Gaming Machines
Patent Information
- Application Number
- JP2022084921
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-25
- Publication Date
- 2025-02-27
- Estimated Expiration
- 2042-05-25
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

Figure 0007637090000001 
Figure 0007637090000002 
Figure 0007637090000003
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, sways, 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] In such a gaming machine, for example, Patent Document 1 describes the execution of an action promotion effect that encourages the player to take an action. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] JP 2020-89484 A Summary of the Invention [Problem to be solved by the invention]
[0008] However, in the gaming machine described in Patent Document 1, it is undeniable that the action promotion effect appears to be performed abruptly, and there is room for improvement.
[0009] Therefore, an object of the present invention is to provide a gaming machine that can enhance the performance leading up to the action promotion performance. [Means for solving the problem]
[0010] The gaming machine according to the present invention can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to the player, and is provided with a performance execution means (for example, a portion in which the performance control CPU 120 executes step 002IWS808). , performance The execution method is , Yes This suggests that the and capable of displaying special dialogue subtitles, which are a series of predetermined dialogue subtitles that include special-sized characters. It is possible to execute specific effects (for example, the first SP reach effect or the second SP reach effect). , special The fixed performance is composed of a first part and a second part (for example, the first part of the first SP reach performance shown in Fig. 8-9 (b-1) to (b-4) or Fig. 8-22 (b-1) to (b-4a), and the second part of the first SP reach performance shown in Fig. 8-9 (b-5) to (b-8) or Fig. 8-22 (b-4b) to (b-8)). , special In the first part of the regular production, Smaller than special size Characters of a given size Contains Consists of small It is possible to display dialogue subtitles (for example, the part shown in Figure 8-22 (b-2) to (b-3)). The special sizes include a first special size and a second special size larger than the first special size, In the second part of the regular production, special Size character Contains Special dialogue subtitles consisting of Part of In the next scene, special size Contains the charactersSpecial dialogue subtitles consisting of Other parts of After displaying the above, a motion promotion effect is performed to encourage the player to take action. It is possible (For example, the font size of the special dialogue subtitle "My" shown in Figures 8-22(b-4b)~(b-5) is larger than the font size of the special dialogue subtitle "Damn Boingo," "What happened to Jam," "I'll never forgive him," and "I'll never forgive him" shown in Figures 8-22(b-2)~(b-3), and the font size of the special dialogue subtitle "Take my fist," "See," and "See" shown in Figures 8-22(b-6)~(b-8) is even larger.) A second special size character can be displayed after the first special size character is hidden. It is characterized by: According to such a configuration, the character size of the special dialogue subtitles increases as the action prompt approaches. By gradually increasing the size, the player's sense of anticipation can be heightened before the action prompting performance. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing an example of a jackpot determination table. [Figure 8-2] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 8-3] 13 is a flowchart showing an example of a variable display start setting process. [Figure 8-4]FIG. 11 is an explanatory diagram showing an example of a first SP reach effect pattern determination table and a second SP reach effect pattern determination table. [Figure 8-5] FIG. 11 is an explanatory diagram showing an example of a character and dialogue subtitle display pattern determination table. [Figure 8-6] An explanatory diagram showing a specific example of the SP reach pre-stage performance. [Figure 8-7] An explanatory diagram showing a specific example of the SP reach pre-stage performance. [Figure 8-8] An explanatory diagram showing a specific example of the SP reach pre-stage performance. [Figure 8-9] FIG. 13 is an explanatory diagram showing a specific example of a first SP reach effect (first effect pattern). [Figure 8-10] FIG. 13 is an explanatory diagram showing a specific example of a first SP reach effect (first effect pattern). [Figure 8-11] FIG. 13 is an explanatory diagram showing a specific example of the second SP reach effect (first effect pattern). [Figure 8-12] FIG. 13 is an explanatory diagram showing a specific example of the second SP reach effect (first effect pattern). [Figure 8-13] FIG. 13 is an explanatory diagram showing a specific example of a first SP reach effect (first effect pattern). [Figure 8-14] FIG. 13 is an explanatory diagram showing a specific example of the first SP reach effect (second effect pattern). [Figure 8-15] FIG. 13 is an explanatory diagram showing a specific example of the first SP reach effect (third effect pattern). [Figure 8-16] FIG. 13 is an explanatory diagram showing a specific example of a second SP reach effect (second effect pattern) and a second SP reach effect (third effect pattern). [Figure 8-17] FIG. 11 is an explanatory diagram showing a comparison example between a display period of dialogue subtitles and a display period of an action prompting display. [Figure 8-18] FIG. 11 is an explanatory diagram showing an example of dialogue subtitle display for each performance pattern. [Figure 8-19] FIG. 11 is an explanatory diagram showing a display example of normal dialogue subtitles and special dialogue subtitles. [Figure 8-20] 13 is an explanatory diagram showing an example of how dialogue subtitles are displayed when controlled to an advantageous state and when not controlled to an advantageous state. FIG. [Figure 8-21] FIG. 2 is an explanatory diagram showing the volume of character voices and music (BGM). [Figure 8-22] FIG. 11 is an explanatory diagram showing a comparison example of character sizes of dialogue subtitles in the first and second parts. [Figure 8-23] FIG. 11 is an explanatory diagram showing a comparative example of a display period and a switching period of dialogue subtitles in a first part and a second part. [Figure 8-24] FIG. 13 is an explanatory diagram showing the relationship between the presentation pattern of the SP reach presentation and the dialogue subtitles. [Figure 8-25] FIG. 13 is an explanatory diagram showing a specific example of a re-draw performance. [Figure 8-26] FIG. 11 is an explanatory diagram showing an example of display of characters and dialogue subtitles in a first display pattern. [Figure 8-27] FIG. 11 is an explanatory diagram showing an example of displaying characters and dialogue subtitles in a second display pattern. [Figure 8-28] FIG. 13 is an explanatory diagram showing an example of displaying characters and dialogue subtitles in a third display pattern. [Figure 8-29] FIG. 13 is an explanatory diagram showing an example of displaying characters and dialogue subtitles in a fourth display pattern. [Figure 8-30] FIG. 13 is an explanatory diagram showing a modified example of the first SP reach presentation (first presentation pattern). 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 002IW) Next, a characteristic part 002IW of this embodiment will be described.
[0148] (Big hit determination table) Figure 8-1 is an explanatory diagram showing an example of a jackpot determination table and a fluctuation pattern table. As shown in Figure 8-1 (A), in this example, based on the random number for hit 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.
[0149] In addition, without being limited to the configuration shown in Figure 8-1 (A), 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.
[0150] 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.
[0151] For example, 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.
[0152] (Fluctuation pattern table) FIG. 8-2 is an explanatory diagram showing a specific example of a fluctuation pattern table in the feature part 002IW. Among these, FIG. 8-2(A) shows a specific example of a fluctuation pattern table for misses. Also, FIG. 8-2(B) shows a specific example of a fluctuation pattern table for big wins. Note that the fluctuation pattern tables shown in FIG. 8-2(A) and (B) are both used in a low probability state. In a high probability state or a high base state, a fluctuation pattern table (not shown) with a different ratio of judgment values may be used.
[0153] In this example, as shown in Figure 8-2 (A), in the event of a miss, the fluctuation pattern is determined to be one of the following: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (SP reach pre-stage performance), fluctuation pattern PA2-3 (second SP reach performance), fluctuation pattern PA2-4 (first SP reach performance), fluctuation pattern PA2-5 (SP reach pre-stage performance + second SP reach performance) and fluctuation pattern PA2-6 (SP reach pre-stage performance + first SP reach performance).
[0154] Also in this example, as shown in Figure 8-2 (B), in the event of a jackpot, the variation pattern is determined to be one of the following: variation pattern PB2-2 (SP reach pre-performance + re-draw performance), variation pattern PB2-3 (second SP reach performance + re-draw performance), variation pattern PB2-4 (first SP reach performance + re-draw performance), variation pattern PB2-5 (SP reach pre-performance + second SP reach performance + re-draw performance) and variation pattern PB2-6 (SP reach pre-performance + first SP reach performance + re-draw performance).
[0155] In this example, as shown in Fig. 8-2(A) and (B), multiple types of effects can be executed as a super reach (also called "SP reach") after the reach is established, and the expectation of a big win is higher when only the second SP reach effect is executed than when only the SP reach front stage effect is executed, and furthermore, when only the first SP reach effect is executed than when only the second SP reach effect is executed. Also, the expectation of a big win is higher when the first SP reach effect or the second SP reach effect is executed after the SP reach front stage effect is executed than when the first SP reach effect or the second SP reach effect is executed without executing the SP reach front stage effect. With this configuration, it is possible to have expectations as to which SP reach effect will be executed and whether the SP reach front stage effect will be executed or not.
[0156] In the example shown in Figure 8-2, the first SP reach performance and the second SP reach performance have the same variable time (i.e., performance time), but this configuration is not limited to this, and the variable time (i.e., performance time) may be different depending on the type of super reach.
[0157] In addition, in the example shown in Figure 8-2, the re-draw effect is always executed when a jackpot is hit, but the configuration is not limited to this, and the re-draw effect may be executed only in the case of certain variation patterns that can be determined at the time of a jackpot.
[0158] In addition, without being limited to the example shown in Figure 8-2, 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.
[0159] (Variable display start setting process) Next, the variable display start setting process in the characteristic part 002IW will be described. Fig. 8-3 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Fig. 7.
[0160] 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 002IWS801). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variable pattern command read out in step 002IWS801 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 stop pattern of the decorative pattern in the decorative pattern display result storage area (step 002IWS802).
[0161] In step 002IWS802, 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.
[0162] Next, the performance control CPU 120 checks whether the variation pattern includes the first SP reach performance or the second SP reach performance (step 002IWS803). If the variation pattern does not include the first SP reach performance or the second SP reach performance, the process proceeds to step 002IWS806.
[0163] In the case of a variation pattern including the first SP reach performance or the second SP reach performance, the performance control CPU 120 determines the performance pattern of the first SP reach performance or the second SP reach performance (step 002IWS804). In this example, the story development of the first SP reach performance or the second SP reach performance is determined as the performance pattern.
[0164] In step 002IWS804, for example, if the variation pattern includes the first SP reach performance, the performance pattern is determined by referring to the performance pattern determination table for the first SP reach performance shown in Fig. 8-4(A), and if the variation pattern includes the second SP reach performance, the performance pattern is determined by referring to the performance pattern determination table for the second SP reach performance shown in Fig. 8-4(B). In this example, as shown in Fig. 8-4, the characters used differ depending on the performance pattern, and the expectation of the big win differs, so that it is possible to be interested in which performance pattern will be executed.
[0165] Next, the performance control CPU 120 determines a display pattern of characters and dialogue subtitles in the first SP reach performance or the second SP reach performance (step 002IWS805), and proceeds to step 002IWS806.
[0166] In step 002IWS805, for example, a display pattern is determined by referring to the character and dialogue subtitle display pattern determination table shown in Fig. 8-5. Details of the first to fourth display patterns will be described later (see Fig. 8-26 to Fig. 8-29), but in this example, as shown in Fig. 8-5, the display pattern of the character and dialogue subtitles differs depending on the display pattern, and the expectation of a big win differs, so that it is possible to generate interest in which display pattern will be obtained.
[0167] In step 002IWS806, the performance control CPU 120 selects a process table according to the variation pattern and the content of the determined performance (step 002IWS806).
[0168] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 002IWS807).
[0169] 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.
[0170] 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.
[0171] 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 002IWS808). 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.
[0172] By executing the processing of step 002IWS808, a performance according to the variation pattern and the contents decided to be executed is realized.
[0173] Next, the performance control CPU 120 sets the variable time timer to a value equivalent to the variable time specified by the variable pattern command (step 002IWS809).
[0174] 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 002IWS810).
[0175] (SP Reach Prelude) Next, a specific example of the performance in the characteristic part 002IW will be described. Figures 8-6 to 8-8 are explanatory diagrams showing a specific example of the SP reach pre-stage performance. The specific example of the SP reach pre-stage performance shown in Figures 8-6 to 8-8 corresponds to both the case where the first SP reach pre-stage performance or the second SP reach pre-stage performance is not performed after the SP reach pre-stage performance is performed, and the case where the first SP reach pre-stage performance or the second SP reach pre-stage performance is performed after the SP reach pre-stage performance is performed.
[0176] In the specific example shown in Fig. 8-6 to Fig. 8-8, the display screen transitions in the order of (a-1) (a-2) (a-3). For example, if a jackpot is reached without the first SP reach display or the second SP reach display being executed after the SP reach front display is executed, that is, if the jackpot is determined to be a variation pattern PB2-2 (SP reach front display + re-draw display), the screen transitions in the order of (a-1) to (a-11), and then transitions to a re-draw display (Fig. 8-25 (h-1)) that indicates whether or not the jackpot type is more advantageous.
[0177] For example, if the first SP reach performance or the second SP reach performance is not executed after the SP reach pre-performance is executed and the result is a miss, i.e., if the variation pattern PA2-2 (SP reach pre-performance) is determined to be a miss, the screen will transition in the order of (a-1) to (a-7) to (a-12) to (a-15).
[0178] For example, when the first SP reach performance is executed after the SP reach pre-performance is executed, that is, when the variation pattern PA2-6 (SP reach pre-performance + first SP reach performance) or PB2-6 (SP reach pre-performance + first SP reach performance + re-draw performance) is determined, the screen will transition in the order of (a-1) to (a-7) (a-12) (a-16) to (a-18), and then, when the SP reach pre-performance develops into the first SP reach performance, the screen will transition to (a-21) in any of Figures 8-13, 8-14 and 8-15.
[0179] Also, for example, when a second SP reach performance is executed after a SP reach pre-performance is executed, i.e., when the variation pattern PA2-5 (SP reach pre-performance + second SP reach performance) or PB2-5 (SP reach pre-performance + second SP reach performance + re-draw performance) is determined, the screen will transition in the order of (a-1) to (a-7), (a-12), (a-16), (a-19) to (a-20), and then, when the SP reach pre-performance develops into the second SP reach performance, the screen will transition to either Figure 8-11 (c-1), Figure 8-16 (f-1) or (g-1).
[0180] In this characteristic part 002IW, the SP reach pre-stage performance is composed of a first part shown in Figures 8-6 (a-1) to (a-4) and a second part shown in Figures 8-6 (a-5) to (a-6), and normal dialogue subtitles consisting of normal-sized letters can be displayed in the first and second parts, and after the second part, an action promotion performance (Figure 8-6 (a-7)) is executed to encourage the player to take action.
[0181] In the example shown in Fig. 8-6 to Fig. 8-8, after the reach is established with the decorative pattern "5", when the SP reach pre-stage performance starts, as shown in Fig. 8-6 (a-1), the first character jam image 002IWC01 corresponding to the character jam is displayed on the left side of the display area of the image display device 5, the first enemy character dog image 002IWC11 corresponding to the enemy character dog is displayed on the right side of the display area, and the characters "BATTLE" and "VS" are displayed in the center of the display area. At this time, the normal dialogue subtitle image 002IWG02 "Let's fight!" corresponding to the dialogue uttered by the character jam is displayed in the lower part of the display area of the image display device 5.
[0182] In this characteristic part 002IW, the expression "lines spoken by a character" is used, which includes the meaning of lines spoken by a character and lines spoken as the character's inner voice. Lines spoken as inner voice include, for example, lines spoken when the displayed character's mouth is not moving, such as "Damn Boingo" (Fig. 8-13(b-2)), lines spoken by the character Mumu when the character Mumu is not displayed, such as "Jam's eyes are like that" (Fig. 8-13(b-2a), and lines spoken in flashback scenes. In this example, depending on the scene being produced, line subtitles corresponding to lines spoken by a character or lines spoken as the character's inner voice are displayed. In this example, normal line subtitles and special line subtitles, which are more emphasized than normal line subtitles, are used as line subtitles.
[0183] Next, as shown in FIG. 8-6(a-2), the image display device 5 displays an effect in which the character Jam and the character dog each jump up toward the center of the display area, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "Take my attack!" corresponding to the line uttered by the character Jam is displayed.
[0184] Next, as shown in FIG. 8-6(a-3), the image display device 5 displays an effect in which Character Jam collides with an enemy character dog, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "Oryaaaaaaaaaaaa" corresponding to the lines uttered by Character Jam is displayed.
[0185] Next, as shown in FIG. 8-6(a-4), the image display device 5 displays an effect in which the character jam and the enemy character dog return to their original positions (the positions at the start of the SP reach pre-effect), and a normal dialogue subtitle image 002IWG02 "Not bad," which corresponds to the lines uttered by the character jam, is displayed at the bottom of the display area.
[0186] Next, as shown in FIG. 8-6(a-5), in the image display device 5, a normal dialogue subtitle image 002IWG02 "I'll decide next time!" corresponding to the dialogue uttered by the character Jam is displayed in the lower part of the display area.
[0187] Next, as shown in FIG. 8-6(a-6), the image display device 5 displays an effect in which the character Jam shoots a laser beam at the enemy character dog, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "Jam Laser!" corresponding to the line spoken by the character Jam is displayed.
[0188] Next, as shown in FIG. 8-6(a-7), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0189] Here, in the case of a jackpot of the variation pattern PB2-2 (SP reach pre-stage performance), when the push button 31B is pressed (or the effective operation period has elapsed), as shown in Figure 8-6 (a-8), the image display device 5 displays a performance in which the enemy dog character is blown backwards, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "Wa-wa-aahn" corresponding to the lines uttered by the enemy dog character is displayed.
[0190] Next, as shown in FIG. 8-7(a-9), on the image display device 5, the word "WIN" is displayed in the center of the display area, an enemy character dog is displayed falling onto its back, and a normal dialogue subtitle image 002IWG02 "This is my power," which corresponds to the lines spoken by Character Jam, is displayed in the lower part of the display area.
[0191] Next, as shown in FIG. 8-7(a-10), in the image display device 5, the normal dialogue subtitle image 002IWG02 is erased, and an effect display is performed in which the big win symbol "555" is temporarily stopped and displayed.
[0192] Next, as shown in FIG. 8-7(a-11), an image that covers the previously displayed effect display is displayed on the image display device 5 as a change in the effect scene. Then, the re-draw effect (FIG. 8-25(h-1)) is displayed.
[0193] In the event that the variation pattern PA2-2 (pre-SP reach effect) does not occur, after the action promotion effect shown in Figure 8-6 (a-7) is executed, when the push button 31B is pressed (or the action valid period has elapsed), as shown in Figure 8-8 (a-12), the image display device 5 displays a normal dialogue subtitle image 002IWG02 "No good" corresponding to the lines uttered by Character Jam at the bottom of the display area, and an effect is displayed in which the enemy character dog walks towards Character Jam.
[0194] Next, as shown in FIG. 8-8(a-13), on the image display device 5, an effect is displayed in which the enemy character dog barks at Character Jam, causing Character Jam to fall onto his back, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "Woof woof woof!!!" corresponding to the line uttered by the enemy character dog is displayed.
[0195] Next, as shown in Fig. 8-8(a-14), the display area of the image display device 5 goes dark and a display effect is performed in which the losing symbol "545" is temporarily stopped and displayed. After that, as shown in Fig. 8-8(a-15), the image display device 5 returns to the normal background image and a display effect is performed in which the losing symbol "545" is temporarily stopped and displayed.
[0196] In the case of variation pattern PA2-6 (SP reach pre-effect + 1st SP reach effect) or PB2-6 (SP reach pre-effect + 1st SP reach effect + re-draw effect), after the action promotion effect shown in Figure 8-6 (a-7) is executed, when the push button 31B is pressed (or the action valid period has elapsed), as shown in Figure 8-8 (a-12), on the image display device 5, a normal dialogue subtitle image 002IWG02 "No good" corresponding to the lines uttered by Character Jam is displayed at the bottom of the display area, and an effect is displayed in which the enemy character dog walks towards Character Jam.
[0197] Next, as shown in FIG. 8-8(a-16), on the image display device 5, the enemy character dog turns on its heels and walks away to the right side of the display area, causing Character Jam to look puzzled, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "..." corresponding to the lines uttered by Character Jam is displayed.
[0198] Next, as shown in Fig. 8-8(a-17), the display area is scrolled rightward on the image display device 5, and a first enemy character dog image 002IWC11 corresponding to the enemy character dog is displayed on the left side of the display area, and a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area. At this time, a normal line subtitle image 002IWG02 "Woof woof!! (Help me Boingo!!)" corresponding to the line uttered by the enemy character dog is displayed at the bottom of the display area.
[0199] Next, as shown in Fig. 8-8 (a-18), the image display device 5 displays a close-up of the enemy character Boingo, and displays a normal dialogue subtitle image 002IWG02 "Leave it to me" corresponding to the lines uttered by the enemy character Boingo at the bottom of the display area. After that, when the SP reach pre-stage performance develops into the first SP reach performance, a transition occurs to (a-21) of any of Figs. 8-13, 8-14, and 8-15.
[0200] In the case of variation pattern PA2-5 (SP reach pre-effect + 2nd SP reach effect) or PB2-5 (SP reach pre-effect + 2nd SP reach effect + re-draw effect), after the action promotion effect shown in Figure 8-6 (a-7) is executed, when the push button 31B is pressed (or the action valid period has elapsed), as shown in Figure 8-8 (a-12), on the image display device 5, a normal dialogue subtitle image 002IWG02 "No good!" corresponding to the lines uttered by Character Jam is displayed at the bottom of the display area, and an effect is displayed in which the enemy character dog walks towards Character Jam.
[0201] Next, as shown in FIG. 8-8(a-16), on the image display device 5, the enemy character dog turns on its heels and walks away to the right side of the display area, causing Character Jam to look puzzled, and at the bottom of the display area, a normal dialogue subtitle image 002IWG02 "..." corresponding to the lines uttered by Character Jam is displayed.
[0202] Next, as shown in Fig. 8-8(a-19), the display area is scrolled rightward on the image display device 5, and a first enemy character dog image 002IWC11 corresponding to the enemy character dog is displayed on the left side of the display area, and a third enemy character Bakuchu image 002IWC13 corresponding to the enemy character Bakuchu is displayed on the right side of the display area. At this time, a normal line subtitle image 002IWG02 "Woof woof!! (Bakuchu help me!!)" corresponding to the line uttered by the enemy character dog is displayed at the bottom of the display area.
[0203] Next, as shown in Fig. 8-8(a-18), the image display device 5 displays a close-up of the enemy character Bakuchu, and displays a normal dialogue subtitle image 002IWG02 "Leave it to me" corresponding to the lines uttered by the enemy character Bakuchu at the bottom of the display area. After that, when the SP reach pre-stage performance develops into the second SP reach performance, it transitions to either Fig. 8-11(c-1), Fig. 8-16(f-1) or (g-1).
[0204] (1st SP reach performance) Next, a specific example of the first SP reach performance will be described. Figures 8-9 to 8-10 are explanatory diagrams showing a specific example of the first SP reach performance (first performance pattern). The specific example of the first SP reach performance shown in Figures 8-9 to 8-10 corresponds to a case where the first SP reach performance is executed without executing the SP reach pre-performance.
[0205] In the specific example shown in Fig. 8-9 to Fig. 8-10, the display screen transitions in the order of (b-1), (b-2), and (b-3). For example, if the display result is determined to be a jackpot-inducing variation pattern PB2-4 (first SP reach effect + redraw effect) or variation pattern PB2-6 (SP reach pre-stage effect + first SP reach effect + redraw effect), the screen transitions in the order of (b-1) to (b-13), and then transitions to a redraw effect (Fig. 8-25 (h-1)).
[0206] For example, if the display result is determined to be a miss, such as variation pattern PA2-4 (first SP reach performance) or variation pattern PA2-6 (pre-SP reach performance + first SP reach performance), the screen will transition in the order of (b-1) to (b-10) to (b-14) to (b-15).
[0207] In this characteristic part 002IW, the first SP reach performance is composed of a first part shown in Figures 8-9 (b-1) to (b-4) and a second part shown in Figures 8-9 (b-5) to (b-8), and in the first part, dialogue subtitles consisting of characters of a predetermined size can be displayed, and in the second part, dialogue subtitles consisting of characters larger than the predetermined size can be displayed, and after the second part, an action promotion performance (Figure 8-10 (b-10)) is executed to encourage the player to take an action.
[0208] In the example shown in Figures 8-9 to 8-10, when the first SP reach performance is started, as shown in Figure 8-9 (b-1), a second character Mumu image 002IWC02 corresponding to the character Mumu is displayed on the left side of the display area of the image display device 5, a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area, and the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0209] Next, as shown in Fig. 8-9(b-2), the image display device 5 displays the flying character by itself, and displays the special line subtitle image 002IWG03 "Damn Boingo" corresponding to the line uttered by the character in a superimposed manner. At this time, the character voice "Damn Boingo" corresponding to the line uttered by the character is output from the speakers 8L and 8R.
[0210] 8-9(b-3), the image display device 5 displays the character Mumu facing the enemy character Boingo, and a special line subtitle image 002IWG03 "I won't forgive you" corresponding to the line uttered by the character Mumu is superimposed, and a normal line subtitle image 002IWG02 "Hmph" corresponding to the line uttered by the enemy character Boingo is displayed at the bottom of the display area. At this time, the character voice "I won't forgive you" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0211] Next, as shown in FIG. 8-9(b-4), the image display device 5 displays an effect in which the character Mumu and the enemy character Boingo collide with each other.
[0212] 8-9(b-5), the image display device 5 displays a special line subtitle image 002IWG03 "My" corresponding to the line uttered by the character Mumu, along with the character Mumu raising his right fist. At this time, the character voice "My" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0213] Next, as shown in Fig. 8-9(b-6), the character Mumu is hidden on the image display device 5, and a special line subtitle image 002IWG03 "Fist" corresponding to the line uttered by the character Mumu is displayed. At this time, the character voice "Fist" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0214] Next, as shown in Fig. 8-9(b-7), a special line subtitle image 002IWG03 "Receive it" corresponding to the line uttered by the character Mumu is displayed on the image display device 5. At this time, the character voice "Receive it" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0215] Next, as shown in Fig. 8-9(b-8), a special line subtitle image 002IWG03 "Miyo" corresponding to the line uttered by the character Mumu is displayed on the image display device 5. At this time, the character voice "Miyo" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0216] Next, as shown in FIG. 8-10 (b-9), on the image display device 5, the special dialogue subtitle image 002IWG03 becomes invisible, the character Mumu appears in a flying pose, and a performance is displayed in which he moves from the back of the screen to the front.
[0217] Next, as shown in FIG. 8-10 (b-10), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0218] Here, in the case of a jackpot of the variation pattern PB2-4 (1st SP reach performance + re-draw performance) or a jackpot of the variation pattern PB2-6 (SP reach pre-performance + 1st SP reach performance + re-draw performance), when the push button 31B is pressed (or the effective operation period has elapsed), as shown in Figure 8-10 (b-11), an effect is displayed on the image display device 5 in which the character Mumu's fist hits the enemy character Boingo.
[0219] Next, as shown in FIG. 8-10(b-12), the image display device 5 displays the word "WIN" together with the character Mumu making a peace sign, and the enemy character Boingo is blown away into the distance. At this time, subtitles corresponding to the lines spoken by the character Mumu are displayed at the bottom of the display area of the image display device 5, but a specific normal dialogue subtitle image 002IWG02a "I did the jam" is displayed in a different display mode from the normal dialogue subtitles. For example, the normal dialogue subtitles have black text, whereas the specific normal dialogue subtitles have gold or rainbow text.
[0220] Next, as shown in FIG. 8-10(b-13), the image display device 5 displays a temporary stop of the big win symbol "555". After that, an image that covers the previously displayed display is displayed as a change in the display scene, and then the re-draw display (FIG. 8-25(h-1)) is displayed.
[0221] In the case of a miss in the variation pattern PA2-4 (first SP reach performance) or a miss in the variation pattern PA2-6 (first SP reach performance + first SP reach performance), when the action prompting performance shown in FIG. 8-10(b-10) is executed and then the push button 31B is pressed (or the action effective period has elapsed), as shown in FIG. 8-10(b-14), the image display device 5 displays a normal dialogue subtitle image 002IWG02 "Too bad" corresponding to the dialogue uttered by the enemy character Boingo at the bottom of the display area, and a performance display is performed in which the miss symbol "565" is temporarily stopped. After that, as shown in FIG. 8-10(b-15), the image display device 5 returns to the normal background image and displays a performance display in which the miss symbol "565" is temporarily stopped.
[0222] In the configuration of this characteristic part 002IW, a dialogue subtitle consisting of characters of a predetermined size is displayed in the first part of the first SP reach performance, a dialogue subtitle consisting of characters of a size larger than the predetermined size is displayed in the second part, and then a motion promotion performance is executed to encourage the player to take an action. Specifically, in the first part shown in Fig. 8-9 (b-1) to (b-4), a special dialogue subtitle image 002IWG03 "Boingo guy" and "I won't forgive you" is displayed, and in the second part shown in Fig. 8-9 (b-5) to (b-8), a special dialogue subtitle image 002IWG03 "Take my fist" and "See", is displayed, and then a motion promotion performance shown in Fig. 8-10 (b-10) is executed. On the other hand, in the SP reach front performance, a dialogue subtitle consisting of characters of a predetermined size is displayed in the first part, and a dialogue subtitle consisting of characters of a predetermined size is displayed in the second part without displaying a dialogue subtitle consisting of characters of a size larger than the predetermined size, and then a motion promotion performance is executed. Specifically, in the first part shown in Fig. 8-6(a-1)-(a-4), the normal dialogue subtitle image 002IWG02 "Let's fight!", "Take my attack!", "Owwwwwwwwww!", "Not bad!" is displayed, and in the second part shown in Fig. 8-6(a-5)-(a-6), the special dialogue subtitle image 002IWG03 is not displayed, but the normal dialogue subtitle image 002IWG02 "I'll decide it next time!", "Jam laser!" is displayed, and the action promotion performance shown in Fig. 8-6(a-7) is executed. With this configuration, in both the SP reach pre-performance and the first SP reach performance, the story development is livened up by the dialogue subtitle of a predetermined size in the first part, and in the second part thereafter, especially in the second part of the first SP reach performance, the action promotion performance is executed after displaying the dialogue subtitle that is not used in the SP reach pre-performance and is made up of characters larger than the predetermined size, thereby making it possible to liven up the performance.
[0223] (2nd SP Reach Production) Next, a specific example of the second SP reach performance will be described. Figures 8-11 to 8-12 are explanatory diagrams showing a specific example of the second SP reach performance (first performance pattern). The specific example of the second SP reach performance shown in Figures 8-11 to 8-12 can be used in both cases where the second SP reach performance is executed after the SP reach front stage performance is executed, and where the second SP reach performance is executed without executing the SP reach front stage performance.
[0224] In the specific example shown in Fig. 8-11 to Fig. 8-12, the display screen transitions in the order of (c-1), (c-2), and (c-3). For example, if the display result is determined to be a jackpot-inducing variation pattern PB2-3 (second SP reach effect + redraw effect) or variation pattern PB2-5 (SP reach pre-stage effect + second SP reach effect + redraw effect), the screen transitions in the order of (c-1) to (c-14), and then transitions to a redraw effect (Fig. 8-25 (h-1)).
[0225] For example, if the display result is determined to be a miss, such as variation pattern PA2-3 (second SP reach performance) or variation pattern PA2-5 (pre-SP reach performance + second SP reach performance), the screen will transition in the order of (c-1) to (c-12) to (c-15).
[0226] In this characteristic part 002IW, the second SP reach presentation is composed of a first part shown in Figures 8-11 (c-1) to (c-4) and a second part shown in Figures 8-11 (c-5) to 8-12 (c-9), and in the first part, dialogue subtitles made up of characters of a predetermined size can be displayed, and in the second part, dialogue subtitles made up of characters larger than the predetermined size can be displayed, and after the second part, an action promotion presentation (Figure 8-12 (c-12)) is executed to encourage the player to take an action.
[0227] In the example shown in Figures 8-11 and 8-12, when the second SP reach performance is started, as shown in Figure 8-11 (c-1), a second character Mumu image 002IWC02 corresponding to the character Mumu is displayed on the left side of the display area of the image display device 5, a third enemy character Bakuchu image 002IWC13 corresponding to the enemy character Bakuchu is displayed on the right side of the display area, and the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0228] Next, as shown in FIG. 8-11 (c-2), the image display device 5 displays an effect in which the flying character Mumu strikes the enemy character Bakuchu, and also displays a normal dialogue subtitle image 002IWG02 "Take that!" which corresponds to the line uttered by the character Mumu.
[0229] Next, as shown in FIG. 8-11 (c-3), the image display device 5 displays an effect in which the character Mumu and the enemy character Bakuchu face each other, and also displays a normal dialogue subtitle image 002IWG02 "Not bad," which corresponds to the line uttered by the character Mumu.
[0230] Next, as shown in FIG. 8-11 (c-4), the image display device 5 displays a presentation in which the character Mumu is displayed alone with both hands raised, and also displays a normal dialogue subtitle image 002IWG02 "This is the last time" that corresponds to the lines spoken by the character Mumu.
[0231] Next, as shown in Fig. 8-11 (c-5), the image display device 5 displays the character Mumu in a non-display state, and displays the special line subtitle image 002IWG03 "In this world" corresponding to the line uttered by the character Mumu. At this time, the character voice "In this world" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0232] Next, as shown in FIG. 8-11(c-6), the special dialogue subtitle image 002IWG03 is hidden on the image display device 5, and a character who raises his right hand is displayed.
[0233] Next, as shown in Fig. 8-11 (c-7), the image display device 5 displays the character Mumu in a non-display state, and displays the special line subtitle image 002IWG03 "The strongest one" corresponding to the line uttered by the character Mumu. At this time, the character voice "The strongest one" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0234] Next, as shown in FIG. 8-11 (c-8), on the image display device 5, the special dialogue subtitle image 002IWG03 is hidden, and a performance display is performed in which a character with both hands stretched out to the left and right is displayed.
[0235] Next, as shown in Fig. 8-12(c-9), the image display device 5 displays the special line subtitle image 002IWG03 "It's me" corresponding to the line uttered by the character Mumu, and displays the special line subtitle image 002IWG03 "It's me" corresponding to the line uttered by the character Mumu. At this time, the character voice "It's me" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0236] Next, as shown in FIG. 8-11 (c-10), the special dialogue subtitle image 002IWG03 is hidden on the image display device 5, and a performance display is performed in which the character Mumu sticks out his right hand alone is displayed.
[0237] Next, as shown in FIG. 8-11 (c-11), the image display device 5 performs a presentation display in which the enemy character Bakuchu is displayed alone.
[0238] Next, as shown in FIG. 8-12 (c-12), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0239] Here, in the case of a jackpot in the variation pattern PB2-3 (second SP reach performance + re-draw performance) or a jackpot in the variation pattern PB2-5 (pre-SP reach performance + second SP reach performance + re-draw performance), when the push button 31B is pressed (or the effective operation period has elapsed), as shown in Figure 8-12 (c-13), an effect is displayed on the image display device 5 in which character Mumu's fist hits the enemy character Bakuchu and the enemy character Bakuchu is blown away.
[0240] Next, as shown in Fig. 8-12 (c-13), the image display device 5 displays the character with a peace sign, and the big win symbol "666" is temporarily displayed. After that, an image that covers the previous display is displayed as a change in the display scene, and then the re-draw display (Fig. 8-25 (h-1)) is displayed.
[0241] In the case of a miss in the variation pattern PA2-3 (second SP reach performance) or a miss in the variation pattern PA2-5 (SP reach pre-performance + second SP reach performance), when the action prompting performance shown in Fig. 8-12 (c-12) is executed and then the push button 31B is pressed (or the action effective period has elapsed), as shown in Fig. 8-12 (c-15), the image display device 5 displays a performance in which the display area goes dark and the miss symbol "656" is temporarily stopped. After that, the image display device 5 returns to the normal background image and displays a performance in which the miss symbol "565" is temporarily stopped.
[0242] In the configuration of this characteristic part 002IW, a dialogue subtitle consisting of characters of a predetermined size is displayed in the first part of the second SP reach effect, a dialogue subtitle consisting of characters larger than the predetermined size is displayed in the second part, and then an action promotion effect is executed to encourage the player to take an action. Specifically, in the first part shown in Figures 8-11(c-1) to (c-4), a normal dialogue subtitle image 002IWG02 "Take that!!", "Not bad", and "This is the last time" are displayed, and in the second part shown in Figures 8-11 to 8-12(c-5) to (c-9), a special dialogue subtitle image 002IWG03 "The strongest in this world is me" is displayed, and then the action promotion effect shown in Figure 8-12(c-12) is executed. On the other hand, in the first part of the SP reach pre-stage performance, a dialogue subtitle consisting of characters of a predetermined size is displayed, and in the second part, a dialogue subtitle consisting of characters of a predetermined size is displayed without displaying a dialogue subtitle consisting of characters of a size larger than the predetermined size, and then a motion prompting performance is executed. Specifically, in the first part shown in Figures 8-6(a-1) to (a-4), normal dialogue subtitle image 002IWG02 "Let's fight!", "Take my attack!", "Owwwwwwwwwwwww", and "Not bad at all" are displayed, and in the second part shown in Figures 8-6(a-5) to (a-6), a special dialogue subtitle image 002IWG03 is not displayed, but normal dialogue subtitle image 002IWG02 "I'll decide it next time!" and "Jam laser!" are displayed, and the motion prompting performance shown in Figure 8-6(a-7) is executed. According to this configuration, in both the SP reach pre-performance and the second SP reach performance, in the first part, dialogue subtitles of a predetermined size are used to liven up the story development, and in the subsequent second part, particularly the second part of the second SP reach performance, dialogue subtitles that are not used in the SP reach pre-performance and are composed of characters larger than the predetermined size are displayed before executing an action promotion performance, thereby further livening up the performance.
[0243] In addition, in this characteristic part 002IW, the second SP reach effect is configured to switch to the second part after the first part ends, and is configured to display a character who speaks a line corresponding to the special line subtitle in the last scene of the first part. Specifically, in the last scene of the first part shown in FIG. 8-11 (c-4), a character who speaks a line corresponding to the special line subtitle displayed in the second part is displayed. In this way, by displaying a character corresponding to the line of the special line subtitle in the second part in the last scene of the first part, it is possible to make it easier for the player to understand that the special line subtitle corresponds to the line of that character, and it is possible to liven up the effect up to the action promotion effect.
[0244] (1st SP reach performance (1st performance pattern)) Next, a specific example of the first SP reach effect that is developed from the SP reach front stage effect and executed will be described. Figure 8-13 is an explanatory diagram showing a specific example of the first SP reach effect (first performance pattern) that is developed from the SP reach front stage effect and executed.
[0245] (b-1)(b-2)(b-3)(b-4)(b-5)(b-6)(b-7)(b-8)(b-9)(b-10) shown in Figure 8-13 correspond to (b-1)(b-2)(b-3)(b-4)(b-5)(b-6)(b-7)(b-8)(b-9)(b-10) shown in Figures 8-9 to 8-10.
[0246] Also, Fig. 8-13 (b-2a) (b-2b) is a scene that takes place between the scene of Fig. 8-9 (b-3) and the scene of (b-4), and Fig. 8-13 (b-4a) (b-4b) (b-4c) is a scene that takes place between the scene of Fig. 8-9 (b-4) and the scene of (b-5). These scenes are not included in the specific example of the first SP reach performance (first performance pattern) shown in Fig. 8-9 to Fig. 8-10, but may be included.
[0247] In addition, in the example shown in Figure 8-13, the scenes shown in (b-1) to (b-4a) are the first part of the first SP reach performance (first performance pattern), the scenes shown in (b-4b) to (b-8) are the second part of the first SP reach performance (first performance pattern), and after the second part, an action promotion performance (Figure 8-13 (b-10)) is executed to encourage the player to take an action.
[0248] When the first performance pattern is determined based on the variation pattern PA2-6 (SP reach pre-stage performance + 1st SP reach performance) or PB2-6 (SP reach pre-stage performance + 1st SP reach performance + re-draw performance), after the SP reach pre-stage performance shown in FIG. 8-8 (a-18), as shown in FIG. 8-13 (a-21), the first enemy character dog image 002IWC11 corresponding to the enemy character dog and the second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo are displayed on the front side of the screen in the image display device 5, and the first character jam image 002IWC01 corresponding to the character jam and the second character mumu image 002IWC02 corresponding to the character mumu are displayed on the back side of the screen. Also, as shown in FIG. 8-13 (a-21), a performance display is performed in which character mumu comes flying to help the defeated character jam.
[0249] Next, as shown in Fig. 8-13(a-22), the image display device 5 displays the character Mumu alone, and displays the normal dialogue subtitle image 002IWG02 "I'm your partner" that corresponds to the lines uttered by the character Mumu superimposed on it. At this time, the character voice "I'm your partner" that corresponds to the lines uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0250] Next, as shown in FIG. 8-13(a-23), the character is hidden on the image display device 5, and a performance display is performed in which the background image is switched as a performance scene change.
[0251] Next, as shown in FIG. 8-13(b-1), a second character Mumu image 002IWC02 corresponding to the character Mumu is displayed on the left side of the display area of the image display device 5, and a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area, and an effect display is performed in which the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0252] Next, as shown in Fig. 8-13(b-2), the image display device 5 displays the flying character by itself, and displays the special line subtitle image 002IWG03 "Boingo bastard" corresponding to the line uttered by the character in a superimposed manner. At this time, the character voice "Boingo bastard" corresponding to the line uttered by the character is output from the speakers 8L and 8R.
[0253] Next, as shown in Fig. 8-13(b-2a), the enemy character Boingo is displayed alone on the image display device 5, and a special line subtitle image 002IWG03 "Jam's gone through that" corresponding to the line uttered by the character Mumu is superimposed on the image display device 5. At this time, the character voice "Jam's gone through that" corresponding to the line uttered by the character Mumu is outputted from the speakers 8L and 8R.
[0254] Next, as shown in Fig. 8-13(b-2b), the image display device 5 displays a close-up of the enemy character Boingo's arm and the character Mumu's arm, and displays a special line subtitle image 002IWG03 "Absolutely" corresponding to the line uttered by the character Mumu in a superimposed manner. At this time, the character voice "Absolutely" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0255] Next, as shown in Fig. 8-13(b-3), the image display device 5 displays the character Mumu facing the enemy character Boingo, and displays a special line subtitle image 002IWG03 "I won't forgive you" corresponding to the line uttered by the character Mumu superimposed on it, and displays a normal line subtitle image 002IWG02 "Hmph" corresponding to the line uttered by the enemy character Boingo at the bottom of the display area. At this time, the character voice "I won't forgive you" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0256] Next, as shown in FIG. 8-13(b-4), the image display device 5 displays an effect in which the character Mumu and the enemy character Boingo collide with each other.
[0257] Next, as shown in FIG. 8-13(b-4a), on the image display device 5, the character Mumu and the enemy character Boingo are hidden, and a performance display is performed in which a flame effect image is displayed.
[0258] Next, as shown in FIG. 8-13(b-4b), on the image display device 5, part of the face of the character Mumu with his right fist raised appears from the lower right corner of the display area, and a special line subtitle image 002IWG03 "My" corresponding to the line spoken by the character Mumu is displayed.
[0259] Next, as shown in FIG. 8-13(b-4c), on the image display device 5, a presentation is displayed in which the character Mumu and the special dialogue subtitle image 002IWG03 “My” move and are enlarged from the lower right corner of the display area toward the center.
[0260] Next, as shown in Fig. 8-13(b-5), a production display is performed in which the character Mumu and the special line subtitle image 002IWG03 "My" are displayed in a manner that fills the display area of the image display device 5. At this time, the character voice "My" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0261] In this characteristic part 002IW, when the first part is changed to the second part, the special dialogue subtitle is displayed in conjunction with the display of the SP reach performance. Specifically, as shown in Fig. 8-13 (b-4b) to (b-5), the special dialogue subtitle "my" is displayed in conjunction with the movement of the character's right hand to move to the upper left of the display area. With this configuration, it is possible to clearly convey that the first part has been changed to the second part, and to draw attention to the movement of the special dialogue subtitle.
[0262] Next, as shown in Fig. 8-13(b-6), the character Mumu is hidden on the image display device 5, and a special line subtitle image 002IWG03 "Fist" corresponding to the line uttered by the character Mumu is displayed. At this time, the character voice "Fist" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0263] Next, as shown in Fig. 8-13(b-7), a special line subtitle image 002IWG03 "Receive it" corresponding to the line uttered by the character Mumu is displayed on the image display device 5. At this time, the character voice "Receive it" corresponding to the line uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0264] Next, as shown in Fig. 8-13(b-8), a special line subtitle image 002IWG03 "Miyo" corresponding to the line uttered by the character Mumu is displayed on the image display device 5. At this time, the character voice "Miyo" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0265] Next, as shown in FIG. 8-13 (b-9), on the image display device 5, the special dialogue subtitle image 002IWG03 becomes invisible, the character Mumu appears in a flying pose, and a performance is displayed in which he moves from the back of the screen to the front.
[0266] Next, as shown in FIG. 8-13 (b-10), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0267] In this characteristic part 002IW, the special line subtitle displayed last in the second part of the first SP reach performance is configured to include content related to the action prompting performance. Specifically, as shown in Fig. 8-13 (b-5) to (b-10), the special line subtitle with the content "take my fist" and "see" that evokes the pressing operation of the push button 31B is displayed. With this configuration, by making the special line subtitle displayed last include content related to the action prompting performance, it is possible to liven up the action prompting performance that is performed thereafter.
[0268] In addition, in this characteristic part 002IW, after displaying a predetermined line subtitle corresponding to the line spoken by the character in the part immediately before the first part of the first SP reach performance, the background display is temporarily covered and displayed, and a special line subtitle corresponding to the inner voice of the character is displayed in the first part. Specifically, as shown in Fig. 8-13(a-22) to (a-23), after displaying a normal line subtitle corresponding to the line spoken by the character Mumu, "I'm your opponent," the background display is temporarily covered and displayed, and then, as shown in Fig. 8-13(b-1) to (b-8), a special line subtitle corresponding to the inner voice of the character Mumu, "Damn Boingo," "What happened to Jam," "Never," "I won't forgive you," etc. is displayed. With this configuration, it is possible to easily understand that the line is spoken by the character by displaying the predetermined line subtitle, and it is possible to switch from the predetermined line subtitle to the special line subtitle without any awkwardness by displaying the background display temporarily covered.
[0269] (1st SP reach performance (2nd performance pattern)) Next, a specific example of the first SP reach effect that is developed from the SP reach front stage effect and executed will be described. Figure 8-14 is an explanatory diagram showing a specific example of the first SP reach effect (second performance pattern) that is developed from the SP reach front stage effect and executed.
[0270] The first SP reach performance (second performance pattern) shown in Figure 8-14 is composed of a first part shown in Figures 8-14 (d-1) to (d-7) and a second part shown in Figures 8-14 (d-8) to (d-13), and after the second part, an action promotion performance is executed to encourage the player to take an action, as shown in Figure 8-14 (d-15).
[0271] When the second performance pattern is determined based on the variation pattern PA2-6 (SP reach pre-stage performance + 1st SP reach performance) or PB2-6 (SP reach pre-stage performance + 1st SP reach performance + re-draw performance), after the SP reach pre-stage performance shown in Fig. 8-8 (a-18), as shown in Fig. 8-14 (a-21), the first enemy character dog image 002IWC11 corresponding to the enemy character dog and the second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo are displayed on the front side of the screen in the image display device 5, and the first character jam image 002IWC01 corresponding to the character jam is displayed on the back side of the screen. Also, as shown in Fig. 8-14 (a-21), a performance display is performed in which the character jam is displayed in a defeated state.
[0272] Next, as shown in Fig. 8-14(a-24), the image display device 5 displays the character jam by itself, and displays the normal dialogue subtitle image 002IWG02 "It's not over yet" corresponding to the line uttered by the character jam superimposed thereon. At this time, the character voice "It's not over yet" corresponding to the line uttered by the character jam is outputted as a sound from the speakers 8L and 8R.
[0273] Next, as shown in FIG. 8-14(a-25), the character jam is hidden on the image display device 5, and a performance display is performed in which the background image is switched as a performance scene change.
[0274] Next, as shown in FIG. 8-14(d-1), a first character jam image 002IWC01 corresponding to character jam is displayed on the left side of the display area of the image display device 5, a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area, and an effect display is performed in which the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0275] Next, as shown in Fig. 8-14(d-2), the image display device 5 displays the character jam in a flying position by itself, and displays the special line subtitle image 002IWG03 "Just now" corresponding to the line uttered by the character jam superimposed. At this time, the character voice "Just now" corresponding to the line uttered by the character jam is output from the speakers 8L and 8R.
[0276] Next, as shown in Fig. 8-14(d-3), the enemy character Boingo is displayed alone on the image display device 5, and a special line subtitle image 002IWG03 "You did a good job" corresponding to the line uttered by Character Jam is superimposed and displayed. At this time, the character voice "You did a good job" corresponding to the line uttered by Character Jam is output from the speakers 8L and 8R.
[0277] Next, as shown in Fig. 8-14(d-4), the image display device 5 displays a close-up of the enemy character Boingo's arm and the arm of Character Jam, and displays a special line subtitle image 002IWG03 "Absolutely" corresponding to the line uttered by Character Jam superimposed thereon. At this time, the character voice "Absolutely" corresponding to the line uttered by Character Jam is output as a sound from the speakers 8L and 8R.
[0278] Next, as shown in Fig. 8-14(d-5), the image display device 5 displays the character Jam and the enemy character Boingo facing each other, and displays a special line subtitle image 002IWG03 "I won't forgive you" corresponding to the line uttered by the character Jam superimposed, and displays a normal line subtitle image 002IWG02 "Hmph" corresponding to the line uttered by the enemy character Boingo at the bottom of the display area. At this time, the character voice "I won't forgive you" corresponding to the line uttered by the character Jam is output as a sound from the speakers 8L and 8R.
[0279] Next, as shown in FIG. 8-14(d-6), the image display device 5 displays an effect in which the character Jam and the enemy character Boingo put their fists together.
[0280] Next, as shown in FIG. 8-14 (d-7), on the image display device 5, the character Jam and the enemy character Boingo are hidden, and a performance display is performed in which a flame effect image is displayed.
[0281] Next, as shown in FIG. 8-14 (d-8), on the image display device 5, part of the face of Character Jam with his right fist raised appears from the lower right corner of the display area, and a special line subtitle image 002IWG03 "Devil's" corresponding to the line spoken by Character Jam is displayed.
[0282] Next, as shown in FIG. 8-14 (d-9), on the image display device 5, a performance display is performed in which the character jam and the special line subtitle image 002IWG03 “Devil’s” move and are enlarged from the lower right corner of the display area toward the center.
[0283] Next, as shown in Fig. 8-14 (d-10), a performance display is performed in which the character jam and the special line subtitle image 002IWG03 "Devil's" are displayed in a manner that fills the display area of the image display device 5. At this time, the character voice "Devil's" corresponding to the line uttered by the character jam is output as a sound from the speakers 8L and 8R.
[0284] Next, as shown in Fig. 8-14 (d-11), the character jam is hidden on the image display device 5, and a special line subtitle image 002IWG03 "Power" corresponding to the line uttered by the character jam is displayed. At this time, the character voice "Power" corresponding to the line uttered by the character jam is outputted from the speakers 8L and 8R.
[0285] Next, as shown in Fig. 8-14 (d-12), a special line subtitle image 002IWG03 "Receive it" corresponding to the line uttered by the character jam is displayed on the image display device 5. At this time, the character voice "Receive it" corresponding to the line uttered by the character jam is outputted from the speakers 8L and 8R.
[0286] Next, as shown in Fig. 8-14 (d-13), a special line subtitle image 002IWG03 "Miyo" corresponding to the line uttered by the character jam is displayed on the image display device 5. At this time, the character voice "Miyo" corresponding to the line uttered by the character jam is outputted from the speakers 8L and 8R.
[0287] Next, as shown in FIG. 8-14 (d-14), on the image display device 5, the special dialogue subtitle image 002IWG03 is hidden, Character Jam appears in a flying position, and a performance display is performed in which the character moves from the back of the screen to the front.
[0288] Next, as shown in FIG. 8-14 (d-15), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0289] (1st SP reach performance (3rd performance pattern)) Next, a specific example of the first SP reach effect that is developed from the SP reach front stage effect and executed will be described. Figure 8-15 is an explanatory diagram showing a specific example of the first SP reach effect (third performance pattern) that is developed from the SP reach front stage effect and executed.
[0290] The first SP reach performance (third performance pattern) shown in Figure 8-15 is composed of a first part shown in Figures 8-15 (e-1) to (e-7) and a second part shown in Figures 8-15 (e-8) to (e-13), and after the second part, an action promotion performance is executed to encourage the player to take an action, as shown in Figure 8-15 (e-15).
[0291] When the third performance pattern is determined based on the variation pattern PA2-6 (SP reach pre-stage performance + 1st SP reach performance) or PB2-6 (SP reach pre-stage performance + 1st SP reach performance + re-draw performance), after the SP reach pre-stage performance shown in Fig. 8-8 (a-18), as shown in Fig. 8-15 (a-21), the first enemy character dog image 002IWC11 corresponding to the enemy character dog and the second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo are displayed on the front side of the screen in the image display device 5, and the first character jam image 002IWC01 corresponding to the character jam is displayed on the back side of the screen. Also, as shown in Fig. 8-15 (a-21), a performance display is performed in which the character jam is displayed in a defeated state.
[0292] Next, as shown in Fig. 8-15(a-26), the image display device 5 displays a third character Nana image 002IWC03 corresponding to the character Nana, and a normal dialogue subtitle image 002IWG02 "It's not over yet" corresponding to the line uttered by the character Nana is superimposed on the image display device 5. At this time, the character voice "Leave it to Nana" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0293] Next, as shown in FIG. 8-15(a-27), on the image display device 5, the character Nana is hidden, and a presentation display is performed in which the background image is switched as a presentation scene change.
[0294] Next, as shown in Figure 8-15 (e-1), a third character Nana image 002IWC03 corresponding to character Nana is displayed on the left side of the display area of the image display device 5, and a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area, and an effect display is performed in which the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0295] Next, as shown in Fig. 8-15(e-2), the image display device 5 displays the character Nana alone in a flying position, and displays a special line subtitle image 002IWG03 "It's exciting" corresponding to the line uttered by the character Nana in a superimposed manner. At this time, the character voice "It's exciting" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0296] Next, as shown in Fig. 8-15(e-3), the enemy character Boingo is displayed alone on the image display device 5, and a special line subtitle image 002IWG03 "Everyone's power" corresponding to the line uttered by the character Nana is superimposed on the image display device 5. At this time, the character voice "Everyone's power" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0297] Next, as shown in Fig. 8-15(e-4), the image display device 5 displays a close-up of the enemy character Boingo's arm and the character Nana's arm, and displays a special line subtitle image 002IWG03 "Nana" corresponding to the line uttered by the character Nana in a superimposed manner. At this time, the character voice "Nana" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0298] Next, as shown in Fig. 8-15(e-5), the image display device 5 displays the character Nana and the enemy character Boingo facing each other, and displays a special line subtitle image 002IWG03 "Give me" corresponding to the line uttered by the character Nana superimposed thereon, and displays a normal line subtitle image 002IWG02 "Hmph" corresponding to the line uttered by the enemy character Boingo at the bottom of the display area. At this time, the character voice "Give me" corresponding to the line uttered by the character Nana is output as a sound from the speakers 8L and 8R.
[0299] Next, as shown in FIG. 8-15(e-6), the image display device 5 displays an effect in which the character Nana and the enemy character Boingo bump fists together.
[0300] Next, as shown in FIG. 8-15(e-7), on the image display device 5, the character Nana and the enemy character Boingo are hidden, and a performance display is performed in which a flame effect image is displayed.
[0301] Next, as shown in Figure 8-15 (e-8), on the image display device 5, part of the face of character Nana with both hands raised appears from the lower right corner of the display area, and a special line subtitle image 002IWG03 ``Everyone's'', which corresponds to the line spoken by character Nana, is displayed.
[0302] Next, as shown in FIG. 8-15(e-9), on the image display device 5, a presentation is displayed in which the character Nana and the special line subtitle image 002IWG03 “Everyone’s” move and are enlarged from the lower right corner of the display area toward the center.
[0303] Next, as shown in Fig. 8-15 (e-10), a presentation display is performed in which character Nana and the special line subtitle image 002IWG03 "everyone's" are displayed in a manner that fills the display area of the image display device 5. At this time, the character voice "everyone's" corresponding to the line uttered by character Nana is output as a sound from speakers 8L and 8R.
[0304] Next, as shown in Fig. 8-15 (e-11), character Nana is hidden on the image display device 5, and a special line subtitle image 002IWG03 "Power" corresponding to the line uttered by character Nana is displayed. At this time, the character voice "Power" corresponding to the line uttered by character Nana is output from the speakers 8L and 8R.
[0305] Next, as shown in Fig. 8-15(e-12), a special line subtitle image 002IWG03 "Receive it" corresponding to the line uttered by character Nana is displayed on the image display device 5. At this time, the character voice "Receive it" corresponding to the line uttered by character Nana is output as a sound from the speakers 8L and 8R.
[0306] Next, as shown in Fig. 8-15(e-13), a special line subtitle image 002IWG03 "Miyo" corresponding to the line uttered by character Nana is displayed on the image display device 5. At this time, the character voice "Miyo" corresponding to the line uttered by character Nana is output from the speakers 8L and 8R.
[0307] Next, as shown in FIG. 8-15 (e-14), on the image display device 5, the special dialogue subtitle image 002IWG03 becomes non-displayed, and the character Nana appears in a flying pose, and a performance display is performed in which she moves from the back of the screen to the front.
[0308] Next, as shown in FIG. 8-15 (e-15), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period superimposed on each other as an action promotion effect to encourage the player to press the push button 31B.
[0309] (2nd SP reach performance (2nd performance pattern) Next, a specific example of the second SP reach effect that is developed from the SP reach front stage effect and executed will be described. Figure 8-16 is an explanatory diagram showing a specific example of the second SP reach effect that is developed from the SP reach front stage effect and executed.
[0310] In Fig. 8-16, (f-1) to (f-9) are explanatory diagrams showing a specific example of the second SP reach effect (second effect pattern). The second SP reach effect (second effect pattern) is composed of the first part shown in Fig. 8-16 (f-1) to (f-4) and the second part shown in Fig. 8-16 (f-5) to (f-9), and executes a motion prompting effect to prompt the player to take an action after the second part.
[0311] If the second presentation pattern is determined based on the variation pattern PA2-5 (SP reach pre-performance + second SP reach performance) or PB2-5 (SP reach pre-performance + second SP reach performance + re-draw performance), after the SP reach pre-performance shown in Figure 8-8 (a-20), a presentation display is performed in which the background image is switched, for example, as shown in Figures 8-14 (a-24) to (a-25), as a presentation scene change, but this is not shown here.
[0312] When the performance scene is switched, as shown in Figure 8-16 (f-1), a first character jam image 002IWC01 corresponding to the character jam is displayed on the left side of the display area of the image display device 5, a third enemy character Bakuchu image 002IWC13 corresponding to the enemy character Bakuchu is displayed on the right side of the display area, and the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0313] Next, as shown in FIG. 8-16 (f-2), the image display device 5 displays an effect in which Character Jam strikes the enemy character Bakuchu, and also displays a normal dialogue subtitle image 002IWG02 "Take that!" which corresponds to the line uttered by Character Jam.
[0314] Next, as shown in FIG. 8-16 (f-3), the image display device 5 displays an effect in which the character Jam and the enemy character Bakuchu face each other, and also displays a normal dialogue subtitle image 002IWG02 "Not bad," which corresponds to the line uttered by the character Jam.
[0315] Next, as shown in FIG. 8-16 (f-4), the image display device 5 displays a presentation in which the character jam is displayed alone, and also displays a normal dialogue subtitle image 002IWG02 "This is the last time" that corresponds to the line spoken by the character jam.
[0316] Next, as shown in Fig. 8-16 (f-5), the image display device 5 displays the character jam in a non-display state, and displays the special line subtitle image 002IWG03 "I am" corresponding to the line uttered by the character jam. At this time, the character voice "I am" corresponding to the line uttered by the character jam is output from the speakers 8L and 8R.
[0317] Next, as shown in FIG. 8-16(f-6), the image display device 5 displays an effect in which the special line subtitle image 002IWG03 is hidden and the character jam is displayed alone.
[0318] Next, as shown in Fig. 8-16 (f-7), the image display device 5 displays the character jam in a non-display state, and displays the special line subtitle image 002IWG03 "Absolutely" corresponding to the line uttered by the character jam. At this time, the character voice "Absolutely" corresponding to the line uttered by the character jam is output as a sound from the speakers 8L and 8R.
[0319] Next, as shown in FIG. 8-16 (f-8), on the image display device 5, the special line subtitle image 002IWG03 is hidden, and a performance display is performed in which the character jam is displayed alone.
[0320] Next, as shown in FIG. 8-16(f-9), the image display device 5 displays the character jam in a non-display state, and displays the special line subtitle image 002IWG03 "I won't lose" corresponding to the line uttered by the character jam. At this time, the character voice "I won't lose" corresponding to the line uttered by the character jam is output from the speakers 8L and 8R. Then, the action promotion effect is executed.
[0321] (2nd SP reach performance (3rd performance pattern) In Fig. 8-16, (g-1) to (g-9) are explanatory diagrams showing a specific example of the second SP reach effect (third effect pattern). The second SP reach effect (third effect pattern) is composed of the first part shown in Fig. 8-16 (g-1) to (g-4) and the second part shown in Fig. 8-16 (g-5) to (g-9), and executes a motion prompting effect to prompt the player to take an action after the second part.
[0322] If the third presentation pattern is determined based on the variation pattern PA2-5 (SP reach pre-performance + second SP reach performance) or PB2-5 (SP reach pre-performance + second SP reach performance + re-draw performance), after the SP reach pre-performance shown in Figure 8-8 (a-20), a presentation display is performed in which the background image is switched, for example, as shown in Figures 8-15 (a-26) to (a-27), as a presentation scene change, but this is omitted from illustration here.
[0323] When the presentation scene is switched, as shown in Figure 8-16 (g-1), a third character Nana image 002IWC03 corresponding to character Nana is displayed on the left side of the display area of the image display device 5, a third enemy character Bakuchu image 002IWC13 corresponding to the enemy character Bakuchu is displayed on the right side of the display area, and the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0324] Next, as shown in FIG. 8-16 (g-2), the image display device 5 displays an effect in which character Nana strikes the enemy character Bakuchu, and also displays a normal dialogue subtitle image 002IWG02 "Take that!" which corresponds to the line uttered by character Nana.
[0325] Next, as shown in FIG. 8-16 (g-3), the image display device 5 displays an effect in which the character Nana and the enemy character Bakuchu face each other, and also displays a normal dialogue subtitle image 002IWG02 "Not bad," which corresponds to the line uttered by the character Nana.
[0326] Next, as shown in FIG. 8-16 (g-4), the image display device 5 displays a presentation in which character Nana is displayed alone, and also displays a normal dialogue subtitle image 002IWG02 "This is the last time" that corresponds to the line spoken by character Nana.
[0327] 8-16(g-5), the image display device 5 displays the character Nana in a non-display state, and displays the special line subtitle image 002IWG03 "Everyone's" corresponding to the line uttered by the character Nana. At this time, the character voice "Everyone's" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0328] Next, as shown in FIG. 8-16(g-6), the image display device 5 displays the special line subtitle image 002IWG03 non-displayed and displays the character Nana by itself.
[0329] 8-16(g-7), the image display device 5 displays the character Nana in a non-display state, and displays the special line subtitle image 002IWG03 "Cheer up!" corresponding to the line uttered by the character Nana. At this time, the character voice "Cheer up!" corresponding to the line uttered by the character Nana is output from the speakers 8L and 8R.
[0330] Next, as shown in FIG. 8-16 (g-8), the image display device 5 displays an effect in which the special line subtitle image 002IWG03 is hidden and the character Nana is displayed alone.
[0331] Next, as shown in FIG. 8-16(g-9), the image display device 5 displays the character Nana in a non-display state, and displays the special line subtitle image 002IWG03 "Give me" corresponding to the line uttered by the character Nana. At this time, the character voice "Give me" corresponding to the line uttered by the character Nana is output as a voice from the speakers 8L and 8R. Then, the action prompting effect is executed.
[0332] (Display period of dialogue subtitles and action prompts) Next, the display period of the dialogue subtitle in the first SP reach effect or the second SP reach effect and the display period of the action prompting display in the action prompting effect will be described. Figure 8-17 is an explanatory diagram showing a comparison example between the display period of the dialogue subtitle and the display period of the action prompting display.
[0333] Figure 8-17 shows the second part of the first SP reach performance (first performance pattern) and the action promotion performance, with Figures 8-17(b-5) to (b-8) corresponding to Figures 8-9(b-5) to (b-8), and Figure 8-17(b-10) corresponding to Figure 8-10(b-10).
[0334] In this characteristic part 002IW, as shown in Fig. 8-17, the display period of the special dialogue subtitle in the second part is longer than the display period of the action prompt display in the action prompt effect. Specifically, the display period of the push button image 002IWG01 etc. in the action prompt effect is 3000 ms, while the display period of the special dialogue subtitle is 3000 ms, 1500 ms, 1200 ms, 4000 ms, totaling 9700 ms. If the switching period of the special dialogue subtitle is included, the total is 11450 ms.
[0335] There is a risk that the player will feel annoyed if the action prompt display is displayed for a long period of time, but according to the configuration of this feature part 002IW, the period during which the special dialogue subtitles are displayed is made longer than the period during which the action prompt display is displayed, thereby reducing the annoyance.
[0336] (Examples of dialogue subtitles for each production pattern) Next, the difference in dialogue subtitles for each production pattern will be described. Figure 8-18 is an explanatory diagram showing an example of how dialogue subtitles are displayed for each production pattern.
[0337] Fig. 8-18 shows an example of dialogue subtitle display in the first SP reach effect (first effect pattern) and an example of dialogue subtitle display in the second SP reach effect (first effect pattern). Fig. 8-18 (b-5) to (b-8) correspond to Fig. 8-9 (b-5) to (b-8), and Fig. 8-18 (c-5) to (c-9) correspond to Fig. 8-11 to Fig. 8-12 (c-5) to (c-9).
[0338] As shown in Figure 8-18, the character Mumu is used in both the first SP reach performance (first performance pattern) and the second SP reach performance (first performance pattern), but the content of the special dialogue subtitles is structured differently, with "Take my fist and see" and "The strongest person in the world is me."
[0339] For example, in the first SP reach performance (second performance pattern) shown in Figure 8-14, a character jam different from character mumu is used, and the content of the special dialogue subtitle is "Receive and see the devil's" "power," and is configured differently from the first SP reach performance (first performance pattern) and the second SP reach performance (first performance pattern).
[0340] In this manner, this characteristic part 002IW is configured to display different special dialogue subtitles depending on the type and presentation pattern of the SP reach presentation, thereby making the SP reach presentation more interesting.
[0341] (Example of normal dialogue subtitles and special dialogue subtitles) Next, the difference between normal dialogue subtitles and special dialogue subtitles will be described. Figure 8-19 is an explanatory diagram showing a display example of normal dialogue subtitles and special dialogue subtitles.
[0342] In Figure 8-19, (a-2) corresponds to Figure 8-6(a-2), (b-6) corresponds to Figure 8-9(b-6), and (b-3) corresponds to Figure 8-9(b-3).
[0343] As shown in FIG. 8-19, in this characteristic part 002IW, normal dialogue subtitles (for example, normal dialogue subtitle image 002IWG02 "Try getting hit by Jam" in FIG. 8-19(a-2)) are displayed with constant character size, with no character thickness and viewed in a flat manner, while special dialogue subtitles (for example, special dialogue subtitle image 002IWG03 "Fist" in FIG. 8-19(b-6)) are displayed with non-constant character size, with character thickness and viewed in a three-dimensional manner. With such a configuration, special dialogue subtitles can be displayed with emphasis.
[0344] As shown in FIG. 8-19, the feature part 002IW is configured to simultaneously display a normal dialogue subtitle corresponding to the first character's line and a special dialogue subtitle corresponding to the second character's line, and to display the effects so that at least a part of the first character and the second character can be seen even when they are displayed simultaneously. Specifically, as shown in FIG. 8-19(b-3), when a normal dialogue subtitle image 002IWG02 "Hmph" corresponding to the enemy character Boingo's line and a special dialogue subtitle image 002IWG03 "I won't forgive you" corresponding to the character Mumu's line are displayed simultaneously, the enemy characters Boingo and Mumu are displayed so that at least a part of them can be seen. With such a configuration, it is possible to clearly display which character's line subtitle, and to draw attention to the character while displaying the dialogue subtitle, and to allow the player to understand the content of the effects.
[0345] (Example of dialogue subtitles displayed when controlled in an advantageous state) Next, the difference between the dialogue subtitles when controlled to the advantageous state (jackpot game state) and the dialogue subtitles when not controlled will be explained. Figure 8-20 is an explanatory diagram showing an example of the dialogue subtitles when controlled to the advantageous state (jackpot game state) and when not controlled.
[0346] In the example shown in FIG. 8-20, when the game is controlled to be in an advantageous state (jackpot game state), the screen transitions in the order of (b-10), (b-11), (b-11a), (b-12), and (b-13), and when the game is not controlled to be in an advantageous state (jackpot game state), the screen transitions in the order of (b-10), (b-13a), (b-14), and (b-15).
[0347] Also, (b-10)(b-11)(b-12)(b-13)(b-14)(b-15) in Figure 8-20 correspond to (b-10)(b-11)(b-12)(b-13)(b-14)(b-15) in Figure 8-10.
[0348] In addition, (b-11a) in Fig. 8-20 is a scene that takes place between the scene of (b-11) in Fig. 8-10 and the scene of (b-12), and (b-13a) is a scene that takes place between the scene of (b-10) in Fig. 8-10 and the scene of (b-14). Although these scenes are not included in the specific example of the first SP reach performance (first performance pattern) shown in Fig. 8-10, they may be included.
[0349] As shown in FIG. 8-20, in this characteristic part 002IW, when the game is controlled to an advantageous state (a big win game state), after the action promotion performance, a special dialogue subtitle (special dialogue subtitle image 002IWG03 "Fly away!" in FIG. 8-20(b-11a)) is displayed, and a specific normal dialogue subtitle with a different display mode from the normal state (specific normal dialogue subtitle image 002IWG02a "You've got a jam!" in FIG. 8-20(b-12) where the text color has changed from the normal black to gold or rainbow) is displayed. When the game is not controlled to an advantageous state (a big win game state), the special dialogue subtitle and the specific normal dialogue subtitle are not displayed, and a normal dialogue subtitle (normal dialogue subtitle image 002IWG02 "Too bad!" in FIG. 8-20(b-14)) is displayed. With this configuration, when the game is not controlled to an advantageous state, the dialogue subtitle is not emphasized, so that the player does not have a sense of expectation.
[0350] In addition, without being limited to the examples shown in Fig. 8-10 and Fig. 8-20, for example, when the game is controlled to an advantageous state (jackpot game state), after the action prompting effect is performed, a voice corresponding to the character utters "Victory" and a special line subtitle displays "Victory", and when the game is not controlled to an advantageous state (jackpot game state), neither of these may be performed. Also, for example, in either case, the output of the character voice and the display of the special line subtitle may not be performed after the action prompting effect is performed.
[0351] (Character voice and music (BGM) volume) Next, the volume of the character voice and music (BGM) in each scene will be explained. Figure 8-21 is an explanatory diagram showing the volume of the character voice and music (BGM).
[0352] The horizontal axis (b-1) to (b-9) of the graph shown in Figure 8-21 corresponds to (b-1) to (b-9) of Figures 8-9 to 8-10. In other words, (b-1) to (b-4) on the horizontal axis correspond to the first part of the first SP reach performance, and (b-5) to (b-8) correspond to the second part of the first SP reach performance.
[0353] In the configuration of the characteristic part 002IW, as shown in FIG. 8-21, the music (BGM) is always output at volume level 2 from the start of the first SP reach performance to the action prompt performance. Also, the character voice corresponding to the normal dialogue subtitle (i.e., the enemy character Boingo's dialogue) is also output at volume level 2. Meanwhile, the character voice corresponding to the special dialogue subtitle (i.e., the character Mumu's dialogue) is output at a constant volume level 3 in the first part of the first SP reach performance, but starts to be output at volume level 2 in the second part of the first SP reach performance, and the volume level gradually increases as the performance progresses, and is finally output at volume level 5 just before the action prompt performance is executed. According to such a configuration, the character voice becomes louder as the action prompt performance approaches, so that the player's sense of expectation can be increased.
[0354] (Text size of dialogue subtitles) Next, a description will be given of the difference in character size of dialogue subtitles between the first part and the second part. Fig. 8-22 is an explanatory diagram showing a comparison example of character size of dialogue subtitles between the first part and the second part of the first SP reach effect (first effect pattern).
[0355] In Figure 8-22, (b-1)(b-2)(b-3)(b-4)(b-5)(b-6)(b-7)(b-8)(b-9)(b-10) correspond to (b-1)(b-2)(b-3)(b-4)(b-5)(b-6)(b-7)(b-8)(b-9)(b-10) in Figures 8-9 to 8-10, respectively.
[0356] In addition, (b-2a) and (b-2b) in Fig. 8-22 are scenes that take place between the scene in Fig. 8-9 (b-2) and the scene in Fig. 8-9 (b-3), and (b-4a), (b-4b), and (b-4c) are scenes that take place between the scene in Fig. 8-9 (b-4) and the scene in Fig. 8-9 (b-5). These scenes are not included in the specific example of the first SP reach performance (first performance pattern) shown in Fig. 8-9, but may be included.
[0357] In this feature part 002IW, the font size of the special line subtitle "My" in the second part shown in Fig. 8-22(b-4b)-(b-5) is larger than the font size of the special line subtitle "Damn Boingo," "What happened to Jam," "Never," and "I won't forgive you" in the first part shown in Fig. 8-22(b-2)-(b-3), and the font size of the special line subtitle "Take my fist," "See," shown in Fig. 8-22(b-6)-(b-8) is also larger. With this configuration, the font size of the special line subtitle gradually increases as the action prompting effect approaches, thereby increasing the player's anticipation before the action prompting effect.
[0358] In addition, in this feature part 002IW, the special dialogue subtitles in the second part shown in Fig. 8-22(b-5)-(b-8) such as "Take my fist" and "See" are configured to have fewer characters than the special dialogue subtitles in the first part shown in Fig. 8-22(b-2)-(b-3) such as "Damn Boingo", "What happened to Jam", "I'll never forgive you". With this configuration, the size per character can be increased in exchange for reducing the number of characters, and the special dialogue subtitles can be more emphasized to liven up the performance before the action promotion performance.
[0359] (Dialogue subtitle display period and switching period) Next, the difference between the display period and the switching period of the dialogue subtitles in the first part and the second part will be described. Figure 8-23 is an explanatory diagram showing a comparison example of the display period and the switching period of the dialogue subtitles in the first part and the second part of the first SP reach performance (first performance pattern).
[0360] In Figure 8-23, (b-2)(b-3)(b-5)(b-6)(b-7)(b-8) correspond to (b-2)(b-3)(b-5)(b-6)(b-7)(b-8) in Figure 8-9, respectively.
[0361] Also, (b-2a) and (b-2b) in Fig. 8-23 are scenes that take place between the scene in Fig. 8-9 (b-2) and the scene in Fig. 8-9 (b-3). These scenes are not included in the specific example of the first SP reach performance (first performance pattern) shown in Fig. 8-9, but may be included.
[0362] In the feature part 002IW, the period from one special line subtitle to the next special line subtitle in the second part is shorter than the period from one special line subtitle to the next special line subtitle in the first part of the first SP reach effect or the second SP reach effect. Specifically, as shown in FIG. 8-23, the subtitle switching period in the first part is 1000ms to 4000ms, whereas the subtitle switching period in the second part is 250ms to 1000ms. With this configuration, the special line subtitle is displayed together with the character in the first part, whereas the special line subtitle is displayed large in a short period in the second part, thereby making it possible to display the special line subtitle with a greater impact.
[0363] (SP reach performance patterns and dialogue subtitles) Next, the relationship between the performance pattern of the SP reach performance and the dialogue subtitles will be described. Figure 8-24 is an explanatory diagram showing the relationship between the performance pattern of the SP reach performance and the dialogue subtitles.
[0364] The effects of the reach titles "Mumu vs. Boingo," "Jam vs. Boingo," and "Nana vs. Boingo" shown in Figure 8-24(A) correspond to the first, second, and third patterns of the first SP reach effect, respectively. Also, the effects of the reach titles "Mumu vs. Bakuchu," "Jam vs. Bakuchu," and "Nana vs. Bakuchu" shown in Figure 8-24(B) correspond to the first, second, and third patterns of the second SP reach effect, respectively.
[0365] In the feature part 002IW, as shown in FIG. 8-24, the expectation of a big win differs according to the presentation pattern, and the color and size of the dialogue subtitles differ. Specifically, in the presentation pattern using the character Mumu, the color of the dialogue subtitles is "red" and the size of the dialogue subtitles is "large", in the presentation pattern using the character Jam, the color of the dialogue subtitles is "green" and the size of the dialogue subtitles is "medium", and in the presentation pattern using the character Nana, the color of the dialogue subtitles is "blue" and the size of the dialogue subtitles is "small". With this configuration, the presentation patterns can be increased, and the display mode of the special dialogue subtitles can be drawn attention.
[0366] (Redraw performance) Next, the re-draw effect will be described. Figure 8-25 is an explanatory diagram showing a specific example of the re-draw effect.
[0367] In this characteristic part 002IW, after the big winning symbol is temporarily stopped and displayed on the image display device 5, the presentation scene is switched and a re-draw presentation is executed.
[0368] When the re-draw effect is started, as shown in FIG. 8-25(h-1), an effect display is performed on the image display device 5 in which the second character Mumu image 002IWC02 corresponding to the character Mumu is displayed.
[0369] Next, as shown in FIG. 8-25(h-2), the image display device 5 displays an effect in which the character Mumu bows, and displays the special line subtitle "O" corresponding to the line uttered by the character Mumu.
[0370] Next, as shown in FIG. 8-25(h-3), the image display device 5 continues to display the character Mumu praying, while the special subtitle "O" corresponding to the line uttered by the character Mumu is displayed followed by "Wish".
[0371] Next, as shown in FIG. 8-25 (h-4), the image display device 5 continues to display the character Mumu praying, while the special line subtitle "Please" corresponding to the line uttered by the character Mumu is displayed followed by "I".
[0372] Next, as shown in FIG. 8-25(h-5), the image display device 5 displays the special dialogue subtitles in a non-display manner, and displays the character Mum alone.
[0373] Next, as shown in FIG. 8-25(h-6), the image display device 5 displays a performance in which the character image is hidden and a radial effect image is displayed.
[0374] Next, as shown in Figure 8-25 (h-7), the image display device 5 displays a push button image 002IWG01 that resembles the push button 31B and an image indicating the valid operation period in a superimposed manner, as an action promotion effect to encourage the player to press the push button 31B.
[0375] Next, when the push button 31B is pressed (or the valid operation period has elapsed), as shown in Figure 8-25 (h-8), a presentation is displayed on the image display device 5 in which the more advantageous jackpot pattern "777" appears from the back of the screen.
[0376] Next, as shown in FIG. 8-25(h-9), the image display device 5 displays an effect in which the big win symbol "777" is enlarged to fill the entire screen.
[0377] Next, as shown in FIG. 8-25(h-10), the image display device 5 displays a semi-transparent big win symbol "777".
[0378] Next, as shown in FIG. 8-25(h-11), the image display device 5 displays an effect in which the big win symbol "777" is stopped.
[0379] In this characteristic part 002IW, the display period of the special dialogue subtitles displayed in the first SP reach performance or the second SP reach performance is configured to be longer than the display period of the special dialogue subtitles displayed in the redraw performance. Specifically, as shown in FIG. 8-25, the display period of the special dialogue subtitles displayed in the redraw performance is 1000ms to 3000ms, whereas as shown in FIG. 8-23, the display period of the special dialogue subtitles displayed in the first SP reach performance is 1200ms to 5000ms. With this configuration, the performance can be livened up by using the special dialogue subtitles emphasized for a short period in the redraw performance.
[0380] (Character and dialogue subtitle display patterns) Next, the display pattern of the character and dialogue subtitles will be described. Fig. 8-26 is an explanatory diagram showing a display example of the character and dialogue subtitles in the first display pattern.
[0381] (c-4) to (c-10) in FIG. 8-26 correspond to (c-4) to (c-10) in FIG. 8-11 to FIG. 8-12, respectively.
[0382] In the first display pattern of the character and the dialogue subtitle of this characteristic part 002IW, in the second part of the first SP reach performance or the second SP reach performance, a scene in which the character shown in Fig. 8-26 (c-5) (c-7) (c-9) is not displayed and the special dialogue subtitle is displayed (also called the special dialogue subtitle scene) and a scene in which the character shown in Fig. 8-26 (c-6) (c-8) (c-10) is displayed and the special dialogue subtitle is not displayed (also called the character scene) are displayed multiple times, and then the action promotion performance is executed. With such a configuration, it is possible to draw attention to the special dialogue subtitle and the character, respectively.
[0383] Fig. 8-27 is an explanatory diagram showing a display example of characters and dialogue subtitles in the second display pattern. (i-1) to (i-7) in Fig. 8-27 are displayed at timings corresponding to (c-4) to (c-10) in Figs. 8-11 to 8-12, for example.
[0384] In the second display pattern of the character and dialogue subtitles of this characteristic part 002IW, when the character scenes shown in Fig. 8-27(i-1)(i-3)(i-5)(i-7) and the special dialogue subtitle scenes shown in Fig. 8-27(i-2)(i-4)(i-6) are switched and displayed multiple times, the push button image 002IWG01 is displayed in each scene. With this configuration, it is possible to liven up the performance up to the action promotion performance.
[0385] Note that the push button image 002IWG01 displayed in each scene using the second display pattern may actually prompt an action and indicate the valid action period (for example, when push button 31B is pressed (or when the valid action period has elapsed) a character scene and a special dialogue subtitle scene are switched), or may be intended to suggest that an action prompting performance will be executed after the second part, and may not immediately prompt an action or indicate that the valid action period is in progress.
[0386] Fig. 8-28 is an explanatory diagram showing a display example of characters and dialogue subtitles in the third display pattern. (j-1) to (j-7) in Fig. 8-28 are displayed at timings corresponding to (c-4) to (c-10) in Figs. 8-11 to 8-12, for example.
[0387] In the third display pattern of the character and dialogue subtitles of the present characteristic part 002IW, when the character scenes shown in Fig. 8-28(j-1)(j-3)(j-5)(j-7) and the special dialogue subtitle scenes shown in Fig. 8-28(j-2)(j-4)(j-6) are switched and displayed multiple times, a character scene displaying a first character is displayed, a special dialogue subtitle scene is displayed, and then a character scene displaying a second character different from the first character is displayed. Specifically, after displaying the special dialogue subtitle (Fig. 8-28(j-2)) in the special dialogue subtitle scene, character jam (Fig. 8-28(j-3)) is displayed in the character scene, and then the special dialogue subtitle (Fig. 8-28(j-4)) is displayed again in the special dialogue subtitle scene, and then character Nana (Fig. 8-28(j-5)) is displayed in the character scene. And in the last character scene, three characters, Character Mumu, Character Jam, and Character Nana (Fig. 8-28(j-7)) are displayed. With this configuration, by changing the characters and dialogue subtitles for each scene, the characters and dialogue subtitles can be emphasized, and the player can enjoy both the characters and the dialogue subtitles, which increases the interest.
[0388] Fig. 8-29 is an explanatory diagram showing a display example of characters and dialogue subtitles in the fourth display pattern. (k-1) to (k-7) in Fig. 8-29 are displayed at timings corresponding to (c-4) to (c-10) in Figs. 8-11 to 8-12, for example.
[0389] In the fourth display pattern (also called the special pattern) of characters and dialogue subtitles of this feature part 002IW, when the character scenes shown in Figures 8-29(k-1)(k-3)(k-5)(k-7) and the special dialogue subtitle scenes shown in Figures 8-29(k-2)(k-4)(k-6) are switched multiple times, after a character scene displaying one character is displayed, a special dialogue subtitle scene displaying a special dialogue subtitle different from the first display pattern (also called the basic pattern) is displayed. Specifically, in the first display pattern (basic pattern) shown in Fig. 8-26(c-5)-(c-10), the character scene in Fig. 8-26(c-8) is followed by the special subtitle "It's me" in Fig. 8-26(c-9), whereas in the fourth display pattern (special pattern) shown in Fig. 8-29(k-1)-(k-7), the character scene in Fig. 8-29(k-5) is followed by the special subtitle "It's me" in Fig. 8-29(k-6). In this example, the fourth display pattern (special pattern) has a higher chance of winning than the first display pattern (basic pattern) (see Fig. 8-5). This configuration allows the player to pay attention to the character's lines until the end.
[0390] In the fourth display pattern (special pattern) shown in Fig. 8-29, in the character scene after the special dialogue subtitle scene shown in Fig. 8-29 (k-6), a character X (fourth character X image 002IWC04) different from character Nana displayed in the character scenes up to that point is displayed. With this configuration, it is easy to recognize that it is different from the first display pattern (basic pattern).
[0391] Although Figures 8-26 to 8-29 show an example of alternating display of special dialogue subtitle scenes and character scenes, the display is not limited to this configuration, and may be, for example, a display pattern of first special dialogue subtitle scene → second special dialogue subtitle scene → character scene → third special dialogue subtitle scene, or a display pattern of first special dialogue subtitle scene → second special dialogue subtitle scene → first character scene → second character scene → third special dialogue subtitle scene.
[0392] (First SP reach performance (first performance pattern) [variation example]) Next, a modified example of the first SP reach effect that is developed from the SP reach front stage effect and executed will be described. Figure 8-30 is an explanatory diagram showing a specific example of the first SP reach effect (first performance pattern) that is developed from the SP reach front stage effect and executed.
[0393] Among (l-1) to (l-18) shown in Fig. 8-30, (l-1) to (l-4) and (l-9) to (l-18) correspond to (a-21) to (b-1) and (b-4) to (b-10) shown in Fig. 8-13, and the performance control is common. In the modified example shown in Fig. 8-30, the performance control of (l-5) to (l-8) is performed instead of (b-2) to (b-3) shown in Fig. 8-13. The following mainly describes the differences.
[0394] In the modified example shown in Figure 8-30, when the first part of the first SP reach performance (first performance pattern) begins, as shown in Figure 8-30 (i-4), a second character Mumu image 002IWC02 corresponding to the character Mumu is displayed on the left side of the display area of the image display device 5, a second enemy character Boingo image 002IWC12 corresponding to the enemy character Boingo is displayed on the right side of the display area, and the letters "BATTLE" and "VS" are displayed in the center of the display area.
[0395] Next, as shown in Fig. 8-30(i-5), the image display device 5 displays the flying character by itself, and displays the normal dialogue subtitle image 002IWG02 "Damn Boingo" corresponding to the lines spoken by the character in a superimposed manner. At this time, the character voice "Damn Boingo" corresponding to the lines spoken by the character is output from the speakers 8L and 8R.
[0396] Next, as shown in Fig. 8-30(i-6), the enemy character Boingo is displayed alone on the image display device 5, and the normal dialogue subtitle image 002IWG02 "Jam got what he got" corresponding to the line uttered by the character Mumu is superimposed on it. At this time, the character voice "Jam got what he got" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0397] Next, as shown in Fig. 8-30(i-7), the image display device 5 displays a close-up of the enemy character Boingo's arm and the character Mumu's arm, and displays a superimposed normal dialogue subtitle image 002IWG02 "Absolutely" corresponding to the line uttered by the character Mumu. At this time, the character voice "Absolutely" corresponding to the line uttered by the character Mumu is output from the speakers 8L and 8R.
[0398] Next, as shown in Fig. 8-30(i-8), the image display device 5 displays the character Mumu facing the enemy character Boingo, and displays a normal dialogue subtitle image 002IWG02 "I won't forgive you" corresponding to the lines uttered by the character Mumu superimposed on it, and displays a normal dialogue subtitle image 002IWG02 "Hmph" corresponding to the lines uttered by the enemy character Boingo at the bottom of the display area. At this time, the character voice "I won't forgive you" corresponding to the lines uttered by the character Mumu is output as a sound from the speakers 8L and 8R.
[0399] In the modified example shown in FIG. 8-30, normal dialogue subtitles consisting of letters of a predetermined size are displayed in the first part of the first SP reach performance, and special dialogue subtitles consisting of letters larger than the predetermined size are displayed in the second part. And, special dialogue subtitles are not displayed in the first part. Specifically, normal dialogue subtitle image 002IWG02 "Damn Boingo", "What happened to Jam", "I will never forgive you", is displayed in the first part shown in FIG. 8-30(l-4)-(l-10), and special dialogue subtitle image 002IWG03 "Take my fist", "See", is displayed in the second part shown in FIG. 8-30(l-11)-(l-16). And, special dialogue subtitle image 002IWG03 is not displayed in the first part shown in FIG. 8-30(l-4)-(l-10). With this configuration, in the first part, normal dialogue subtitles are used to liven up the story development, and in the subsequent second part, special dialogue subtitles that are not used in the first part (and all parts of the SP reach pre-stage performance) and that are made up of characters larger than a predetermined size are displayed, followed by an action promotion performance, thereby further livening up the performance.
[0400] In this example, the stick controller 31A and the push button 31B are provided as motion detection means for detecting the motion of the player, and the device is configured to encourage the player to press the push button 31B as a motion promotion effect. However, instead of the stick controller 31A and the push button 31B, or together with the stick controller 31A and the push button 31B, a sensor for detecting the motion of the player may be provided. For example, a configuration for directly detecting the motion of the player may be provided, such as a jog dial that can be rotated, or a touch panel that can be touched or pressed, or a configuration for indirectly (remotely) detecting the motion of the player may be provided, such as an infrared sensor, an ultrasonic sensor, a CCD sensor, or a CMOS sensor. An arbitrary motion may be detected by analyzing the results of photographing a subject such as the player's hand using a specified camera (video motion capture). In other words, any configuration that can detect the motion of an arbitrary object mechanically, electrically, or electromagnetically may be provided. In addition, the device may encourage the player to perform a motion that can be detected by the motion detection means as a motion promotion effect.
[0401] As described above, the present characteristic part 002IW discloses the configurations of the gaming machine shown in (Means 1) to (Means 20) below.
[0402] (Means 1) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and includes a performance execution means (for example, a portion where the performance control CPU 120 executes step 002IWS808), and the performance execution means can execute a specific performance (for example, an SP reach performance) that suggests that the game will be controlled to an advantageous state, and the specific performance includes a first specific performance (for example, an SP reach pre-stage performance) and a second specific performance (for example, a first SP reach performance or a second SP reach performance) that is more likely to be controlled to an advantageous state than the first specific performance, and the first specific performance is configured to include a first part and a second part (for example, the first part shown in Figs. 8-6(a-1) to (a-4) and the second part shown in Figs. 8-6(a-5) to (a-6)), and the second specific performance is configured to include the first part and the second part. and a part of the first SP reach performance shown in Fig. 8-9(b-1)-(b-4) or Fig. 8-30(l-4)-(l-10), and a part of the first SP reach performance shown in Fig. 8-9(b-5)-(b-8) or Fig. 8-30(l-11)-(l-16). Or a part of the second SP reach performance shown in Fig. 8-11(c-1)-(c-4), and a part of the second SP reach performance shown in Fig. 8-11-Fig. 8-12(c-5)-(c-9). In the first part of the first specific performance and the first part of the second specific performance, a dialogue subtitle consisting of letters of a predetermined size can be displayed (for example, in the first part of the SP reach pre-performance, a normal dialogue subtitle image 002IWG02 "Now It is possible to display "I'll fight!", "Take my attack!", "Here we go!", and "Not bad!", and in the first part of the first SP reach performance, it is possible to display special dialogue subtitle image 002IWG03 "Damn Boingo", "I won't forgive you" as shown in Figures 8-9 (b-2) to (b-3) or normal dialogue subtitle image 002IWG02 "Damn Boingo", "What happened to Jam", "Absolutely", "I won't forgive you" as shown in Figures 8-30 (l-5) to (l-8).Alternatively, in the first part of the second SP reach performance, a normal dialogue subtitle image 002IWG02 "Take that!", "Not bad!", or "This is the last time!" shown in Fig. 8-11 (c-2) to (c-4) can be displayed), and in the second part of the second specific performance, a special dialogue subtitle consisting of letters larger than a predetermined size is displayed, and then an action promotion performance is executed to encourage the player to take an action (for example, in the second part of the first SP reach performance, a special dialogue subtitle image 002IWG03 "Take my fist!", "See!" shown in Fig. 8-9 (b-5) to (b-8) or Fig. 8-30 (l-11) to (l-16) can be displayed, and an action promotion performance shown in Fig. 8-10 (b-10) or Fig. 8-30 (l-18) can be executed). Or, in the second part of the second SP reach performance, the special dialogue subtitle image 002IWG03 "I am the strongest in this world" shown in Fig. 8-11 to Fig. 8-12 (c-5) to (c-9) is displayed, and the action promotion performance shown in Fig. 8-10 (c-12) is executed.), in the second part of the first specific performance, the special dialogue subtitle is not displayed, but the dialogue subtitle is displayed, and then the action promotion performance is executed (for example, in the second part of the SP reach front performance shown in Fig. 8-6 (a-5) to (a-6), the special dialogue subtitle image 002IWG03 is not displayed, but the normal dialogue subtitle image 002IWG02 "I'll decide next time!" "Jam laser!" is displayed, and the action promotion performance shown in Fig. 8-6 (a-7) is executed). With such a configuration, in both the first and second specific performances, the first part uses dialogue subtitles of a predetermined size to liven up the story, and then in the second part, particularly the second part of the second specific performance, special dialogue subtitles not used in the first specific performance and consisting of characters larger than the predetermined size are displayed before an action prompting performance is executed, thereby further livening up the performance.
[0403] (Means 2) Means 1 is provided with a motion detection means (e.g., push button 31B) capable of detecting the motion of the player, and the motion promotion effect is an effect that displays a motion promotion image (e.g., push button image 002IWG01) that prompts the motion detection means to perform a motion, and the period during which the special dialogue subtitles are displayed is longer than the period during which the motion promotion image is displayed (see FIG. 8-17). If the period during which the motion promotion image is displayed is long, there is a risk that the player will feel annoyed, but with this configuration, the annoyance can be reduced by making the period during which the special dialogue subtitles are displayed longer than the period during which the motion promotion image is displayed.
[0404] (Means 3) In the means 1 or 2, the second specific performance has a first performance mode (for example, a first performance pattern of the first SP reach performance), a second performance mode (for example, a first performance pattern of the second SP reach performance), and a third performance mode (for example, a second performance pattern of the first SP reach performance), and the first performance mode and the second performance mode of the second specific performance use a first character (for example, Character Mumu), and the third performance mode of the second specific performance uses a second character (for example, Character Jam), and the first performance mode, the second performance mode, and the third performance mode of the second specific performance have different contents of the special dialogue subtitles (for example, even if the same Character Mumu is used as shown in FIG. 8-18, the contents of the dialogue and the display mode are different. Also, compared to the case where a character jam different from Character Mumu is used as shown in FIG. 8-14, the contents of the dialogue and the display mode are different). According to such a configuration, different special dialogue subtitles are displayed according to the performance mode, so that the interest of the second specific performance can be improved.
[0405] (Means 4) In any of means 1 to 3, the predetermined dialogue subtitles are displayed in a non-stereoscopic manner, and the special dialogue subtitles are displayed in a stereoscopic manner (for example, as shown in FIG. 8-19, the normal dialogue subtitles are displayed in a manner in which the characters have no thickness and are viewed two-dimensionally, and the special dialogue subtitles are displayed in a manner in which the characters have thickness and are viewed three-dimensionally). With such a configuration, the special dialogue subtitles can be displayed with emphasis.
[0406] (Means 5) In any of means 1 to 4, after the action promotion performance is executed, if it is notified that the game will be controlled to an advantageous state, a special dialogue subtitle is displayed, and if it is notified that the game will not be controlled to an advantageous state, the special dialogue subtitle is not displayed (for example, as shown in FIG. 8-20, if a jackpot is hit, a special dialogue subtitle is displayed (b-11a), and if a loss occurs, a normal dialogue subtitle is displayed (b-14). Also, for example, if a jackpot is hit, a voice uttering "Victory" is output in a character voice corresponding to the displayed character, and "Victory" is displayed in the special dialogue subtitle, and if a loss occurs, neither is done). With such a configuration, if the game is not controlled to an advantageous state, the dialogue subtitle is not emphasized, so that the player does not get a sense of expectation.
[0407] (Means 6) Any of means 1 to 5 includes a sound output means, which outputs the dialogue sound corresponding to the special dialogue subtitle at a volume louder than the sound effect being output when the special dialogue subtitle is displayed (for example, as shown in FIG. 8-21, the volume of the character voice corresponding to the special dialogue subtitle is always output at a volume equal to or higher than the volume of the music (BGM). Also, the volume of the character voice corresponding to the special dialogue subtitle is gradually increased as the action prompting effect approaches). With such a configuration, the volume of the dialogue sound increases as the action prompting effect approaches, thereby increasing the player's sense of anticipation.
[0408] (Means 7) It is possible to control to an advantageous state (for example, a jackpot game state) that is advantageous to the player, and is provided with an effect execution means (for example, a part where the effect control CPU 120 executes step 002IWS808), and the effect execution means is capable of executing a specific effect (for example, a first SP reach effect or a second SP reach effect) that suggests that it is controlled to an advantageous state, and the specific effect is configured to include a first part and a second part (for example, the first part of the first SP reach effect shown in Figs. 8-9(b-1) to (b-4) and Figs. 8-22(b-1) to (b-4a), and the second part of the first SP reach effect shown in Figs. 8-9(b-5) to (b-8) and Figs. 8-22(b-4b) to (b-8)), and in the first part of the specific effect, a special dialogue subtitle made up of characters of a first special size can be displayed (for example, For example, in the part shown in Figures 8-22(b-2) to (b-3), in the second part of the specific performance, in the first scene, a special dialogue subtitle consisting of letters of a second special size larger than the first special size is displayed, and in the second scene after the first scene, a special dialogue subtitle consisting of a third special size larger than the second special size is displayed, and then an action promotion performance is executed to encourage the player to take an action (for example, the special dialogue subtitle ``My'' shown in Figures 8-22(b-4b) to (b-5) has larger letters than the special dialogue subtitles ``Damn Boingo,'' ``What happened to Jam,'' ``Never,'' and ``I'll never forgive you'' shown in Figures 8-22(b-2) to (b-3), and the special dialogue subtitles ``Take that fist,'' ``See'' shown in Figures 8-22(b-6) to (b-8) have larger letters). According to such a configuration, the character size of the special dialogue subtitles is gradually increased as the action prompting effect approaches, thereby increasing the player's sense of anticipation before the action prompting effect occurs.
[0409] (Means 8) In means 7, the number of characters in the special dialogue subtitle displayed in the second part is smaller than the number of characters in the special dialogue subtitle displayed in the first part (for example, the number of characters in the special dialogue subtitle "Take my fist" and "See" shown in Figures 8-22(b-5) to (b-8) is smaller than the number of characters in the special dialogue subtitle "Damn Boingo," "What happened to Jam," "I'll never forgive you" shown in Figures 8-22(b-2) to (b-3)). With such a configuration, the number of characters can be reduced but the size per character can be increased, making the special dialogue subtitle more emphasized and livening up the performance before the action promotion performance.
[0410] (Means 9) In means 7 or 8, the special dialogue subtitle is displayed in a manner linked to the display of a specific effect when the first part is changed to the second part (for example, the special dialogue subtitle "My" shown in Fig. 8-13 (b-4b) to (b-5) is displayed in a manner moving to the upper left of the display area in a manner linked to the movement of the character's right hand). With such a configuration, it is possible to clearly convey that the first part is changed to the second part, and to draw attention to the movement of the special dialogue subtitle.
[0411] (Means 10) In any of means 7 to 9, the period from one special dialogue subtitle to the next special dialogue subtitle in the second part is shorter than the period from one special dialogue subtitle to the next special dialogue subtitle in the first part (for example, the dialogue subtitle switching period is 1000 ms to 4000 ms in the first part of the first SP reach performance, whereas the dialogue subtitle switching period is 250 ms to 1000 ms in the second part. See FIG. 8-23). With such a configuration, the special dialogue subtitle is displayed together with the character in the first part, while the special dialogue subtitle is displayed large in a short period of time in the second part, thereby making it possible to display the special dialogue subtitle with more impact.
[0412] (Means 11) In any of means 7 to 10, the special line subtitle displayed last in the second part includes a content related to the action-promoting performance (for example, as shown in Fig. 8-13(b-5) to (b-10), a special line subtitle with the content "take my fist" and "see" is displayed, evoking the pressing operation of push button 31B). With such a configuration, by making the special line subtitle displayed last include a content related to the action-promoting performance, it is possible to liven up the action-promoting performance that is performed thereafter.
[0413] (Means 12) In any of means 7 to 11, in a specific performance, a predetermined line subtitle corresponding to the line of the first character and a special line subtitle corresponding to the line of the second character can be displayed simultaneously, and at least a part of the first character and the second character is displayed when the predetermined line subtitle and the special line subtitle are displayed simultaneously (for example, as shown in FIG. 8-9(b-3) and FIG. 8-19(b-3), when the normal line subtitle image 002IWG02 "Hmph" corresponding to the line of the enemy character Boingo and the special line subtitle image 002IWG03 "I won't forgive you" corresponding to the line of the character Mumu are displayed simultaneously, the enemy characters Boingo and Mumu are displayed so that at least a part of them are visible). With such a configuration, it is possible to clearly display which character's line subtitle is being displayed, and the player can understand the content of the performance by drawing attention to the character while the line subtitle is being displayed.
[0414] (Means 13) In any of means 7 to 12, the specific presentation can be performed by a first presentation pattern in which a special dialogue subtitle corresponding to the lines of a first character is displayed, a second presentation pattern in which a special dialogue subtitle corresponding to the lines of a second character is displayed, and a third presentation pattern in which a special dialogue subtitle corresponding to the lines of a third character is displayed, and the display mode of the special dialogue subtitle differs for each presentation pattern (for example, in a presentation pattern using character Mumu, the color of the dialogue subtitle is "red" and the size of the dialogue subtitle is "large", in a presentation pattern using character Jam, the color of the dialogue subtitle is "green" and the size of the dialogue subtitle is "medium", and in a presentation pattern using character Nana, the color of the dialogue subtitle is "blue" and the size of the dialogue subtitle is "small". See FIG. 8-24). With such a configuration, it is possible to increase the presentation patterns and to draw attention to the display mode of the special dialogue subtitle.
[0415] (Means 14) In any of means 7 to 13, the performance execution means can execute a re-draw performance using special dialogue subtitles corresponding to the lines of the character, and the display period of the special dialogue subtitles displayed in the specific performance is longer than the display period of the special dialogue subtitles displayed in the re-draw performance (for example, the display period of the special dialogue subtitles displayed in the re-draw performance is 1000 ms to 3000 ms, while the display period of the special dialogue subtitles displayed in the first SP reach performance is 1200 ms to 5000 ms. See Figures 8-23 and 8-25). With such a configuration, it is possible to use emphasized special dialogue subtitles for a short period in the re-draw performance.
[0416] (Means 15) In any of means 7 to 13, a predetermined line subtitle corresponding to a line spoken by a character in the part immediately before the first part is displayed, and then a background display is temporarily covered and displayed, and a special line subtitle corresponding to the character's inner voice is displayed in the first part (for example, as shown in Fig. 8-13(a-22) to (a-23), a normal line subtitle corresponding to the line spoken by the character Mumu, "I'm your opponent," is displayed, and then a special line subtitle corresponding to the character Mumu's inner voice, "Damn Boingo," "What happened to Jam," "Never," "I won't forgive you," etc., is displayed, as shown in Fig. 8-13(b-1) to (b-8). With such a configuration, it is possible to easily understand that the line is spoken by the character by displaying the predetermined line subtitle, and it is possible to seamlessly switch from the predetermined line subtitle to the special line subtitle by temporarily covering the background display.
[0417] (Means 16) A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, and includes an effect execution means (e.g., a portion in which the effect control CPU 120 executes step 002IWS808), and the effect execution means is capable of executing a specific effect (e.g., a first SP reach effect or a second SP reach effect) that suggests that the game is controlled to an advantageous state, and the specific effect is configured to include a first part and a second part (e.g., the first part of the second SP reach effect shown in Figs. 8-11(c-1) to (c-4) and the second part of the second SP reach effect shown in Figs. 8-11(c-5) to 8-12(c-9)), and a dialogue subtitle consisting of letters of a predetermined size can be displayed in the first part of the specific effect (e.g., the normal dialogue subtitle image 002IWG02 "Take that!" "Not bad!" shown in Figs. 8-11(c-2) to (c-4) can be displayed in the first part of the second SP reach effect). "Isn't it?" or "This is the last one"), and in the second part of the second specific performance, a special dialogue subtitle consisting of letters larger than a predetermined size is displayed, and then an action promotion performance is executed to promote an action to the player (for example, in the second part of the second SP reach performance, after displaying the special dialogue subtitle image 002IWG03 "I am the strongest in this world" as shown in FIG. 8-11(c-5) to FIG. 8-12(c-9), the action promotion performance shown in FIG. 8-12(c-12) is executed), and the specific performance is configured to switch to the second part after the first part ends, and a character uttering a line corresponding to the special dialogue subtitle is displayed in the last scene of the first part (for example, in the last scene of the first part shown in FIG. 8-11(c-4), a character uttering a line corresponding to the special dialogue subtitle image 002IWG03 displayed in the second part is displayed). With such a configuration, by displaying a character corresponding to the lines of the special dialogue subtitles in the second part in the final scene of the first part, it is possible for the player to easily understand that the special dialogue subtitles correspond to the lines of that character, thereby making the performance leading up to the action promotion performance more exciting.
[0418] (Means 17) In the means 16, in the second part, a character scene in which a character is displayed but a special line subtitle is not displayed and a special line subtitle scene in which a special line subtitle is displayed but a character is not displayed are switched multiple times, and then a motion prompting performance is executed (for example, as shown in Fig. 8-26 (c-5) to (c-10), the character scene and the special line subtitle scene are switched multiple times). With such a configuration, it is possible to draw attention to the special line subtitle and the character, respectively.
[0419] (Means 18) In the means 17, when the character scene and the special line subtitle scene are switched and displayed multiple times, an image imitating the motion detection means is displayed in each scene (for example, as shown in Fig. 8-27(i-2) to (i-7), when the character scene and the special line subtitle scene are switched and displayed multiple times, a push button image 002IWG01 is displayed in each scene). With such a configuration, it is possible to make the performance up to the motion promotion performance more exciting.
[0420] (Means 19) In the means 17, when the character scene and the special dialogue subtitle scene are switched and displayed multiple times in the second part, the performance can be performed by a display pattern in which a character scene displaying a first character is displayed, a special dialogue subtitle scene is displayed, and then a character scene displaying a second character different from the first character is displayed (for example, after displaying the special dialogue subtitle (Fig. 8-28(j-2)), character jam (Fig. 8-28(j-3)) is displayed, and then special dialogue subtitle (Fig. 8-28(j-4)) is displayed again, and then character Nana (Fig. 8-28(j-5)) is displayed. And in the last character scene, three people, character mumu, character jam, and character Nana (Fig. 8-28(j-7)) are displayed). According to such a configuration, by changing the character and the dialogue subtitle for each scene, the character and the dialogue subtitle can be emphasized, and the player can enjoy both the character and the dialogue subtitle, which can improve the interest.
[0421] (Means 20) In the means 17, when switching between character scenes and special line subtitle scenes multiple times in the second part, it is possible to perform the performance by a display pattern that displays a character scene displaying one character and then a special line subtitle scene displaying any one of the multiple special line subtitles (for example, in the first display pattern (basic pattern) shown in Fig. 8-26(c-5) to (c-10), the special line subtitle "It's me" in Fig. 8-26(c-9) is displayed after the character scene in Fig. 8-26(c-8), and in the fourth display pattern (special pattern) shown in Fig. 8-29(k-1) to (k-7), the special line subtitle "It's me" in Fig. 8-29(k-6) is displayed after the character scene in Fig. 8-29(k-5). With such a configuration, it is possible to draw attention to the character's lines until the end. [Explanation of symbols]
[0422] 1 … Pachinko machines 2 … Game board 3. Gaming machine frames 4A, 4B ... Special pattern display device 5. Image display device 6A … Winning ball device 6B … Variable winning ball device 7 … Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 10 … General prize entry 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 … Normal pattern display 21 … Gate switch 22A, 22B ... Start switch 23 … Count switch 30 ... Ball-hitting handle 31A … Stick controller 31B ... Push button 32 … Movable body 100 ... Game control microcomputer 101, 121... ROM 102, 122...RAM 103...CPU 104, 124 … Random number circuit 105, 125 … I / O 120 ... Performance control CPU 123 ... Display control unit
Claims
[Claim 1] It is possible to control the game to an advantageous state that is advantageous to the player, Equipped with a performance execution means, the effect execution means is capable of executing a specific effect that suggests that the game is controlled to the advantageous state, is configured to include characters of a special size, and is capable of displaying a special dialogue subtitle that is a predetermined series of dialogue subtitles; The specific performance includes a first part and a second part, In the first part of the specific performance, a small dialogue subtitle including characters of a predetermined size smaller than the special size can be displayed; The special sizes include a first special size and a second special size larger than the first special size, In the second part of the specific performance, a part of the special dialogue subtitle including characters of the first special size is displayed, and in a subsequent scene, another part of the special dialogue subtitle including characters of the second special size is displayed, and then an action promotion performance for promoting an action to a player is executed; The character of the second special size can be displayed after the character of the first special size is hidden. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2020089484A
Game machine
JP2020137666A
Game machine
JP2021192763A
Game machine
JP2022006445A