 sunken and returned to its original state are repeated until the operation promotion period of the push button 31B has elapsed.
[0386] In the modified example shown in FIG. 8-48, the operation of the push button image 006IWG02, the operation of the patrol lamp image 006IWG01, and the operation of the second ally character image 006IWC02 are displayed so as not to be synchronized. Specifically, the push button image 006IWG02 is displayed so as to alternate between a state in which the button part is not submerged (FIG. 8-48(1)) and a state in which it is submerged (FIG. 8-48(2)), and the patrol lamp image 006IWG01 and the second ally character image 006IWC02 are displayed so as to alternate between moving to the right (FIG. 8-48(1)) and moving to the left (FIG. 8-48(2)), and the operations are displayed so as not to be synchronized with each other. This configuration allows the viewer to focus on both displays.
[0387] As shown in FIG. 8-38(12) or FIG. 8-39(12'), when a predetermined action is performed (or the action promotion period ends) after the action promotion display for encouraging the player to take an action is displayed, if Super Reach C (Pat-Pat Attack) is executed based on the big win of the variable pattern PB2-5 (Super Reach C), the enlarged patrol lamp image 006IWG01 is displayed in a lit state on the image display device 5 as shown in FIG. 8-40(13). In this scene, the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is not displayed, and only the patrol lamp image 006IWG01 is displayed. At this time, in conjunction with the display of the patrol lamp image 006IWG01 in a lit state, a notification sound is output from the speakers 8L and 8R. In this example, from the time when the patrol lamp image 006IWG01 shown in Figure 8-40 (13) is displayed in a lit state to the time when the jackpot pattern shown in Figure 8-40 (21) described later is displayed in a stopped state (confirmed display), the patrol lamp image 006IWG01 is displayed in a lit state in which it glows red and the mechanism that emits the light rotates, causing the direction of light emission to rotate.
[0388] Next, in the image display device 5, the second ally character image 006IWC02 wearing the lit patrol lamp image 006IWG01 is displayed with a surprised expression (FIG. 8-40(14)). At this time, in conjunction with the second ally character image 006IWC02 being displayed with a surprised expression, a character voice sound of "Ha" in a voice tone corresponding to the character is output from the speakers 8L, 8R. For example, after the scene shown in FIG. 8-40(13) and before the scene shown in FIG. 8-40(14), the second ally character image 006IWC02 wearing the lit patrol lamp image 006IWG01 may be displayed with the same expression as in the pre-announcement scene.
[0389] Next, the second ally character image 006IWC02 wearing the lit patrol lamp image 006IWG01 is displayed with a happy expression on the image display device 5 (FIG. 8-40(15)). At this time, in conjunction with the second ally character image 006IWC02 being displayed with a happy expression, a character voice sound saying "Yay!" in a voice tone corresponding to the character is output from the speakers 8L and 8R.
[0390] Next, on the image display device 5, the second ally character image 006IWC02 wearing the lit patrol lamp image 006IWG01 is displayed in a manner of performing a happy action (in this example, a motion of raising both hands and jumping up and down) (FIG. 8-40(16)). At this time, in conjunction with the second ally character image 006IWC02 being displayed in a manner of performing a happy action, a character voice sound of "Yay, yay" in a voice tone corresponding to the character is output from the speakers 8L, 8R.
[0391] Next, on the image display device 5, the jackpot symbol "222" is displayed superimposed on the second ally character image 006IWC02 (FIG. 8-40(17)), and this jackpot symbol "222" is gradually enlarged (FIG. 8-40(18)), and eventually enlarged to cover the entire display area of the image display device 5 (FIG. 8-40(19)). After that, on the image display device 5, the normal-sized jackpot symbol "222" is temporarily displayed (FIG. 8-40(20)), and finally the jackpot symbol "222" is displayed as a stopped symbol (FIG. 8-40(21)).
[0392] As shown in Fig. 8-40, when the big win is announced, the patrol lamp image 006IWG01 is always on from the timing of the announcement (Fig. 8-40(13)) until the big win pattern "222" is displayed stationary (Fig. 8-40(21)). Also, in the scene where the big win is announced as shown in Fig. 8-40, the image display device 5 uses a background image with a red-based color scheme.
[0393] As shown in Fig. 8-38(12) or Fig. 8-39(12'), when a predetermined action is performed (or the action promotion period ends) after the action promotion display for encouraging the player to take an action is displayed, if Super Reach C (Pato Pato Attack) is executed based on the failure of the variation pattern PA2-5 (Super Reach C), the second ally character image 006IWC02 wearing the non-illuminated patrol lamp image 006IWG01 is displayed in a disappointed manner on the image display device 5 as shown in Fig. 8-41(22). At this time, in conjunction with the second ally character image 006IWC02 wearing the non-illuminated patrol lamp image 006IWG01 being displayed in a disappointed manner, a character voice sound of "Sorry, let's do our best next time!" in a voice tone corresponding to the character is output from the speakers 8L and 8R.
[0394] Next, on the image display device 5, the first ally character image 006IWC01 and the third ally character image 006IWC03 face each other, and the patrol lamp image 006IWG01 is positioned between the characters, as in the case before the start of Super Reach C (Pat-Pat Attack), and the losing symbol "212" is displayed as a combination of decorative symbols in the lower right corner of the display area (Fig. 8-41(23)). After that, a small symbol "212" is displayed in the upper part of the display area of the image display device 5 (Fig. 8-41(24)), and the remaining number of changes "98 remaining" is displayed in the lower right corner of the display area. In the scene where the losing notification shown in Fig. 8-41 is made, a background image with a white-based color scheme is used on the image display device 5.
[0395] In this example, in the pre-notification scene, the patrol lamp image 006IWG01 is displayed in a non-illuminated state (dark red state), and the second ally character image 006IWC02 is displayed in a hopeful expression state (see Fig. 8-38(12), Fig. 8-39(12')). If the result of the lottery is a win, after the pre-notification scene, the patrol lamp image 006IWG01 is displayed in a lit state (red glowing state) (see Fig. 8-40(13)), and the second ally character image 006IWC02 is displayed in a happy state (see Fig. 8-40(15), (16)). On the other hand, if the result of the lottery is a non-win, after the pre-notification scene, the patrol lamp image 006IWG01 is displayed in a non-illuminated state (dark red state), and the second ally character image 006IWC02 is displayed in a disappointed state (see Fig. 8-41(22)). With this configuration, the appearance of the patrol lamp indicates whether or not the winner has won, and the appearance of the character is additionally changed to clearly communicate whether or not the winner has won.
[0396] In this example, if the result of the lottery is a win, after the pre-notification scene, the patrol lamp image 006IWG01 is displayed in a lit state without displaying any character as shown in FIG. 8-40(13), and then, as shown in FIG. 8-40(14)-(16), the patrol lamp image 006IWG01 is displayed in a lit state and the second ally character image 006IWC02 is displayed in a happy state. On the other hand, if the result of the lottery is a non-win, after the pre-notification scene, the patrol lamp image 006IWG01 is displayed in a non-lit state and the second ally character image 006IWC02 is displayed in a disappointed state as shown in FIG. 8-41(22). With this configuration, when the win is announced, only the patrol lamp image 006IWG01 in a lit state is displayed without displaying any character, making it easier to understand the announcement content.
[0397] In this example, if the result of the lottery is a win, after the scene shown in Fig. 8-40(13) and before the scene shown in Fig. 8-40(14), the second ally character image 006IWC02 may be displayed with the same facial expression as in the pre-announcement scene, and then the second ally character image 006IWC02 may be displayed in the following order: surprised (Fig. 8-40(14)), happy (Fig. 8-40(15)), and happy action (Fig. 8-40(16)). With this configuration, the character's facial expression transitions to the facial expression that the player wants to have, providing an environment in which the player can easily join in and be happy.
[0398] In this example, the background image of the image display device 5 is a first color (white-based color scheme in this example) in the pre-announcement scene, and if the result of the lottery is a win, it becomes a color of a different color from the first color (red-based color scheme in this example) after the pre-announcement scene, and if the result of the lottery is a loss, it becomes a color of the same color as the first color (white-based color scheme in this example) after the pre-announcement scene. With this configuration, it is easy to recognize whether you have won or not from the change in background color.
[0399] In this example, in the pre-announcement scene, an action prompting display for prompting the player to take an action is displayed in a position where the patrol lamp image 006IWG01 is visible. Specifically, as shown in Fig. 8-38(12) and Fig. 8-39(12'), the push button image 006IWG02 and text displays such as "Press!" and "Continuously press" are displayed in a position where they do not overlap with the patrol lamp image 006IWG01 (or in a position where at least a part of the patrol lamp image 006IWG01 overlaps and is visible). Then, if the result of the lottery is a win, the patrol lamp image 006IWG01 is displayed in a lit state when the player takes an action during the action prompting period when the action prompting display is displayed. Specifically, when the push button 31B is pressed in the state shown in FIG. 8-38(12), or when the push button 31B is repeatedly pressed (specifically, a repeated pressing operation that satisfies the execution condition) in the state shown in FIG. 8-39(12'), the state transitions to that shown in FIG. 8-40(13), and the patrol lamp image 006IWG01 is displayed in a lit state. With this configuration, the state of the patrol lamp indicates whether or not the lottery has been won, and the display state of the character is changed supplementarily to clearly communicate whether or not the lottery has been won. Also, by displaying the action prompt display in a position where the patrol lamp can be seen, attention can be drawn to both the presence of the patrol lamp and the action prompt display.
[0400] In this example, the action prompting display includes an image prompting display imitating an object performing an action, and a text prompting display using text. Specifically, as shown in Fig. 8-38(12), Fig. 8-39(12'), and Fig. 8-48, it includes a push button image 006IWG02 and text displays such as "Press!" and "Continuous hit". Both the image prompting display and the text prompting display are displayed so as not to completely cover the patrol lamp. Specifically, as shown in Fig. 8-38(12) and Fig. 8-39(12'), the push button image 006IWG02 and text displays such as "Press!" and "Continuous hit" are displayed in a position that does not overlap with the patrol lamp image 006IWG01 (or in a position where at least a part of the patrol lamp image 006IWG01 overlaps while being visible). This configuration allows the patrol lamp image 006IWG01 to always be noticed.
[0401] In this example, a notification sound is output in conjunction with the display of the patrol lamp image 006IWG01 in a lit state, and then the character's voice is output. Specifically, as shown in FIG. 8-40(13), a notification sound is output in conjunction with the display of the patrol lamp image 006IWG01 in a lit state, and then, as shown in FIG. 8-40(14)-(16), each character's voice such as "Hah," "Yay," and "Yay, yay" is output in a voice tone corresponding to the character. With this configuration, the notification sound and the character's voice are output in sequence to liven up the winning situation.
[0402] In this example, if the result of the lottery is no win, the sound corresponding to displaying the patrol lamp image 006IWG01 in a non-illuminated state is not output, and the character's voice is output. For example, as shown in FIG. 8-41 (22), the sound corresponding to displaying the patrol lamp image 006IWG01 in a non-illuminated state is not output, and the character's voice in a voice tone corresponding to the character, "Too bad, let's try our best next time!", is output. With this configuration, the state of the patrol lamp image 006IWG01, that is, whether or not it was a win, can be known by whether or not the notification sound is output. Also, if the result is no win, the notification sound is not output, but the character's voice is output, which avoids the excitement of having no sound and reduces the player's disappointment.
[0403] Regarding the period during which the notification sound and the voice of the character are output, for example, as shown in FIG. 8-40(13), the period during which the notification sound is output in conjunction with the display of the patrol lamp image 006IWG01 in a lit state is longer than the period during which the character voices "hah", "yay", and "yay, yay" are output as the voices of the characters as shown in FIG. 8-40(14)-(16), and the period during which the character voices "hah", "yay", and "yay, yay" are output in a voice tone corresponding to the character when the jackpot is won as shown in FIG. 8-40(14)-(16) may be longer than the period during which the character voices "too bad, let's try harder next time!" are output in a voice tone corresponding to the character when the jackpot is lost as shown in FIG. 8-41(22). With this configuration, the notification can be appealed by outputting the notification sound, which can liven up the winning, and the state of the patrol lamp image 006IWG01, i.e., whether or not it has been won, can be known by the presence or absence of the output of the notification sound. Also, if no winning is determined, no notification sound is output, but the character's voice is output, thereby avoiding a dead end due to no sound and reducing disappointment for the player.
[0404] In this example, after the scene shown in Figure 8-38 (12) or Figure 8-39 (12'), if a Super Reach C (Pato Pato Attack) which results in a jackpot is executed, there is a scene where the second ally character image 006IWC02 is not displayed and only the patrol lamp image 006IWG01 is displayed for a moment, whereas if a Super Reach C (Pato Pato Attack) which results in a miss is executed, no such scene is provided. However, such a scene may be provided, for example, as shown in Figure 8-61.
[0405] Fig. 8-61 is an explanatory diagram showing a modified example of the patrol lamp image displayed when the winner is not selected. In the modified example shown in Fig. 8-61, after the scene shown in Fig. 8-38(12) or Fig. 8-39(12'), the second ally character image 006IWC02 is not displayed, and only the patrol lamp image 006IWG01 in the unlit state is displayed (Fig. 8-61(1)).
[0406] Next, in the same manner as in Fig. 8-41(22), the second ally character image 006IWC02 wearing the unlit patrol lamp image 006IWG01 is displayed in a disappointed manner on the image display device 5 (Fig. 8-61(2)). At this time, in conjunction with the second ally character image 006IWC02 wearing the unlit patrol lamp image 006IWG01 being displayed in a disappointed manner, a character voice sound saying "Sorry, let's try harder next time!" in a voice tone corresponding to the character is output from the speakers 8L and 8R. After that, the same performance display as in Figs. 8-41(23) and (24) is executed (Figs. 8-61(3) and (4)).
[0407] When the modified example shown in FIG. 8-61 is applied, the size of the patrol lamp image 006IWG01 is larger when it is displayed in a lit state than when it is displayed in a non-lit state after the pre-notification scene when the result of the lottery is a non-win. Specifically, the display size of the patrol lamp image 006IWG01 in a lit state after the winning notification shown in FIG. 8-40(13) is larger than the display size of the patrol lamp image 006IWG01 in a non-lit state after the loss notification shown in FIG. 8-61(1). Also, when the result of the lottery is a non-win, the size of the patrol lamp image is larger when it is displayed in a non-lit state after the pre-notification scene than when it is displayed in a non-lit state in the pre-notification scene. Specifically, the display size of the patrol lamp image 006IWG01 in a non-notification state after the loss notification shown in FIG. 8-61(1) is larger than the display size of the patrol lamp image 006IWG01 in a non-notification state in the pre-notification scene shown in FIG. 8-38(12) and FIG. 8-39(12'). With this configuration, the patrol lamp can be made larger when announcing a winning entry, making it easier to appeal to the winning entry. Even if the patrol lamp is not lit, the patrol lamp can be made larger when announcing a non-winning entry than before the announcement, making it easier to recognize that the non-winning entry has been lost.
[0408] (Super Reach C (Powerful RUSH) performance) Next, we will explain the Super Reach C (Powerful RUSH) performance, which is executed as one of the Super Reach in a high probability state.
[0409] Figures 8-42 to 8-45 are explanatory diagrams showing a specific example of Super Reach C (Powerful RUSH) that is executed when the high probability state and the presentation mode are "Powerful RUSH". If the presentation mode "Powerful RUSH" is selected when the big win game state ends, when the high probability state game starts after the big win game state ends, the title of the presentation mode "Powerful RUSH" is displayed as shown in Figure 8-42 (1). In the example shown in Figure 8-42 (1), the text display "Powerful RUSH" is displayed in the center of the display area of the image display device 5, and the second mini character image 006IWC05 is displayed in the lower left and lower right of the display area.
[0410] Next, as shown in Fig. 8-42(2), the background image of the image display device 5 is switched to the background image for Powerful RUSH, and a decorative pattern (the display result of the previous variation "222") is displayed in the center of the display area. Also, in the example shown in Fig. 8-42(2), since the upper limit of the number of variations controlled to the high probability state is set to 100, the remaining number of variations display "100 remaining" showing the remaining number of variations in the high probability state is displayed in the lower right corner of the display area of the image display device 5.
[0411] Next, when the display of the missing variation of variation pattern PA1-2 (shortened variation) begins, a performance display is performed in which the decorative pattern in the center of the display area of the image display device 5 and the small pattern in the upper center of the display area are displayed in a varying manner (Figure 8-42 (3)). Then, the decorative pattern in the lower right corner of the display area of the image display device 5 and the small pattern in the upper center of the display area are displayed in the combination of the missing pattern "154" (Figure 8-42 (4)). At this time, the remaining number of variations is also displayed on the image display device 5 as "99 remaining".
[0412] Next, when the display of the change based on the change pattern PA2-5 (Super Reach C) or the change pattern PB2-5 (Super Reach C) starts (Fig. 8-42 (5)), a cut-in image including the second ally character image 006IWC02 and the text display "Is there something there!?" is displayed on the image display device 5 (Fig. 8-42 (6)), and then a cut-in image including the first ally character image 006IWC01 and the text display "Up ahead..." is superimposed (Fig. 8-42 (7)), and then the cut-in image disappears (Fig. 8-42 (8)). Since the Super Reach C (Powerful RUSH) starts after this, the effects of Fig. 8-42 (6) to (8) can be said to be effects that suggest that the Super Reach C (Powerful RUSH) will be executed.
[0413] Next, the left and right decorative patterns "2" indicate a reach state (Figure 8-43(9)), and when the center decorative patterns "1" and "2" are displayed (Figure 8-43(10)), the push button image 006IWG02 and the text "Press!" are displayed as an action prompt (Figure 8-43(11)).
[0414] Then, after the action prompting display for encouraging the player to take an action is displayed as shown in Fig. 8-43(11), if a push operation is performed (or the action prompting period ends) and Super Reach C (Powerful RUSH) is being executed based on a jackpot of the variation pattern PB2-5 (Super Reach C), the jackpot symbol "222" is temporarily displayed as shown in Fig. 8-43(12). On the other hand, if Super Reach C (Powerful RUSH) is being executed based on a miss of the variation pattern PA2-5 (Super Reach C), the miss symbol "212" is temporarily displayed as shown in Fig. 8-43(13), and then the miss symbol "212" is temporarily displayed as shown in Fig. 8-43(14).
[0415] Here, a modified example in which a continuous tap operation of the push button 31B is required in the Super Reach C (Powerful RUSH) will be described. FIG. 8-44 is an explanatory diagram showing a modified example in which a continuous tap operation is required in the Super Reach C (Powerful RUSH). In the modified example shown in FIG. 8-44, after the scene in FIG. 8-42(8), as shown in FIG. 8-44(15), the character display "FEVER" is displayed, and a light effect image including the character display "Continuous Tap Challenge" and "Make FEVER Light Up" is displayed superimposed on the character display "FEVER". Next, the push button image 006IWG02 and the character display "Continuous Tap" are displayed together with the second ally character image 006IWC02 as an action prompting display for encouraging the player to perform a continuous tap operation of the push button 31B, and an effect display is performed in which the character display "FEVER" changes to a light state in response to the continuous tap operation (FIG. 8-44(16)). In the scene shown in FIG. 8-44(16), only the character "F" in the character display "FEVER" changes to a light state.
[0416] Then, when Super Reach C (Powerful RUSH) is executed based on the big hit of the variation pattern PB2-5 (Super Reach C), in response to the continuous tapping operation that satisfies the execution condition (or in response to the end of the action promotion period), all the characters of the character display "FEVER" are changed to a shining state, and the second ally character image 006IWC02 is displayed in a happy manner (Fig. 8-44(17)). On the other hand, when Super Reach C (Powerful RUSH) is executed based on the failure of the variation pattern PA2-5 (Super Reach C), in response to the end of the action promotion period, all the characters of the character display "FEVER" are changed to a non-shining state, and the second ally character image 006IWC02 is displayed in a disappointing manner (Fig. 8-44(18)). Then, the failure symbol "212" is temporarily stopped (Fig. 8-44(19)), and then the failure symbol "212" is stopped (Fig. 8-44(20)). In the modified example shown in Fig. 8-44, in which the push button 31B is required to be repeatedly pressed in the Super Reach C (Powerful RUSH), after the scene in which all the decorative symbols shown in Fig. 8-42(8) are displayed in a variable manner, a transition is made to a scene in which the text display "Continuous Challenge" or the like shown in Fig. 8-44(15) is displayed, but this is not limiting. For example, after the scene in which all the decorative symbols shown in Fig. 8-42(8) are displayed in a variable manner, a reach state in which the left and right decorative symbols are aligned may be reached, and then a transition to a scene in which the text display "Continuous Challenge" or the like shown in Fig. 8-44(15) is displayed may be made. In this case, the decorative symbols that have been reduced during the rapid-fire challenge may be displayed in a reach state.
[0417] When the jackpot notification shown in Fig. 8-43(12) or Fig. 8-44(17) is made, a background image with a radial pattern is displayed on the image display device 5, and a movable body performance is executed in which the movable body 32 moves from the initial position to a performance position in front of the image display device 5 (Fig. 8-45(21)). Next, the movable body 32 stops at the performance position in front of the image display device 5 for a predetermined period of time (Fig. 8-45(22)), and then the movable body 32 is controlled to return from the performance position to the initial position (Fig. 8-45(23)).
[0418] Next, the second mini-character image 006IWC05 is displayed at the lower left and lower right of the display area of the image display device 5, and the jackpot symbol "222" is displayed at the center of the display area (Fig. 8-45(24)). This jackpot symbol "222" is gradually enlarged (Fig. 8-45(25)), and eventually it is enlarged to cover the entire display area of the image display device 5 (Fig. 8-45(26)). After that, the normal-sized jackpot symbol "222" is temporarily displayed on the image display device 5 (Fig. 8-45(27)), and finally the jackpot symbol "222" is displayed as a stopped symbol (Fig. 8-45(28)).
[0419] (Fanfare effect executed with high probability) Next, the fanfare effect executed in the high probability state will be described. Figures 8-46 to 8-47 are explanatory diagrams showing a specific example of the fanfare effect executed in the high probability state.
[0420] When a jackpot occurs in a high probability state, a fanfare effect starts after the jackpot symbol is displayed as shown in Fig. 8-40(21) or Fig. 8-45(28), for example. In the fanfare effect executed in a high probability state, first, a radial pattern background image is displayed on the image display device 5, and the text display "Right Hit" and a rightward arrow are displayed in the upper right corner of the display area. Then, the text display "Super" appears from the upper side of the display area of the image display device 5 (Fig. 8-46(1)), and then a display is performed in which the text display "Super" moves to the center of the display area (Fig. 8-46(2)).
[0421] Next, in the image display device 5, the character display "POWERFUL" is enlarged and a part of it is displayed outside the display area (FIG. 8-47(3)). Next, in the image display device 5, the character display "POWERFUL" is displayed so that the entire character display "POWERFUL" fits within the display area (FIG. 8-47(4)).
[0422] Next, part of the word "BONUS" appears from the bottom side of the display area of the image display device 5 (Figure 8-46 (5)), after which the word "BONUS" moves to the center of the display area and an effect display is performed so that the entire word "BONUS" fits within the display area (Figure 8-46 (6)).
[0423] Next, on the image display device 5, the text displays "SUPER", "POWERFUL", and "BONUS" are enlarged so that a portion of each extends beyond the display area (FIG. 8-46(7)). After that, on the image display device 5, the text displays "SUPER", "POWERFUL", and "BONUS" are displayed so that the entirety of each fits within the display area (FIG. 8-46(8)).
[0424] Next, the image display device 5 performs a display effect in which the color of the image being displayed is inverted (Figure 8-47 (9)), and then performs a display effect in which the color of the image being displayed is inverted again (i.e., returned to the original color) (Figure 8-47 (10)).
[0425] Next, a part of an arrow image that resembles a right-pointing arrow appears from the left side of the display area of the image display device 5 (Fig. 8-47(11)), and is superimposed on the text displays "Super", "Powerful", and "BONUS" (i.e., in a higher layer than the text displays "Super", "Powerful", and "BONUS"), and an effect display is performed in which it moves toward the right side of the display area (Fig. 8-47(12)). In addition, the words "Right hit" are superimposed on the arrow image.
[0426] Next, in the image display device 5, when the tip of the arrow image reaches the right edge of the display area (Fig. 8-47(13)), a presentation is displayed in which the arrow hits the right edge of the display area and bounces off, moving toward the left side of the display area (Fig. 8-47(14)). After that, when the rear end of the arrow image reaches the left edge of the display area, a presentation is displayed in which the arrow moves toward the right side of the display area again (Fig. 8-47(15)), and when the tip of the arrow image reaches the right edge of the display area, the presentation of the arrow hitting the right edge of the display area and bouncing off, moving toward the left side of the display area, is repeated (Fig. 8-47(16)).
[0427] (Performance period) Next, the duration of each effect will be explained. Figure 8-49 is an explanatory diagram showing an example of each effect duration when a jackpot occurs in Super Reach B (second battle). Scenes (76) to (88) shown in Figure 8-49 correspond to scenes shown in Figure 8-18 (76) to (82) and Figure 8-19 (83) to (88), respectively. Scene (77a) shown in Figure 8-49 corresponds to the scene after Figure 8-18 (77) and before Figure 8-18 (78).
[0428] As shown in FIG. 8-49, when a jackpot occurs during Super Reach B (second battle), the role operation period during which the moving body performance shown in (76) to (77a) is performed is 1.7 seconds, the performance period for defeating the enemy character shown in (78) to (79) is 5 seconds, and the pattern display period during which the jackpot pattern shown in (80) to (88) is displayed in a stopped state is 3.8 seconds.
[0429] FIG. 8-50 is an explanatory diagram showing an example of each performance period when a jackpot occurs with Super Reach C (Powerful RUSH). The scenes (11) to (28) shown in FIG. 8-50 correspond to the scenes shown in FIG. 8-43 (11) to (12) and FIG. 8-45 (21) to (28), respectively.
[0430] As shown in FIG. 8-50, when a jackpot occurs during a Super Reach C (Powerful RUSH), the action promotion period shown in (11) lasts for 3 seconds, the period during which the jackpot symbols are aligned (announces a jackpot) shown in (12) lasts for 1 second, the role operation period shown in (21) to (23) lasts for 2.2 seconds, and the pattern display period during which the jackpot symbols are displayed in a stopped state shown in (24) to (28) lasts for 3.8 seconds.
[0431] FIG. 8-51 is an explanatory diagram showing an example of each performance period when a jackpot occurs with Super Reach C (Pato Pato Attack). The scenes (8) to (21) shown in FIG. 8-51 correspond to the scenes shown in FIG. 8-38 (8) to (12) and FIG. 8-40 (13) to (21), respectively. FIG. 8-51 shows an example in which the push button 31B is not pressed during the action promotion period.
[0432] As shown in FIG. 8-51, when a jackpot occurs with Super Reach C (Pato Pato Attack), the title notification period shown in (8) is 2 seconds, the introduction period shown in (9) to (11) is 5.5 seconds, the action promotion period shown in (12) is 3 seconds, and the period announcing the jackpot (the patrol lamp image 006IWG01 lights up) shown in (13) to (21) is 7.5 seconds.
[0433] In this example, the period during which the patrol lamp image 006IWG01 is displayed in a lit state in Super Reach C (Pato Pato Attack) is longer than the period during which the movable body 32 is operated in Super Reach C (Powerful RUSH). Specifically, the period during which the patrol lamp image 006IWG01 shown in FIG. 8-51 is displayed in a lit state (7.5 seconds) is longer than the role object operation period shown in FIG. 8-50 (2.2 seconds). With this configuration, the period during which the patrol lamp image 006IWG01 is displayed in a lit state is sufficiently secured, making the announcement memorable.
[0434] In this example, the presentation period of Super Reach C (Powerful RUSH) and the presentation period of Super Reach C (Pato Pato Attack) each include an epilogue period (for example, the celebration and afterglow period from when the jackpot is notified to the player until the pattern is determined, and the period during which the conclusion scene of the Super Reach presentation is played). During the epilogue period of Super Reach C (Powerful RUSH), as shown in Figures 8-45(24) to (28) and 8-50(24) to (28), the movable body 32 is located at the initial position, and the combination of the second mini-character 006IWC05 and the decorative pattern "222", which is the jackpot pattern, is displayed. On the other hand, in the epilogue period of Super Reach C (Pato Pato Attack), as shown in Fig. 8-40(17)-(21) and Fig. 8-51(17)-(21), the patrol lamp image 006IWG01 is displayed in a lit state, and the combination of decorative symbols "222" that is the jackpot symbol is displayed. With this configuration, the epilogue period of Super Reach C (Powerful RUSH) and Super Reach C (Pato Pato Attack) is different from each other, so that each can be impressed. In particular, in the epilogue period of Super Reach C (Pato Pato Attack), the jackpot symbol is displayed in a lit state while the patrol lamp image 006IWG01 is displayed, so that the winning of Super Reach C (Pato Pato Attack) can be impressed.
[0435] FIG. 8-52 is an explanatory diagram showing an example of each performance period when each Super Reach is a miss. FIG. 8-52(A) is an example of a miss when the push button 31B is required to be pressed in Super Reach C (Powerful RUSH), and the scenes (13) to (14) shown in FIG. 8-52(A) correspond to the scenes shown in FIG. 8-43(13) to (14), respectively. FIG. 8-52(B) is an example of a miss when the push button 31B is required to be repeatedly pressed in Super Reach C (Powerful RUSH), and the scenes (18) to (20) shown in FIG. 8-52(B) correspond to the scenes shown in FIG. 8-44(18) to (20), respectively. Also, FIG. 8-52(C) is an example of a miss in Super Reach C (Pato Pato Attack), and the scenes (22) to (24) shown in FIG. 8-52(C) correspond to the scenes (22) to (24) shown in FIG. 8-41, respectively.
[0436] As shown in FIG. 8-52(A), if pressing the push button 31B during Super Reach C (Powerful RUSH) results in a miss, a 1.5-second miss notification is given in each of the scenes (13) to (14). Also, as shown in FIG. 8-52(B), if pressing the push button 31B repeatedly results in a miss during Super Reach C (Powerful RUSH), a 3.5-second miss notification is given in each of the scenes (18) to (20). Also, as shown in FIG. 8-52(C), if a miss occurs during Super Reach C (Pat-Pat Attack), a 4-second miss notification is given in each of the scenes (22) to (24).
[0437] Next, for the Super Reach C (Powerful RUSH), the performance period according to the timing of the predetermined action will be described. Figure 8-53 is an explanatory diagram showing an example of the swinging display period of the decorative pattern according to the timing of the announcement by pressing the push button 31B in the Super Reach C (Powerful RUSH) big win.
[0438] Figure 8-53 (A) shows an example where the push button 31 shown in Figure 8-43 (11) is pressed immediately (approximately 0 seconds) after the start of the action promotion period, in which the action promotion period encourages the user to press the push button. In this case, the presentation period until the jackpot pattern is subsequently displayed stationary is approximately 7.4 seconds, of which the pattern oscillation period during which the jackpot pattern shown in Figure 8-45 (27) is temporarily displayed stationary is approximately 4 seconds.
[0439] Figure 8-53 (B) shows an example where the push button 31 shown in Figure 8-43 (11) is pressed about 1 second after the start of the action promotion period. In this case, the presentation period until the jackpot pattern is displayed stopped is about 6.4 seconds, of which the pattern oscillation period during which the jackpot pattern shown in Figure 8-45 (27) is temporarily displayed stopped is about 3 seconds.
[0440] FIG. 8-53(C) is an example of a case where the push button 31 shown in FIG. 8-43(11) and FIG. 8-50(11) is not pressed during the action prompting period for prompting the push button 31 to be pressed. In this case, the performance period until the big win symbol is stopped is about 4.4 seconds, of which the pattern swing period for the big win symbol to be temporarily stopped is about 1 second, as shown in FIG. 8-45(27) and FIG. 8-50(27). In this example, the performance period after that differs depending on whether the push button 31 is pressed or not, and the timing of the push operation, but the performance period is adjusted by varying the pattern swing period for the big win symbol to be temporarily stopped. In other words, the length of only the pattern swing period changes, and the other performance periods are always configured to have the same length. This configuration prevents the performance control from becoming complicated.
[0441] FIG. 8-54 is an explanatory diagram showing an example of a period during which the decorative symbols are swayed according to the timing of the notification by the successive tapping of the push button 31B in a modified example of a Super Reach C (Powerful RUSH) jackpot.
[0442] Figure 8-54 (A) shows an example where, during the action promotion period which encourages the repeated operation of the push button 31 shown in Figure 8-43 (16), the rapid-fire operation satisfies the execution condition (i.e., the rapid-fire operation which satisfies the execution condition is performed) and an announcement is made approximately 1 second after the start of the action promotion period. In this case, the presentation period until the jackpot pattern is subsequently stopped and displayed is approximately 7.4 seconds, of which the pattern oscillation period during which the jackpot pattern shown in Figure 8-45 (27) is temporarily stopped and displayed is approximately 4 seconds.
[0443] FIG. 8-54(B) is an example in which a notice is given about 4 seconds after the start of the action prompting period in which the push button 31 shown in FIG. 8-43(16) is prompted to be repeatedly pressed (i.e., a notice is given at the end of the action prompting period without a repeated pressing operation that satisfies the execution condition). In this case, the performance period until the big win symbol is stopped and displayed is about 4.4 seconds, of which the pattern swing period in which the big win symbol is temporarily stopped and displayed as shown in FIG. 8-45(27) is about 1 second. Thus, in this example, the performance period after that differs depending on the timing of the notice, but the performance period is adjusted by varying the pattern swing period in which the big win symbol is temporarily stopped and displayed. In other words, the length of only the pattern swing period changes, and the other performance periods are always configured to have the same length. This configuration prevents the performance control from becoming complicated.
[0444] Next, for Super Reach C (Pat-Pat Attack), the performance period according to the timing of the predetermined action will be explained. Figure 8-55 is an explanatory diagram showing an example of the performance period according to the timing of the announcement by pressing the push button 31B in the Super Reach C (Pat-Pat Attack) big win.
[0445] Figure 8-55 (A) shows an example where the push button 31 shown in Figure 8-38 (12) is pressed immediately (approximately 0 seconds) after the start of the action promotion period, which encourages the user to press the button. In this case, the presentation period until the subsequent jackpot pattern is displayed (during which the lit patrol lamp image 006IWG01 is always displayed) is approximately 10.5 seconds, of which the period during which only the lit patrol lamp image 006IWG01 shown in Figure 8-40 (13) is displayed is approximately 5 seconds.
[0446] Figure 8-55 (B) shows an example where the push button 31 shown in Figure 8-38 (12) is pressed about 1 second after the start of the action promotion period. In this case, the presentation period until the subsequent jackpot pattern is displayed (during which the lit patrol lamp image 006IWG01 is always displayed) is about 9.5 seconds, of which the period during which only the lit patrol lamp image 006IWG01 shown in Figure 8-40 (13) is displayed is about 4 seconds.
[0447] Figure 8-55 (C) is an example of a case where no push button 31 is pressed during the action promotion period shown in Figures 8-38 (12) and 8-51 (12).In this case, the presentation period until the subsequent jackpot pattern is displayed (during which the lit patrol lamp image 006IWG01 is always displayed) is approximately 7.5 seconds, of which the period during which only the lit patrol lamp image 006IWG01 shown in Figures 8-40 (13) and 8-51 (13) is displayed is approximately 2 seconds.
[0448] In this example, in the case of a Super Reach C (Pato Pato Attack) jackpot, if the player performs an action before the action prompting period ends, the period during which the patrol lamp image 006IWG01 is displayed in a lit state is extended for the remaining period of the action prompting period. Specifically, as shown in FIG. 8-55, if the button is pressed immediately (about 0 seconds later) after the action prompting period begins, the period during which the patrol lamp image 006IWG01 is displayed in a lit state is about 10.5 seconds, if the button is pressed about 1 second later, the period is about 9.5 seconds, and if the action prompting period of 3 seconds has passed without pressing the button, the period is about 7.5 seconds. With this configuration, the period during which the patrol lamp image 006IWG01 is displayed in a lit state is extended, so that the player can be immersed in the afterglow of the celebration and can be motivated to actively perform operations. In this example, the subsequent performance period differs depending on whether or not the push button 31 is pressed, and if so, the timing of the press operation. However, the performance period is adjusted by varying the period during which only the lit patrol lamp image 006IWG01 is displayed. In other words, the length of only the period during which only the lit patrol lamp image 006IWG01 is displayed changes, and the other performance periods are always the same length. This configuration makes it possible to prevent the performance control from becoming complicated.
[0449] FIG. 8-56 is an explanatory diagram showing an example of a presentation period according to the timing at which a notification is made by successive taps of the push button 31B in a modified example of a Super Reach C (Pato Pato Attack) big win.
[0450] Figure 8-56 (A) shows an example where, during the action promotion period which encourages the repeated operation of the push button 31 shown in Figure 8-39 (12'), the repeated operation satisfies the execution condition (i.e., the repeated operation which satisfies the execution condition is performed) and an announcement is made approximately 1 second after the start of the action promotion period. In this case, the presentation period until the subsequent jackpot pattern is displayed (during which the lit-up patrol lamp image 006IWG01 is always displayed) is approximately 9.4 seconds, of which the period during which only the lit-up patrol lamp image 006IWG01 shown in Figure 8-40 (13) is displayed is approximately 4 seconds.
[0451] FIG. 8-56(B) is an example in which a notice was given about 4 seconds after the start of the action prompting period in which the push button 31 shown in FIG. 8-39(12') is prompted to be repeatedly pressed (i.e., a notice was given at the end of the action prompting period without a repeated pressing operation that satisfies the execution condition). In this case, the performance period until the big win pattern is stopped and displayed (during which the patrol lamp image 006IWG01 in the lit state is always displayed) is about 6.5 seconds, of which the period during which only the patrol lamp image 006IWG01 in the lit state shown in FIG. 8-40(13) is displayed is about 1 second. Thus, in this example, the performance period after the notice is different depending on the timing of the notice, but the performance period is adjusted by changing the period during which only the patrol lamp image 006IWG01 in the lit state is displayed. In other words, the length of only the period during which only the patrol lamp image 006IWG01 in the lit state is displayed changes, and the other performance periods are always configured to have the same length. This configuration prevents the performance control from becoming complicated.
[0452] Fig. 8-57 is an explanatory diagram showing a specific example of the duration of the fanfare effect executed in the low probability state. Scenes (1) to (21) shown in Fig. 8-57 correspond to scenes shown in Fig. 8-32 (1) to (8), Fig. 8-33 (9) to (16), and Fig. 8-34 (17) to (21), respectively. As shown in Fig. 8-57, the duration of the fanfare effect executed in the low probability state is 14 seconds.
[0453] FIG. 8-58 is an explanatory diagram showing a specific example of the duration of the fanfare effect executed in the high probability state. Scenes (1) to (16) shown in FIG. 8-58 correspond to scenes shown in FIG. 8-46 (1) to (8) and FIG. 8-47 (9) to (16), respectively. As shown in FIG. 8-58, the duration of the fanfare effect executed in the high probability state is 11 seconds.
[0454] In this example, the period during which the patrol lamp is displayed in a lit state is longer than the title announcement period during which the title is announced in the pre-announcement scene, and shorter than the fanfare period. Specifically, the period (7.5 seconds) during which the patrol lamp image 006IWG01 is displayed in a lit state is longer than the title announcement period (2 seconds) during which the title is announced, as shown in FIG. 8-51, and shorter than the fanfare period (11 seconds) as shown in FIG. 8-58. With this configuration, the period during which the patrol lamp is displayed in a lit state is sufficiently secured to make the announcement stand out, while the fanfare period is lengthened to make the player aware of the possibility of winning, and the role of each period can be appropriately maintained.
[0455] In this example, the period during which the patrol lamp is displayed in a lit state is longer than the action prompting period in the pre-announcement scene and shorter than the fanfare period. Specifically, the period (7.5 seconds) during which the patrol lamp image 006IWG01 is displayed in a lit state is longer than the action prompting period (3 seconds) as shown in FIG. 8-51, and shorter than the fanfare period (11 seconds) as shown in FIG. 8-58. With this configuration, the period during which the patrol lamp is displayed in a lit state is sufficiently secured to make the announcement stand out, while the fanfare period is made longer to make the player aware of the possibility of winning, and the role of each period can be appropriately maintained.
[0456] In this example, as shown in FIG. 8-40, the patrol lamp is always displayed in a lit state until the jackpot symbol is stopped after a specific operation is performed (or after the action prompting period has elapsed), but the invention is not limited to this configuration. When a specific operation is performed (or after the action prompting period has elapsed), the patrol lamp may be displayed in a lit state for a specific period, after which there may be a period during which the patrol lamp is not displayed (for example, only the jackpot symbol that is temporarily stopped is displayed). In this case, too, the period during which the patrol lamp is displayed in a lit state may be longer than the title announcement period and action prompting period in the pre-announcement scene, and shorter than the fanfare period, so that the role of each period can be appropriately maintained.
[0457] Next, a modified example of the Super Reach C (Pato Pato Attack) presentation will be described. Fig. 8-59 is an explanatory diagram showing a specific example of the modified example in which a light gathering effect presentation is executed before the action promotion period.
[0458] Figure 8-59 shows an example of executing a light gathering effect presentation that displays the precursor to the push button image 006IWG02 before the scene in Super Reach C (Pato Pato Attack) where an action promotion display including the push button image 006IWG02 is displayed (corresponding to Figure 8-38 (12) or Figure 8-39 (12')).
[0459] In the example of the first light gathering effect shown in Figure 8-59, the display transitions in the order of (11a'), (11b'), (11c'), and (12'), and this is applicable to a modified example that requires a rapid-fire operation. The scene in Figure 8-59(12') in the example of the first light gathering effect corresponds to Figure 8-39(12'), and each scene in Figure 8-59(11a'), (11b'), and (11c') is inserted after Figure 8-39(11) and before Figure 8-39(12').
[0460] Specifically, when the first light gathering effect is applied to a modified example in which a rapid-fire operation is required, after the scene in Fig. 8-39(11), as shown in Fig. 8-59(11a'), the display area of the image display device 5 goes dark (for example, the background turns black) and a second ally character image 006IWC02 wearing a patrol lamp image 006IWG01 is displayed. At this time, as shown in Figs. 8-48(1) to (4),
[0461] Next, as shown in Fig. 8-59 (11b'), a plurality of (three in this example) mini push button images 006IWG02a simulating push button 31B are displayed partially superimposed on the second ally character image 006IWC02 in an illuminated manner, and an effect display is performed in which they start moving to gather in one place. Note that these push button images are displayed in a higher layer than the second ally character image 006IWC02, but because they are in an aspect of high transparency, the second ally character image 006IWC02 in the lower layer can be seen through the mini push button image 006IWG02a.
[0462] Next, the multiple mini push button images 006IWG02a gradually slow down their moving speed, and as shown in Figure 8-59 (11c'), the multiple mini push button images 006IWG02a gather in one place and a brightly lit effect image is displayed around them.
[0463] After that, when the multiple mini push button images 006IWG02a gradually slow down their moving speed and combine into one, as shown in Figure 8-59 (12'), the display area of the image display device 5 becomes bright again, and an effect display is displayed in which the push button image 006IWG02 and the text display "Repeat Press" are displayed together with the patrol lamp image 006IWG01 and the second ally character image 006IWC02 as an action promotion display encouraging the player to repeatedly press the push button 31B. In the first light gathering effect, the second ally character image 006IWC02 is displayed in a manner moving left and right as shown in Fig. 8-48(1)-(4) during the period shown in Fig. 8-59(11a')-(12'), but is not limited to such a configuration. For example, the second ally character image 006IWC02 may be displayed in a stationary manner during the period shown in Fig. 8-59(11a')-(11c') or the period shown in Fig. 8-59(11a')-(12'), and from the next scene, the second ally character image 006IWC02 may be displayed in a manner moving left and right. Also, for example, the second ally character image 006IWC02 may be displayed in a stationary manner as in the second light gathering effect described later.
[0464] In the second light gathering effect example shown in Figure 8-59, the display transitions in the order of (11a)(11b)(11c)(12), and it is applicable to cases where a pressing operation is required. The scene in Figure 8-59(12) in the second light gathering effect example corresponds to Figure 8-38(12), and each scene in Figure 8-59(11a), (11b), and (11c) is inserted after Figure 8-38(11) and before Figure 8-38(12).
[0465] Specifically, when the second light gathering effect is applied to an example in which a pressing operation is required, after the scene in FIG. 8-38(11), as shown in FIG. 8-59(11a), the display area of the image display device 5 goes dark (for example, the background switches to black), and a static display of the second ally character image 006IWC02 wearing a patrol lamp image 006IWG01 is displayed.
[0466] Next, as shown in Fig. 8-59 (11b), a plurality of (three in this example) mini push button images 006IWG02a simulating push button 31B are displayed in an illuminating manner, partially superimposed on the second ally character image 006IWC02 displayed in a stationary state, and an effect display is performed in which they start moving to gather in one place. Note that these mini push button images 006IWG02a are displayed in a higher layer than the second ally character image 006IWC02, but because they are in an aspect of high transparency, the second ally character image 006IWC02 in the lower layer can be seen through the mini push button images 006IWG02a.
[0467] Next, the moving speed of the multiple mini push button images 006IWG02a gradually slows down, and as shown in FIG. 8-59 (11c), the multiple mini push button images 006IWG02a gather in one place, and a brightly lit effect image is displayed around them.
[0468] After that, the multiple mini push button images 006IWG02a gradually slow down their movement speed and combine into one, and then, as shown in Figure 8-59 (12), the display area of the image display device 5 becomes bright again, and an effect display is displayed in which the push button image 006IWG02 and the text display "Press!" are displayed together with the patrol lamp image 006IWG01 and the second ally character image 006IWC02 as an action prompting display to encourage the player to press the push button 31B.
[0469] In this example, during the periods (11a), (11b), (11c), and (12) in which the second light gathering effect is performed, the second ally character image 006IWC02 wearing the patrol lamp image 006IWG01 is displayed in a stationary state. In other words, the display preceding the push button image 006IWG02 (in this example, multiple mini push button images 006IWG02a) is displayed in a moving manner, while the patrol lamp image 006IWG01 and the second ally character image 006IWC02 are displayed in a stationary state. With this configuration, it is possible to draw attention to both displays.
[0470] Next, the performance period when applying the light gathering effect will be described. Fig. 8-60 is an explanatory diagram showing a specific example of the performance period of the light gathering effect. Note that Fig. 8-60 shows an example when no pressing operation is performed.
[0471] As shown in Fig. 8-60, when the light gathering effect is applied, the period during which the light gathering effect is performed (for example, the period corresponding to Fig. 8-59(11a)-(11c)) is about 1 second. If no pressing operation is performed, the period during which the action prompt display is performed (for example, the period corresponding to Fig. 8-59(12) and Fig. 8-38(12)) is about 3 seconds, and the performance period until the big win pattern is stopped and displayed (during this period, the patrol lamp image 006IWG01 in the lit state is always displayed) is about 7.5 seconds, of which the period during which only the patrol lamp image 006IWG01 in the lit state shown in Fig. 8-40(13) is displayed is about 2 seconds.
[0472] In this example, as shown in Fig. 8-59 (11a') to (12'), (11a) to (12), before the action promotion is performed, a light gathering effect can be performed in which a plurality of shining mini push button images 006IWG02a are combined to display the push button image 006IWG02. When the light gathering effect is performed, the period during which the patrol lamp is displayed in a lit state is longer than the combined period during which the light gathering effect is performed and the action promotion period. Specifically, the period during which the patrol lamp image 006IWG01 shown in Fig. 8-60 is displayed in a lit state (7.5 seconds) is longer than the combined period (4 seconds) of the light gathering effect period (0.1+0.3+0.6=1 second) shown in Fig. 8-59 and Fig. 8-60 and the action promotion period (3 seconds) shown in Fig. 8-60. With this configuration, the period during which the patrol lamp image 006IWG01 is displayed in a lit state can be sufficiently secured to make the notice stand out, thereby improving interest.
[0473] As described above, the present characteristic part 001IW discloses the configurations of the gaming machines of (means 1-1) to (means 1-14) shown below.
[0474] (Means 1-1) A gaming machine that can be controlled to an advantageous state advantageous to the player, comprising an operation detection means capable of detecting the operation of the player and an effect execution means capable of executing an effect. The effect execution means can execute a specific effect (for example, the second battle effect by the super reach B) suggesting that it is controlled to an advantageous state. During the execution period of the specific effect, an operation promotion effect (for example, an operation promotion effect corresponding to the second battle decision button effect (single press) or an operation promotion effect corresponding to the second battle decision button effect (continuous pressing)) that displays an operation promotion image (for example, a push button image 006IWG02 with the character display "PUSH" displayed as an operation promotion display) prompting an operation to the operation detection means can be executed. Before executing the operation promotion effect during the execution period of the specific effect, a first image (for example, the character display "one" or "continuous" displayed as the first suggestion display) and a second image related to the first image (for example, the character display "strike" or "hit" displayed as the second suggestion display) can be displayed to execute a pre-effect (for example, an operation promotion pre-effect) suggesting that the operation promotion effect is to be executed. When the operation promotion effect is executed during the execution period of the specific effect, the first image is displayed after the first scene (for example, the scenes shown in FIGS. 8-10(17) to 8-11(21) or the scenes shown in FIGS. 8-10(17) to (19), FIGS. 8-14(44) to (45)) in the specific effect is displayed, and then, after the second scene (for example, the scenes shown in FIGS. 8-11(24) to 8-12(28) or the scenes shown in FIGS. 8-14(48) to 8-15(52)) in the specific effect is displayed, the second image is displayed, and then the operation promotion image is displayed (see FIG. 8-21). According to such a configuration, since the first image and the second image suggesting that the operation promotion effect is to be executed are displayed alternately with the scenes of the specific effect, the linkage between the specific effect and the operation promotion effect can be enhanced, and the player's motivation to operate the operation detection means can be increased.
[0475] (Means 1-2) In Means 1-1, the first image is a first character image (for example, the character display "one" or "continuous"), the second image is a second character image (for example, the character display "strike" or "hit"), and the combination of the first character image and the second character image (for example, "one strike" or "continuous hit") indicates an operation mode (for example, a pressing operation (single pressing operation) or a continuous hitting operation) for the operation detection means. According to such a configuration, by showing character images related to the operation mode for the operation detection means between multiple scenes in a specific performance, the gaming player's motivation to operate can be stimulated.
[0476] (Means 1-3) In Means 1-1 or Means 1-2, during the display period of the first image, a first emphasized image (for example, the pen image 001IWG04 tracing the character display "one" shown in FIGS. 8-11(22)-(23), or the surrounding light emission effect image) that emphasizes the display of the first image can be displayed, and during the display period of the second image, a second emphasized image (for example, the pen image 001IWG04 tracing the character display "strike" (the last stroke) shown in FIGS. 8-12(28)-(29), or the surrounding light emission effect image) that emphasizes the display of the second image can be displayed. According to such a configuration, the first image can be made prominent by the first emphasized image, and the second image can be made prominent by the second emphasized image, respectively, to enhance the production effect.
[0477] (Means 1-4) In any of Means 1-1 to 1-3, the display period of the first image and the display period of the second image are of the same length (for example, as shown in FIG. 8-21, both display periods are 2 seconds long and of the same length). If the display period of one of the first image and the second image is made longer, the impression of the other will become weaker, and there is a risk that the production effect will decrease. However, according to such a configuration, by not providing a difference in the display period between the first image and the second image, a decrease in the production effect can be prevented.
[0478] (Means 1-5) In any of means 1-1 to 1-4, the performance execution means can execute a predetermined performance (for example, a first battle performance by a super reach A) that suggests that the game will be controlled to an advantageous state, can execute a motion promotion performance (for example, a motion promotion performance corresponding to a first battle deciding button performance or a motion promotion performance corresponding to a first battle deciding lever performance) during the execution period of the predetermined performance, and can execute a pre-performance (for example, a motion promotion pre-performance shown in FIG. 8-27 (27) to (28)) that suggests that the motion promotion performance will be executed by displaying a third image (for example, a light gathering effect image of a push button image) before executing the motion promotion performance during the execution period of the predetermined performance, and the expectation of being controlled to an advantageous state is higher when the specific performance is executed than when the predetermined performance is executed (see FIG. 8-4 (B)). According to this configuration, the execution mode of the pre-performance can be made different between the predetermined performance and the specific performance, thereby increasing the player's motivation to act and drawing attention to whether the predetermined performance or the specific performance is executed.
[0479] (Means 1-6) In the means 1-5, the action detection means includes a first action detection means (e.g., a push button 31B) and a second action detection means (e.g., an operating lever 001IW31C), and the performance execution means is capable of executing, as the action promotion performance, a first action promotion performance (e.g., an action promotion performance corresponding to a first battle deciding button performance. The portion shown in FIG. 8-27(29) to (32)) and a second action promotion performance (e.g., an action promotion performance corresponding to a first battle deciding lever performance. The portion shown in FIG. 8-28(36) to (39)), and during the execution period of the predetermined performance, before executing the first action promotion performance, a third image It is possible to execute a first pre-performance (for example, the action-promoting pre-performance shown in FIG. 8-27(27)-(28)) suggesting that the first action-promoting performance will be executed by displaying a fourth image (for example, the operation lever image 006IWG06) before executing the second action-promoting performance, and it is possible to execute a second pre-performance (for example, the action-promoting pre-performance shown in FIG. 8-28(33)-(35)) suggesting that the second action-promoting performance will be executed by displaying a fourth image (for example, the operation lever image 006IWG06) before executing the second action-promoting performance, and the expectation of being controlled to an advantageous state is higher when the second action-promoting performance is executed in the predetermined performance than when the specific performance is executed (for example, see FIG. 8-6(C)). With this configuration, it is possible to increase the player's motivation to act by differentiating the execution manner between the predetermined performance and the specific performance, and to draw the player's attention to whether the predetermined performance or the specific performance will be executed.
[0480] (Means 1-7) In Means 1-6, the fourth image is an image in a manner simulating the second action detection means, and the second pre-performance displays the fourth image at a predetermined display angle (for example, displays the operation lever image 006IWG06 in a first viewpoint display manner when the operation lever 001IW31C is viewed from the front. The operation lever image 006IWG06 in the first viewpoint display manner corresponds to, for example, a front view of the operation lever 001IW31C. See Figures 8-28 (33) to (35)), and then displays the fourth image at a specific display angle different from the predetermined display angle (for example, displays the operation lever 001IW31C from the viewpoint of a player facing the game board surface). The operation lever image 006IWG06 is displayed in the second viewpoint display mode when the player sees the operation lever 001IW31C. The operation lever image 006IWG06 in the second viewpoint display mode corresponds to, for example, a perspective view of the operation lever 001IW31C. Refer to FIG. 8-28(36)-(39) for the performance, and the second action promotion performance is executed when the fourth image is displayed at a specific display angle (for example, as shown in FIG. 8-28(36), when the operation lever image 006IWG06 is displayed in the second viewpoint display mode, the text display "Push the lever!" and "Knock it down!" are displayed, and the action promotion performance corresponding to the first battle deciding lever performance is executed). With this configuration, it is possible to increase the sense of specialness of the second action promotion performance being executed by the second advance performance, and to increase the interest in the game. In addition, by reproducing the angle of the actual operation lever as seen from the player's side, it is possible to perform a suitable action promotion.
[0481] (Means 1-8) In any of means 1-1 to 1-7, the display mode of the action promotion image includes a predetermined mode (e.g., an ineffective mode) indicating that the action detection by the action detection means is ineffective, and a specific mode (e.g., a valid mode) indicating that the action detection by the action detection means is effective. When the action promotion performance is executed during the execution period of the specific performance, the second image is displayed, and then the third scene in the specific performance (e.g., the scenes shown in Figs. 8-12(31) to (34) and the scenes shown in Figs. 8-15(55) to (58)) is displayed. After the display, a text image (e.g., text display "One hit" or "Continuous hit") related to the action mode of the action detection means is displayed, and an action prompting image of a predetermined mode is displayed in a first size (e.g., medium size shown in Fig. 8-13(37) and Fig. 8-16(61)). Then, the action prompting image of the predetermined mode is displayed in a second size larger than the first size (e.g., large size shown in Fig. 8-13(41) and Fig. 8-16(65)), and then, an action prompting image of a specific mode is displayed (see Fig. 8-13(43), Fig. 8-16(67), Fig. 8-21, Fig. 8-22). According to such a configuration, by displaying a text image related to the action mode of the action detection means before enabling the detection of the action by the action detection means, the player can grasp what action he should take, and further, by displaying the action prompting image of a predetermined mode in a manner that changes from the first size to the second size, the player's motivation to take an action on the action detection means can be enhanced.
[0482] (Means 1-9) In the means 1-8, the first image is displayed in a normal manner (for example, a non-transparent manner in which the image of the lower layer is not visible) over a first predetermined period (for example, a period from timing T1 to T2 shown in FIG. 8-21) of the display period, and is displayed in a special manner in which at least a part of the second scene is visible (for example, a non-transparent manner in which at least a part of the image of the lower layer is not visible) over a second predetermined period after the first predetermined period (for example, a period from timing T2 to T3 shown in FIG. 8-21). The first image is displayed in a normal manner during a first specific period of the display period, and is displayed in a special manner in which at least a part of the third scene is visible during a second specific period after the first specific period has elapsed (for example, the parts shown in Figs. 8-12(29)-(30) and Fig. 8-12(31)-(32). See Fig. 8-21). With this configuration, the first image can be connected to the second scene and the second image can be connected to the third scene without giving the player a sense of incongruity.
[0483] (Means 1-10) In the means 1-8 or 1-9, the display period of the text image displayed after the third scene is longer than the display period of the first image displayed after the first scene and the display period of the second image displayed after the second scene (see FIG. 8-21). With this configuration, it is possible to appropriately promote the movement after the player's motivation to move is sufficiently increased by the first image and the second image.
[0484] (Means 1-11) In any of the means 1-8 to 1-10, during the display period of the third scene, a special image (for example, the special energy image 006IWG05 displayed near the character's right hand shown in Fig. 8-12 (33) to (34)) can be displayed, which indicates that a predetermined mode of action prompting image will be displayed, and after the display period of the special image has elapsed, a text image and a predetermined mode of action prompting image are displayed (for example, as shown in Fig. 8-13 (37), the text display "One Strike" and a push button image 006IWG02 in an inactive mode are displayed). With this configuration, the connection of the effects from the third scene to the display of the predetermined mode of action prompting image can b...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A motion detection means capable of detecting a motion of a player; A performance execution means capable of executing a performance, The performance execution means includes: A specific effect is executed which causes a specific character to move and suggests that the character will be controlled to the advantageous state; During the execution period of the specific performance, a motion prompting performance can be executed in which, after a motion mode suggesting image suggesting a motion mode for the motion detection means is displayed, a motion prompting image for encouraging a motion for the motion detection means is displayed; During the execution period of the specific performance, before the execution of the action prompting performance, a pre-performance can be executed, which suggests that the action prompting performance will be executed by displaying a first image and a second image related to the first image; the action mode suggesting image is an image suggesting an action mode for the action detection means by an action instruction character string including at least a first character and a second character, the first image does not include the specific character and is an image showing the first character, the second image does not include the specific character and is an image showing the second character, When the action prompting effect is executed during the execution period of the specific effect, a first effect image including the specific character related to a first scene of the specific effect is displayed, and then the first image is displayed superimposed on the first effect image, and then a second effect image including the specific character related to a second scene of the specific effect is displayed, and then the second image is displayed superimposed on the second effect image, and then the action prompting image is displayed. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2013153923A
Game machine
JP2021104450A