Gaming Machines
Patent Information
- Application Number
- JP2022146289
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-14
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2042-09-14
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。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, such as a pachinko machine or a slot 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 a gaming ball, which is a gaming medium, into a gaming area, and when the gaming ball enters 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 area capable of variably displaying (also called "variable") identification information, and when the display result of the variable display of the identification information in the variable display area 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 to give a predetermined gaming value to the player.
[0003] Also, after a predetermined number of bets on predetermined gaming media is set for one game, the player operates a start lever to start the variable display of identifying information in the variable display areas, and the player operates a stop button provided corresponding to each variable display area to stop the variable display of identifying information within a predetermined maximum delay time from the timing of the operation, a prize is won according to the display result derived when the variable display of all the variable display areas is stopped, predetermined gaming media are paid out in accordance with the prize, and when a specific prize is won, the game state is changed to a state in which a predetermined gaming value is given to the player (so-called slot machine).
[0004] In addition, the gaming value refers to the payout of prize balls, the state of the variable winning ball device installed in the gaming area of the gaming machine becoming advantageous for the player so that the ball is more likely to win, the generation of rights that lead to advantageous conditions for the player, and the state in which the conditions for the payout of prize balls are more likely to be met.
[0005] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of the variable display of the performance pattern (identification information) that is started in the variable display area based on the entry of a game ball into the start winning hole. The derived display means that the 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 the game moves to a big prize game state in which the ball is likely to win. Then, during each opening period, if a predetermined number (for example, 10) of big prize winning holes are won, 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, the game in a round may be called a round game.
[0006] In addition, in the variable display area, 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) stops, sways, expands and contracts, or changes shape while matching a specific display result for a predetermined time, 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). The reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. If the display result of the pattern variably displayed in the variable display area is not a specific display result, it is a "miss" and the variable display state ends. The player plays the game while enjoying how to generate a big win.
[0007] There is also a gaming machine that notifies a vibration error in a specific area of a display area when a vibration sensor detects vibration (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0008] [Patent Document 1] JP 2017-56061 A Summary of the Invention [Problem to be solved by the invention]
[0009] However, in the gaming machine described above, since vibration errors cause a decrease in interest in the game, it was necessary to consider a method of notification that would prevent a decrease in interest in the game.
[0010] Therefore, an object of the present invention is to provide a gaming machine that can prevent a decline in interest in gaming. [Means for solving the problem]
[0011] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A detection means (e.g., a vibration sensor) for detecting vibration; A performance execution means capable of executing a performance (in this example, a part that executes step S76 in the performance control CPU 120), The means of performance execution are: It is possible to execute a predetermined effect (e.g., a super reach effect) that suggests that the game will be controlled to an advantageous state, an operation prompt effect (e.g., a motion prompt effect) that prompts the player to operate the operation means during the predetermined effect, and a warning (e.g., a warning effect) that alerts the player to caution when vibration is detected by the detection means (see Figs. 8-41 and 8-42). As an operation prompting effect during execution of a predetermined effect, a first operation prompting effect using a first operation prompting image or a second operation prompting effect using a second operation prompting image can be executed; As the warning notification, a first warning notification (e.g., a first warning notification performance (see FIG. 8-41)) and a second warning notification (e.g., a second warning notification performance (see FIG. 8-42)) can be executed, The first warning is, Prescribed A first warning image (e.g., a first warning image) including characters and letters is displayed, and ends after a certain period of time (e.g., 5 seconds) has elapsed since the start of the display of the first warning image (see FIG. 8-41). The second warning is a performance in which a second warning image including text (e.g., a second warning image) is displayed and a warning sound is output, and the second warning is terminated by accepting a predetermined operation (e.g., turning off the power switch) while the second warning image is displayed (see FIG. 8-42). The first operation prompting image is an image including an operation means image that imitates an operation means, The second operation prompting image is an image in which a specific character different from the predetermined character is displayed in a portion of the operation means in the operation means image, When the second operation prompting effect is executed during the execution of the predetermined effect, the rate of being controlled to an advantageous state is higher than when the first operation prompting effect is executed during the execution of the predetermined effect, The means of performance execution are: Second If vibration is detected during the execution of the operation prompting performance, the first warning can be executed. Second If vibration is detected at a time other than when the operation prompt is being performed, a second warning can be issued. It is characterized by: According to such a configuration, it is possible to prevent a decrease in interest in playing a game. For example, if the second warning is issued during the operation prompting performance, the warning will continue until the predetermined operation is accepted, which may cause a decrease in interest in playing a game. However, by issuing the first warning when vibration is detected during the execution of the operation prompting performance, such a problem can be prevented.
[0012] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0013] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5]13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Figure 8-2] An explanatory diagram showing a specific example of a fluctuation pattern table in this embodiment. [Figure 8-3] 13 is a flowchart showing a variable display start setting process. [Figure 8-4] An explanatory diagram showing a step-up type determination lottery table, a motion promotion effect type determination lottery table, and an effect pattern determination lottery table. [Figure 8-5] 13 is a flowchart showing a variable display performance process. [Figure 8-6] FIG. 13 is an explanatory diagram showing an example of the display on an image display device before a reach occurs in a fluctuation accompanied by a reach effect in a normal state. [Figure 8-7] FIG. 13 is an explanatory diagram showing an example of the display on an image display device before a reach occurs in a fluctuation accompanied by a reach effect in a normal state. [Figure 8-8] FIG. 13 is an explanatory diagram showing an example of the display on an image display device before a reach occurs in a fluctuation accompanied by a reach effect in a normal state. [Figure 8-9] FIG. 13 is an explanatory diagram showing an example of the display on an image display device before a reach occurs in a fluctuation accompanied by a reach effect in a normal state. [Figure 8-10] FIG. 13 is an explanatory diagram showing an example of the display on an image display device before a reach occurs in a fluctuation accompanied by a reach effect in a normal state. [Figure 8-11] FIG. 11 is an explanatory diagram showing a display example of an image display device when a step-up effect is performed. [Figure 8-12] FIG. 11 is an explanatory diagram showing a display example of an image display device when a step-up effect is performed. [Figure 8-13] FIG. 11 is an explanatory diagram showing a display example of an image display device when a step-up effect is performed. [Figure 8-14]FIG. 11 is an explanatory diagram showing a display example of an image display device when a step-up effect is performed. [Figure 8-15] An explanatory diagram showing an example of the display on an image display device when performing Super Reach A in normal conditions. [Figure 8-16] An explanatory diagram showing an example of the display on an image display device when performing Super Reach A in normal conditions. [Figure 8-17] An explanatory diagram showing an example of the display on an image display device when performing Super Reach A in normal conditions. [Figure 8-18] An explanatory diagram showing an example of the display on an image display device when performing Super Reach A in normal conditions. [Figure 8-19] An explanatory diagram showing an example of the display on an image display device when performing Super Reach A in normal conditions. [Figure 8-20] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-21] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-22] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-23] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-24] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-25] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-26] An explanatory diagram showing an example of the display on an image display device when performing Super Reach B in normal conditions. [Figure 8-27] FIG. 11 is an explanatory diagram showing a display example of an image display device when performing a cut-in effect. [Figure 8-28] 11 is an explanatory diagram showing the sizes of a push button, a display range of a button image, and a display range of a Boingo button image. FIG. [Figure 8-29] An explanatory diagram showing the execution periods of the first movement promotion performance, the first movement promotion performance, the first movement promotion performance, the second movement promotion performance, and the second movement promotion performance. [Figure 8-30] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-31] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-32] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-33] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-34] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-35] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-36] FIG. 13 is an explanatory diagram showing an example of the display of an image display device during a time-saving state change presentation. [Figure 8-37] An explanatory diagram showing the execution periods of the first movement promotion performance, the first movement promotion performance, the first movement promotion performance, the second movement promotion performance, and the second movement promotion performance. [Figure 8-38] An explanatory diagram showing a specific example of a second action promotion representation in variant example 1. [Figure 8-39] An explanatory diagram showing a specific example of a second action promotion representation in variant example 1. [Figure 8-40] This is an explanatory diagram showing the execution periods of the first action promotion performance, the first action promotion performance, the first action promotion performance, the second action promotion performance, and the performance after the condition is met in variant example 1. [Figure 8-41] FIG. 11 is an explanatory diagram showing a display example of an image display device when executing the first warning notification performance in Modification Example 2. [Figure 8-42] FIG. 11 is an explanatory diagram showing a display example of an image display device when executing a second warning notification performance in Modification Example 2. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] (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.
[0015] (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.
[0016] 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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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).
[0038] 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.
[0039] 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.
[0040] 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).
[0041] 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).
[0042] 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.
[0043] (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).
[0044] 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).
[0045] 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.
[0046] 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.
[0047] 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).
[0048] 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".
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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".
[0054] 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.
[0055] 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.
[0056] In the probability variable state (probability variable state), in addition to the 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 the special symbols is improved and it is easier to get a "jackpot".
[0057] 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.).
[0058] 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).
[0059] 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.
[0060] 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.
[0061] 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.
[0062] (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.
[0063] 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).
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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".
[0069] 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").
[0070] 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.
[0071] 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.
[0072] 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.
[0073] 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).
[0074] (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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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).
[0079] 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).
[0080] 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.
[0081] 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.
[0082] 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.
[0083] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances 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.
[0084] 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.
[0085] 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.
[0086] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0092] 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).
[0093] 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).
[0094] Sub-substrates, such as the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11, are also called sub-substrates. 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.
[0095] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0096] (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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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).
[0107] 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).
[0108] 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.
[0109] 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.
[0110] 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).
[0111] 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.
[0112] 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.
[0113] 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").
[0114] 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.
[0115] 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.
[0116] 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.
[0117] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes 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.
[0118] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] (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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] (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.
[0143] 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.
[0144] 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).
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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%".
[0149] (Explanation of feature part 003IW) Next, an embodiment of the characteristic part 003IW will be described.
[0150] (Configuration of Pachinko Machine 1, etc.) Fig. 8-1 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.
[0151] 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 in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (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.
[0152] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". In addition, there may be only one type of special pattern display device that variably displays the special pattern.
[0153] 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.
[0154] 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 pattern 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.
[0155] 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.
[0156] 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.
[0157] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0158] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0159] 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.
[0160] 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 the solenoid 81. The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable pieces, and when the solenoid 81 is in an off state, the movable pieces are in a vertical position, so that the tip of the movable pieces 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 pieces 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 be changed between a closed state and an open state, and is not limited to one equipped with an electric tulip-type device.
[0161] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. 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.
[0162] A special variable winning ball device 7 having a large winning opening is provided between 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, and forms the large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0163] 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.
[0164] 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.
[0165] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0166] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from 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 variable display of normal symbols is also called a normal symbol game.
[0167] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0168] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 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.
[0169] 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 numerous 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.
[0170] Speakers 8L, 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. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2. Places that emit light under the control of the CPU, such as the main lamp 9a and the frame lamps, are collectively referred to as decorative light-emitting bodies.
[0171] A movable body 32 (described later) that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0172] 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.
[0173] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming 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. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0174] 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 the controller sensor unit 35A.
[0175] 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.
[0176] 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.
[0177] (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 during which 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).
[0178] 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 the 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).
[0179] 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.
[0180] 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.
[0181] Furthermore, 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 jackpot game state described below (if a start winning occurs but the special game based on the 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).
[0182] In the special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the jackpot type described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol different from the jackpot symbol (a losing symbol, for example, "-") is displayed as a stopped symbol, it is a "loss". Note that the "loss" in this pachinko game machine 1 includes a "loss with time reduction" that is controlled to a high base state (time reduction state) from the next variable display without going through a jackpot game.
[0183] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0184] 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 repeatedly executed until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0185] 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.
[0186] 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.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.
[0187] 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.
[0188] 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.
[0189] In the probability variable state (probability variable state), in addition to the 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 the special symbols is improved and it is easier to get a "jackpot".
[0190] 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.).
[0191] 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).
[0192] 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.
[0193] 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.
[0194] (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 performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0195] 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).
[0196] 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.
[0197] In addition, when the reach state is reached during the variable display of the decorative symbols, the 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 an SP reach, which has a higher probability of a big win than a normal reach.
[0198] 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.
[0199] 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.
[0200] 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").
[0201] 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.
[0202] 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.
[0203] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0204] 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).
[0205] In this embodiment, the probability that the display result of the special game will be a "jackpot" is 1 / 319, and the probability that it will be a "miss" is 318 / 319.
[0206] In this embodiment, the color of the background image displayed on the image display device 5 is different between the time-saving state and the probability variable state (for example, the time-saving state is blue, and the probability variable state is red). In addition, while the remaining number of fluctuations controlled by the time-saving state (for example, "99 times remaining") is displayed in the time-saving state, the remaining number of fluctuations is not displayed in the probability variable state.
[0207] (Fluctuation pattern table) In this embodiment, the variation pattern shown in Fig. 8-2 is provided. As shown in Fig. 8-2, as variation patterns when the variable display result is a miss, there are a variation pattern PA1-1 in which the performance content is a non-reach miss (normal variation miss) and the variation time is 5 seconds, a variation pattern PA1-2 in which the performance content is a non-reach miss (normal variation miss) and the variation time is short at 1.5 seconds, a variation pattern PA1-3 in which the performance content is a normal reach miss and the variation time is 30 seconds, and a variation pattern PA2-1 in which the performance content is a special performance miss. The variation time of the variation pattern PA2-1 is 90 seconds.
[0208] In addition, as shown in FIG. 8-2, as a variation pattern when the variable display result is a jackpot, there are a variation pattern PA3-1 in which the performance content is a normal reach jackpot and the variation time is 30 seconds, and a variation pattern PA4-1 in which the performance content is a special performance jackpot. The variation time of the variation pattern PA4-1 is 90 seconds.
[0209] "Special effects" is a concept that includes cut-in effects, super reach effects, and conversation announcement effects. In a change involving special effects, effects are selected from among effects patterns 1 to 13, and effects are performed according to the controlled game state and the selected effect pattern. The contents of the effects in each effect pattern are explained below.
[0210] First, a case where the control is in the normal state will be described. When performance pattern 1 is selected, a predetermined performance (which may develop into a super reach performance but not perform a motion promotion performance, or which may not develop into a super reach performance) is performed. When performance pattern 2 is selected, a super reach A is performed after a commentator cut-in performance (a cut-in performance in which a character named "commentator" cuts in). When performance pattern 3 is selected, a super reach A is performed after a bakuchu cut-in performance (a cut-in performance in which a character named "bakuchu" cuts in). When performance pattern 4 is selected, a super reach B is performed after a commentator cut-in performance. When performance pattern 5 is selected, a super reach B is performed after a bakuchu cut-in performance. When performance pattern 6 is selected, a super reach A is performed after a conversation notice performance and a commentator cut-in performance. When performance pattern 7 is selected, a super reach A is performed after a conversation notice performance and a bakuchu cut-in performance. When performance pattern 8 is selected, a super reach B is performed after a conversation notice performance and a commentator cut-in performance. If performance pattern 9 is selected, Super Reach B will be performed after a conversation preview and a Bakuchu cut-in performance. If performance pattern 10 is selected, Super Reach A will be performed after a Boingo cut-in performance (a cut-in performance in which a character named "Boingo" cuts in). If performance pattern 11 is selected, Super Reach B will be performed after a Boingo cut-in performance. If performance pattern 12 is selected, Super Reach A will be performed after a conversation preview and a Boingo cut-in performance. If performance pattern 13 is selected, Super Reach B will be performed after a conversation preview and a Boingo cut-in performance.
[0211] Here, the characters appearing in the presentation of this embodiment are the commentator, Bakuchu, and Boingo, but there are also presentations featuring multiple characters including a main character who is the protagonist of the presentation theme in pachinko game machine 1, female character A with black hair tied on both sides, female character B with horns growing from her head, a male character carrying a backpack, and an enemy character who battles the main character.
[0212] Next, a case where the game is controlled in a high base state (time-saving state, probability-changing state) will be described. When the performance pattern 1 is selected, a predetermined performance (which may develop into a super reach performance but not perform a motion-promoting performance, or which may not develop into a super reach performance) is performed. When the performance pattern 2 is selected, the super reach performance C is performed after the commentator cut-in performance. When the performance pattern 3 is selected, the super reach performance C is performed after the bakuchu cut-in performance. When the performance pattern 4 is selected, the super reach performance D is performed after the commentator cut-in performance. When the performance pattern 5 is selected, the super reach performance D is performed after the bakuchu cut-in performance. When the performance pattern 6 is selected, the super reach performance C is performed after the conversation notice performance and the commentator cut-in performance. When the performance pattern 7 is selected, the super reach performance C is performed after the conversation notice performance and the bakuchu cut-in performance. When the performance pattern 8 is selected, the super reach performance D is performed after the conversation notice performance and the commentator cut-in performance. When the performance pattern 9 is selected, the super reach performance D is performed after the conversation notice performance and the bakuchu cut-in performance. When presentation pattern 10 is selected, a boingo cut-in effect is followed by a super reach presentation C. When presentation pattern 11 is selected, a boingo cut-in effect is followed by a super reach presentation D. When presentation pattern 12 is selected, a conversation preview effect and a boingo cut-in effect are followed by a super reach presentation C. When presentation pattern 13 is selected, a conversation preview effect and a boingo cut-in effect are followed by a super reach presentation D.
[0213] Super Reach A is a battle reach in which an ally character (main character) and an enemy character battle (see Figures 8-15 to 8-19). Super Reach B is a graduation live reach in which multiple characters, including female character A, perform a graduation live (see Figures 8-20 to 8-26). Super Reach performance C is a pattern teasing reach that teases whether or not decorative patterns will line up to form a pattern (see Figure 8-31). Super Reach performance D is a Pato Pato Push Chance reach in which the main character appears (see Figures 8-32 to 8-36).
[0214] As shown in the figure, in a variation in which the variable display result is a miss, if the base state is low and the number of reserved memories is less than 3, the variation pattern PA1-1 is selected 60% of the time, the variation pattern PA1-3 is selected 30%, and the variation pattern PA2-1 is selected 10% of the time. In a variation in which the variable display result is a miss, if the base state is low and the number of reserved memories is 3 or more, or if the base state is high, the variation pattern PA1-2 is selected 60% of the time, the variation pattern PA1-3 is selected 30%, and the variation pattern PA2-1 is selected 10% of the time.
[0215] Also, as shown in the figure, in the fluctuations in which the variable display result is a jackpot, the fluctuation pattern PA3-1 is selected at a rate of 20% and the fluctuation pattern PA4-1 is selected at a rate of 80%.
[0216] Any one of the fluctuation patterns shown in FIG. 8-2 is selected in the fluctuation pattern setting process (step S111) described above.
[0217] (Variable display start setting process) FIG. 8-3 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 reads out a variable pattern command from the variable pattern command storage area (step 003IWS801). 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 003IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 003IWS802). That is, the performance control CPU 120 executes the process of step 003IWS802, thereby realizing a display result determination means that determines the display result of the variable display of the identification information (stop pattern of the decorative pattern) according to the variable display pattern (variable pattern) determined by the variable display pattern determination means. If a pseudo consecutive win is specified by the variation pattern command, the performance control CPU 120 also determines a chance symbol (for example, a combination of symbols that are not a reach but are one symbol away from the jackpot symbol, such as "223" or "445") as a provisional stop symbol during the pseudo consecutive win in step 003IWS802. The performance control CPU 120 stores data indicating the stop symbol of the determined decorative symbol in the decorative symbol display result storage area. In step 003IWS802, the performance control CPU 120 may determine whether or not a jackpot has been reached based on the received variation pattern command, and may determine the stop symbol of the decorative symbol based only on the variation pattern command.
[0218] In step 003IWS802, if the received display result designation command indicates a "jackpot", the performance control CPU 120 determines a decorative pattern combination (a jackpot pattern) in which three identical symbols are aligned as the stopping symbols. If it is a "miss", the performance control CPU 120 determines a decorative pattern combination other than the above. However, if a reach performance is involved, a decorative pattern combination in which two symbols on the left and right are aligned is determined. The combination of three symbols derived and displayed on the image display device 5 is the decorative pattern "stopping pattern".
[0219] For example, the performance control CPU 120 extracts a random number for determining the stop symbols, and determines the stop symbols of the decorative symbols using a stop symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. That is, the stop symbols are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.
[0220] Regarding decorative patterns, stopping patterns that evoke a jackpot (a combination of patterns in which the left, center, and right are all the same) are called jackpot patterns. Stopping patterns that evoke a loss are called loss patterns.
[0221] Next, the performance control CPU 120 performs a preview performance setting process for setting the preview performance to be performed during the fluctuation (step 003IWS804).
[0222] The CPU 120 for controlling the performance performs, as a preview performance setting process, a step-up determination process for determining the type of step-up preview performance to be executed when a variation pattern involving a special performance is selected, a performance pattern determination process for determining the performance pattern when a variation pattern involving a special performance is selected, and an action promotion performance type determination process for determining the type of action promotion performance in a hit / miss notification performance (a performance that notifies the player of whether the variation is a hit or a miss) when a variation pattern involving a special performance is selected and a performance pattern including super reach B, D is determined.
[0223] The action promotion effect is an effect that encourages the player to operate the push button 31B. In this embodiment, a first action promotion effect and a second action promotion effect can be executed as the action promotion effect. The first action promotion effect is an effect that encourages the player to operate the push button 31B by displaying a button image that imitates the push button 31B. The second action promotion effect is an effect that encourages the player to operate the push button 31B by displaying a boingo button image in which a boingo is displayed in the portion of the push button 31B in the button image.
[0224] The first action promotion effect is an effect that can be performed during the execution of special effects (specifically, during cut-in effects (commentator cut-in effects, Bakuchu cut-in effects, Boingo cut-in effects), Super Reach effects (Super Reach A, Super Reach B), and conversation preview effects) and during win / loss notification effects in fluctuations accompanied by Super Reach B and D, while the second action promotion effect is an effect that is not performed during special effects, and can only be performed during the execution of win / loss notification effects in fluctuations accompanied by Super Reach B and D.
[0225] Specifically, in the step-up determination process, the type of step-up advance notice performance to be executed is determined using the step-up type determination lottery table shown in FIG. 8-4(A).
[0226] Fig. 8-4(A) is an explanatory diagram showing a step-up type determination lottery table. In the step-up type determination lottery table shown in Fig. 8-4(A), a judgment value is assigned to the presence or absence of execution of the step-up notice performance for each variable display result (jackpot, miss) and the step-up mode when it is executed.
[0227] For example, when the variable display result is a jackpot, it is determined that step-up 1 will be executed at a probability of 15%, step-up 2 will be executed at a probability of 30%, and step-up 3 will be executed at a probability of 55%. Also, when the variable display result is a miss, it is determined that step-up 1 will be executed at a probability of 20%, step-up 2 will be executed at a probability of 35%, and step-up 3 will be executed at a probability of 45%.
[0228] By using such a selection ratio, the reliability of the big win in each step-up notice performance is Step-up 1<Step-up 2<Step-up 3. Step-up 1 is a step-up performance in which a male character appears, step-up 2 is a step-up performance in which a female character A appears, and step-up 3 is a step-up performance in which a female character B appears.
[0229] In the effect pattern determination process, specifically, the effect pattern is determined using the effect pattern determination lottery table shown in FIG. 8-4(D).
[0230] 8-4(D) is an explanatory diagram showing a presentation pattern determination lottery table. In the presentation pattern determination lottery table shown in FIG. 8-4(D), a judgment value is assigned to the presentation pattern for each variable display result (jackpot, miss).
[0231] For example, when the variable display result is a jackpot, it is decided to execute presentation pattern 2 to presentation pattern 5 at a rate of 3%, it is decided to execute presentation pattern 6 to presentation pattern 9 at a rate of 7%, it is decided to execute presentation pattern 10 and presentation pattern 11 at a rate of 13%, it is decided to execute presentation pattern 12 at a rate of 15%, and it is decided to execute presentation pattern 13 at a rate of 19%.
[0232] For example, if the variable display result is a miss, it is decided to execute presentation pattern 1 with a probability of 19%, to decide to execute presentation pattern 2 with a probability of 13%, to decide to execute presentation pattern 3 with a probability of 12%, to decide to execute presentation pattern 4 with a probability of 11%, to decide to execute presentation pattern 5 with a probability of 10%, to decide to execute presentation pattern 6 with a probability of 9%, to decide to execute presentation pattern 7 with a probability of 8%, to decide to execute presentation pattern 8 with a probability of 7%, to decide to execute presentation pattern 9 with a probability of 6%, to decide to execute presentation pattern 10 with a probability of 2%, to decide to execute presentation pattern 11 with a probability of 1%, to decide to execute presentation pattern 12 with a probability of 1%, and to decide to execute presentation pattern 13 with a probability of 1%.
[0233] By using this selection ratio, the reliability of each cut-in effect for a jackpot is as follows: Commentator cut-in effect < Bakuchu cut-in effect < Boingo cut-in effect. Also, the reliability of each Super Reach effect for a jackpot is as follows: Super Reach A < Super Reach B.
[0234] Here, the reliability of the Boingo Cut-in effect for a big win (the probability that the fluctuation that caused the Boingo Cut-in effect is a big win fluctuation) will be explained.
[0235] First, the reliability Rb of the jackpot with the Boingo cut-in effect is calculated by dividing the execution rate B1 of the jackpot fluctuation with the Boingo cut-in effect by the execution rate B2 of the Boingo cut-in effect in the total fluctuation (a value that takes into account the jackpot fluctuation and the miss fluctuation). The execution rate B2 of the Boingo cut-in effect in the total fluctuation is calculated by adding the execution rate B1 of the jackpot fluctuation with the Boingo cut-in effect and the execution rate B3 of the miss fluctuation with the Boingo cut-in effect.
[0236] The execution rate B1 of a jackpot fluctuation accompanied by a Boingo cut-in effect is the jackpot probability (1 / 319) × the selection rate of the fluctuation pattern PA4-1 in the jackpot fluctuation (80 / 100) × the selection rate of the effect patterns 10 to 13 in the jackpot fluctuation (60 / 100) = 48 / 31900.
[0237] The execution rate B3 of a failure variation with a Boingo cut-in effect is failure probability (318 / 319) × selection rate of variation pattern PA2-1 in a failure variation (10 / 100) × selection rate of effect patterns 10 to 13 in a failure variation (5 / 100) = 159 / 31900.
[0238] Therefore, the reliability Rb of the jackpot with the Boingo Cut-in effect = execution rate B1 of the jackpot fluctuation with the Boingo Cut-in effect (48 / 31900) / execution rate B2 of the Boingo Cut-in effect in all fluctuations (48 / 31900 + 159 / 31900) = 48 / 207 = 0.23188... In other words, the reliability Rb of the jackpot with the Boingo Cut-in effect is about 23.2%.
[0239] Next, the reliability of the step-up 3 for a big win (the probability that the fluctuation in which the step-up 3 is performed is a big win fluctuation) will be described.
[0240] First, the reliability Rs of the step-up 3 jackpot is calculated by dividing the execution rate S1 of the jackpot fluctuation with the step-up 3 by the execution rate S2 of the step-up 3 in the total fluctuation (a value that takes into account the jackpot fluctuation and the miss fluctuation). The execution rate S2 of the step-up 3 in the total fluctuation is calculated by adding together the execution rate S1 of the jackpot fluctuation with the step-up 3 and the execution rate S3 of the miss fluctuation with the step-up 3.
[0241] The execution rate S1 of the jackpot fluctuation with step up 3 is jackpot probability (1 / 319) × selection rate of fluctuation pattern PA4-1 in the jackpot fluctuation (80 / 100) × selection rate of step up 3 in the jackpot fluctuation (55 / 100) = 44 / 31900.
[0242] The execution rate S3 of the loss fluctuation with step up 3 is loss probability (318 / 319) × selection rate of fluctuation pattern PA2-1 in loss fluctuation (10 / 100) × selection rate of step up 3 in loss fluctuation (45 / 100) = 1431 / 31900.
[0243] Therefore, the reliability Rs of the Step Up 3 jackpot = execution rate S1 of the jackpot fluctuation with Step Up 3 (44 / 31900) / execution rate S2 of Step Up 3 in all fluctuations (44 / 31900 + 1431 / 31900) = 44 / 1475 = 0.02983... In other words, the reliability Rs of the Step Up 3 jackpot is about 3.0%.
[0244] In this way, the reliability Rb of the jackpot for the Boingo Cut-in effect is about 23.2%, while the reliability Rs of the jackpot for Step Up 3 is about 3.0%. In other words, the Boingo Cut-in effect has a higher reliability for jackpots than Step Up 3. Also, since Step Up 3 is a more reliable effect than Step Up 1 and Step Up 2, the Boingo Cut-in effect has a higher reliability for jackpots than any of the step-up effects.
[0245] As shown in the figure, the number of times the first action-promoting effect is executed is linked to the performance patterns 1 to 13 according to the performance content. For example, the first action-promoting effect is not executed in performance pattern 1, the first action-promoting effect is executed twice in performance patterns 2 to 5, 10, and 11, and the first action-promoting effect is executed three times in performance patterns 6 to 9, 12, and 13.
[0246] In addition, in Figure 8-4 (D), the presentation content corresponding to the normal state is shown as the presentation content corresponding to the presentation pattern, but the reach content is different in the time-saving state or the special state.
[0247] In the process of determining the type of motion-promoting effect, specifically, the type of motion-promoting effect is determined using the motion-promoting effect type determination lottery table shown in Figures 8-4 (B) and (C).
[0248] 8-4(B) and (C) are explanatory diagrams showing the lottery table for determining the type of action-promoting effect. In the lottery table for determining the type of action-promoting effect shown in Fig. 8-4(B) and (C), a judgment value is assigned to the type of action-promoting effect for each variable display result (high probability hit, normal hit, miss). The lottery table for determining the type of action-promoting effect shown in Fig. 8-4(B) is a table used in the normal state (low base state), and the lottery table for determining the type of action-promoting effect shown in Fig. 8-4(C) is a table used in the high probability hit state or the time-saving state (high base state).
[0249] For example, in the action promotion performance type determination lottery table for the low base state shown in FIG. 8-4(B), when the variable display result is a sure-variable jackpot, it is determined that the first action promotion performance is executed at a rate of 90%, and the second action promotion performance is executed at a rate of 10%. Also, for example, when the variable display result is a normal jackpot, it is determined that the first action promotion performance is executed at a rate of 95%, and the second action promotion performance is executed at a rate of 5%. Also, for example, when the variable display result is a miss, it is determined that the first action promotion performance is executed at a rate of 100%.
[0250] For example, in the low base state action promotion performance type determination lottery table shown in FIG. 8-4(C), when the variable display result is a sure-variable jackpot, it is determined that the first action promotion performance is executed with a probability of 90%, and the second action promotion performance is executed with a probability of 10%. Also, for example, when the variable display result is a normal jackpot or a miss, it is determined that the first action promotion performance is executed with a probability of 100%.
[0251] As a result, the first action prompting effect can be performed in both cases of a jackpot and a miss, while the second action prompting effect can be performed only in the case of a jackpot. In other words, the second action prompting effect is a jackpot confirmation effect.
[0252] The performance control CPU 120 selects a process table according to the variation pattern (step 003IWS813), and proceeds to step 003IWS814.
[0253] After that, the performance control CPU 120 starts the process timer for process data 1 of the process table selected in step 003IWS813 (step 003IWS814).
[0254] 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.
[0255] 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.
[0256] 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 003IWS815). 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.
[0257] In this embodiment, the performance control CPU 120 controls the display of decorative patterns to be variably displayed according to a variation pattern that corresponds one-to-one to the variation pattern command, but the performance control CPU 120 may also select a variation pattern to be used from a plurality of types of variation patterns that correspond to the variation pattern command.
[0258] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 003IWS816).
[0259] 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 003IWS819).
[0260] (Variable display performance processing) FIG. 8-5 is a flow chart showing the variable display performance process (step S172) in the performance control process shown in FIG. 7. In the variable display performance process, the performance control CPU 120 first subtracts 1 from the value of the process timer (step 003IWS8101) and subtracts 1 from the value of the variable time timer (step 003IWS8102). When the process timer times out (step 003IWS8103), the process data is switched. That is, the process timer is set to the next process timer setting value in the process table (step 003IWS8104). In addition, the control state for the performance device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step 003IWS8105).
[0261] Next, the performance control CPU 120 judges whether or not it is in a button valid period during which operation of the push button 31B is valid (step 003IWS4801). If it is in the button valid period, it judges whether or not operation of the push button 31B has been accepted (step 003IWS4802), and if it is judged that it has been accepted, it switches the display image according to the performance being executed (step 003IWS4803).
[0262] After that, the performance control CPU 120 checks whether the variable time timer has timed out (step 003IWS8111). If the variable time timer has not timed out, the process ends. If the variable time timer has timed out (Y in step 003IWS8111), the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the special drawing hit waiting process (step S173) (step 003IWS8112).
[0263] Next, a display example on the image display device 5 will be described.
[0264] Fig. 8-6 to Fig. 8-10 are explanatory diagrams showing examples of display of the image display device 5 before a reach is reached in a variation accompanied by a reach performance under normal conditions. As shown in Fig. 8-6 to Fig. 8-10, (1) when a losing symbol is displayed in a stopped state, (2) the variation starts, and (3) a conversation preview performance starts by displaying a female character A with the line "What would look good on me?" (4) Then, the main character is displayed with the line "A maid outfit would look good on Nana!" (5) The left and right symbols are displayed in a stopped state, (6) a chance eye symbol of a pseudo consecutive win is displayed in a moving state, and (7) the chance eye symbol is displayed in a stopped state. (8) Then, it is announced that a second pseudo consecutive win will occur.
[0265] (9) The second pseudo-consecutive starts, (10) female character A is again displayed with the line "What suits me?", starting the conversation preview. (11) Then the main character is displayed with the line "Nana looks good in good opportunities!" (12) The left and right patterns are displayed as a reach pattern, (13) the pseudo-consecutive chance pattern is displayed in a variable manner, (14) the chance pattern is displayed as a stop pattern. (15) Then it is announced that the third pseudo-consecutive will occur, and (16) the third pseudo-consecutive starts.
[0266] In the case of a presentation pattern that does not include a conversation preview presentation, after (16), (17) the active display is enlarged from its normal size, (18) the color of the active display is changed, (19) the active display is reduced to its normal size, and (20) the left and right patterns are displayed stopped in a reach pattern.
[0267] (21) Next, a gauge image showing the remaining period of the button image and the valid operation period of the push button 31B is displayed, and (22) when an operation of the push button 31B is accepted or the valid operation period ends, a boingo cut-in image with a boingo drawn on it is displayed, and a boingo cut-in performance is performed. (23) Then, after an explosion display, the game progresses to a reach performance (FIG. 8-15(B1) or FIG. 8-20(C1)). Note that the boingo cut-in performance is given as an example here, but as described above, the boingo cut-in performance, the bakuchu cut-in performance, and the commentator cut-in performance are provided as cut-in performances. For example, as shown in FIG. 8-27, when a bakuchu cut-in performance is performed, after (21), (22) when an operation of the push button 31B is accepted or the valid operation period ends, a bakuchu cut-in image with a bakuchu drawn on it is displayed, and a bakuchu cut-in performance is performed. Then, the game moves to (23). In addition, when a commentator cut-in effect is performed, after (21), when (22) the push button 31B is operated or the effective operation period ends, a commentator cut-in image depicting the commentator is displayed, thereby performing the commentator cut-in effect. Then, the process moves to (23).
[0268] In the case of a performance pattern that includes a conversation preview, after (16), (24) female character A is displayed again with the line, "What would suit me?", starting the conversation preview. (25) Then, the main character is displayed with the line, "Opportunity suits you, Nana!" (26) Next, a button image and a gauge image showing the remaining period of the valid operation period for push button 31B are superimposed, and (27) when an operation of push button 31B is accepted or the valid operation period ends, an image is cut in showing female character A and the line, "I'm going to get pumped!"
[0269] (28) The active display is enlarged from its normal size, (29) the color of the active display is changed, (30) the active display is reduced to its normal size, and (31) the left and right patterns are displayed stopped in a reach-eye state.
[0270] (32) Next, a button image and a gauge image showing the remaining valid period for operating the push button 31B are displayed, and (33) when an operation on the push button 31B is accepted or the valid period for operation ends, a Boingo Cut-in image depicting a Boingo is displayed, and a Boingo Cut-in performance is performed. (34) Then, after an explosion display, the game progresses to a reach performance (Fig. 8-15 (B1) or Fig. 8-20 (C1)).
[0271] Fig. 8-11 to Fig. 8-14 are explanatory diagrams showing display examples of the image display device 5 when a step-up performance is performed. As shown in Fig. 8-11 to Fig. 8-14, when (A1) a losing symbol is displayed stationary, (A2) a variation is started, and (A3) a cube image is displayed rotating. On each side of this cube image, a scene of each step in the step-up performance is drawn, and when the rotation stops, a step-up performance of the step corresponding to the side being displayed is performed.
[0272] For example, if it is decided to perform step up 3, (A4) the cube image rotates and the face of step 1 is displayed, (A5) the cube image is further rotated and displayed, and (A6) the face of step 2 is displayed. (A7) The cube image is further rotated and displayed, (A8) the face of step 3 is displayed, the rotation stops, and step up 3 illustrated in (A9) to (A17) is performed. As illustrated, step up 3 is performed with the display of female character B.
[0273] Also, if it is decided to perform Step Up 1, (A4) the cube image rotates to display the face of Step 1, and then the rotation stops, and Step Up 1 illustrated in (A18) to (A23) is performed. As illustrated, Step Up 1 is performed with the display of a male character.
[0274] Also, if it is decided to perform step up 2, (A6) the cube image rotates to display the face of step 2, and then the rotation stops, and step up 2 illustrated in (A24) to (A28) is performed. As illustrated, step up 1 is performed with the display of female character A.
[0275] 8-15 to 8-19 are explanatory diagrams showing examples of display of the image display device 5 when performing a super reach A in a normal state. As shown in FIG. 8-15 to 8-19, (B1) noise display is performed, (B2) a performance display in which the main character lands on the ground is performed, and at the same timing as the performance display, a line is displayed in a white display mode, and (B3) the upper body of the main character is enlarged and a background image including a plurality of stars corresponding to the main character and the line are displayed so as to be superimposed thereon. Next, (B4) the main character and the enemy character face each other, and the character "VS" is displayed to suggest that a battle will start. Next, (B5) a performance display in which the enemy character attacks the main character (specifically, emits a beam from the fingertip) and a line are displayed. At this time, the main character is in a state of blocking the attack by using the middle decoration pattern "9" (or a pattern image corresponding to the middle decoration pattern "9") as a shield. Furthermore, the middle decoration pattern "9" displayed at this time is displayed larger than the line. By doing so, the performance can be seen with more attention. Next, (B6) an effect is displayed in which an attack from the enemy character to the main character (specifically, a ray of light output from the fingertip) destroys the middle decoration pattern "9" that was acting as a shield. At this time, the middle decoration pattern "9" is in a destroyed state. Then, (B7) the main character is enlarged and a background image including a plurality of stars corresponding to the main character is displayed. Next, (B8) an effect is displayed in which the main character starts attacking the enemy character (specifically, punches the enemy character). Then, (B9) an effect is displayed in which the opposing enemy character is displayed from the front, and a middle decoration pattern "1" and a line appear in front of the enemy character. The middle decoration pattern "1" displayed at this time is displayed larger than the line. By doing this, the effect can be seen with more attention. Then, (B10) this middle decoration pattern "1" becomes a shield that prevents the main character from attacking the enemy character. That is, an effect is displayed in which the main character attacks (specifically, punches) this middle decoration pattern "1".(B11) When the attack by the main character reaches the middle decoration pattern "1" (specifically, the fist hits), the middle decoration pattern "1" becomes cracked and then cracked. The words displayed at this time are those of the main character, and the last words to be displayed are those spoken by the character related to the big win (the main character). By doing so, the player can watch the performance while expecting the character related to the big win, and the interest in the game is improved. When the middle decoration pattern "1" becomes cracked as shown in (B11), next, (B12) the performance image displayed until just before is displayed in a lowered brightness and saturation, and a cut-in performance in which an image of the main character and multiple stars (normal or high brightness and saturation) are superimposed and a character display is displayed along with the cut-in performance. The character display is a character display that is larger than the dialogue and has a different font, and by making it larger than the dialogue, the cut-in performance and the character display can be focused on. Then, when the image displayed by the cut-in effect is erased, (B13) the same effect display as that immediately before the cut-in effect is performed again. At this time, a slow-motion effect is executed in which the progress speed of the effect is changed from the normal speed to a speed slower than the normal speed. Specifically, an effect display is performed in which the movement speed of the fragment images and characters of the middle decoration pattern displayed in stereoscopic vision is slowed down. Note that while the movement speed of the fragment images and characters of the middle decoration pattern is slowed down by the slow-motion effect, the swing movement speed of the decoration pattern in the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not subject to the action of the slow-motion effect). This slow-motion effect corresponds to the final stimulating part of the battle reach, and by slowing down the progress speed of the effect, it is possible to focus on how the effect progresses, that is, whether it progresses to an effect that notifies a big win. Thereafter, (B14) an enlarged button image is displayed in the screen area, and the moment that the enlarged button image shrinks to a specified size, a gauge indicating the validity period of the button image is displayed, and a win / lose display is executed when push button 31B is pressed or when the validity period of the button image has elapsed for a certain period of time (for example, 4 seconds).By doing this, not only can the timing when the win / lose effect is executed become easier to understand, but the button prompting effect can also increase interest in the game.
[0276] If the battle reach is a jackpot, after (B14), in order to inform the player of the jackpot, (B15), the movable body 32 moves and a background image of a radial pattern is displayed on the screen. In this embodiment, the light emission control in which the decorative light emitter emits rainbow light starts from the scenes shown in (B15) to (B17).
[0277] After that, (B18) an attack from the main character to the enemy character becomes effective, and a performance display is performed in which the central decorative pattern "1" that was a shield is destroyed. Also, a performance display is performed in which the attacked enemy character is blown away, and the dialogue is displayed in a rainbow display mode. In this example, light emission control in which the decorative light emitter emits light in rainbow colors is started from the scene shown in (B15). For example, in the scenes shown in (B15) and (B21), the decorative light emitter blinks (flashes) in rainbow colors at high speed, and in the scenes shown in (B16) to (B20), (B22) to (B25), the decorative light emitter emits light in rainbow colors slowly. Next, (B19) a rejoicing main character is displayed. Next, (B20) a light effect image is displayed superimposed on the previous performance display (B19) including the main character and the enemy character, and (B21) a performance display in which the light effect image is enlarged and covers the main character and the enemy character is performed. At this time, the light effect image is non-transparent, so the covered main character and the enemy character cannot be seen.
[0278] Next, (B22) after the light effect image covers the entire screen, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" displayed in the normal mode appears. Then, (B23) the jackpot pattern "222" is gradually enlarged and displayed until it covers the entire screen (B24). After that, (B25) the jackpot pattern "222" is displayed in the same size as when the normal fluctuation before the reach is established is performed. Next, (B26) a performance display is performed in which the jackpot pattern "222" is temporarily hidden and the text display "Completely settled" is displayed. Then, (B27) the image display device 5 goes white and the battle reach is ended, and the background image similar to that when the normal fluctuation before the reach is established is displayed and the jackpot pattern "222" is temporarily stopped. After that, (B28) the jackpot pattern "222" is stopped and displayed.
[0279] In the case where the battle reach is a miss, after (B14), (B29) the attack from the main character to the enemy character is not effective, the middle decoration pattern "1" that was a shield is not destroyed and changes from the cracked state to the normal state again, and the dialogue is displayed in a white display state. In this example, the light emission control in which the decorative light emitter emits low-luminance white light is started from the scene shown in (B29). Next, (B30) the enemy character with both hands raised diagonally and the dialogue are displayed, and further, (B31) the middle decoration pattern "3" is displayed superimposed on the enemy character. Then, (B32) the middle decoration pattern "3" that is a miss combination is displayed as if it is shaking, and then the image display device 5 goes black, and the battle reach ends. When the battle reach ends, (B33) the same background image as when the normal fluctuation was performed before the reach was established is displayed, and the miss pattern "232" is temporarily displayed. After that, (B34) the miss pattern "232" is displayed in a stopped state.
[0280] Fig. 8-20 to Fig. 8-26 are explanatory diagrams showing examples of the display of the image display device 5 when performing Super Reach B in the normal state. As shown in Fig. 8-20 to Fig. 8-26, (C1) the title of Super Reach B is displayed. This configuration reduces the sense of incongruity when switching from the image of the development preview performance to the image of Super Reach B, and makes the series of events from the development preview performance to Super Reach B look natural.
[0281] After the title of Super Reach B is displayed as in (C1), the performance of Super Reach B starts. From (C1) to (C27) and (E1) to (E6), the display area image is displayed at the edge of the screen due to the performance of Super Reach B, and the area is where the dialogue is displayed superimposed as in (C2). The display area image does not display anything other than the dialogue. By displaying the display area image, the dialogue can be emphasized, and the dialogue is easier to see than in the battle reach, so not only can the dialogue be focused on, but also it gives the feeling of watching a movie. After the title of Super Reach B is displayed, (C2) to (C4) character A and many character displays are displayed surrounding character A in the center of the screen, and the dialogue of character A is displayed according to the performance. Next, (C5) a large dialogue and an effect image that emphasizes the dialogue and the background in the center of the screen are displayed in a white display mode in the center of the screen. At this time, the decorative light-emitting body is also emitting light in a white mode (color). After that, (C6) a male character and a line are displayed in the center of the screen, and after the male character finishes his line, (C7) an effect image that emphasizes the line and the background in the center of the screen are displayed in a red display mode. At this time, the decorative illuminant also emits light in a red display mode (color). When displayed in a red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. After that, (C8) a character A and a line are displayed in the center of the screen, and after the character A finishes his line, (C9) an effect image that emphasizes the line L and the background in the center of the screen are displayed in a display mode of a corresponding color. At this time, the decorative illuminant also emits light in a display mode (color) of the corresponding color. When displayed in a display mode of a corresponding color, a specific sound 3 different from when a red display mode is displayed is output to make the player recognize that a chance up has occurred. (C9) uses a color corresponding to the character A, and the corresponding color of the character A is blue. Furthermore, when the line is displayed in a corresponding color, it is designed to display an image of the character A together. By doing so, it becomes easier to understand that they are corresponding colors, and the display is more lively than other display modes, increasing interest in the game.After that, (C10) character A and the lines are displayed in the center of the screen, and from (C11) to (C24), images of character A and the lines that have been displayed so far are displayed alternately. By designing in this way, not only is the association between character A and the lines strengthened, but the image can also be left with an impression, and the interest in the game can be improved. At this time, the image of the lines that is displayed again is displayed while quickly shaking up and down and left and right. Furthermore, the image of the lines that is displayed again is displayed in the same display mode as the display mode in which it was displayed the first time. By doing this, the lines that are displayed again can be left with an impression, and the player can recognize that they are being displayed again. At this time, the decorative illuminant does not emit light in a mode (color) related to the effect image that emphasizes the lines that were displayed the first time and the display mode of the background in the center of the screen, and the performance is executed while the white lamp flashes at high speed. Furthermore, the sound that was output when the chance was up is not output, and instead, a short specific sound 2 is designed to be output every time the screen is switched.
[0282] After that, (C25) a black background is displayed across the entire display area of the image display device 5, and a text image saying "Take this hit!" is displayed. This display is part of the first stage of the action promotion performance. The first stage is configured to be performed regardless of whether the first or second action promotion performance is performed. Specifically, (C25) and (C26) are performed as the first stage of the first action promotion performance, and (C25), (C28) to (C30) are performed as the first stage of the second action promotion performance.
[0283] After (C25), if it is decided to execute the first action prompting effect, first (C26) the button image is enlarged and displayed in the screen area. The enlarged button image is reduced and (C27) the moment it reaches the specified size, a gauge indicating the valid period of the button image and a display area image are displayed, and when the push button 31B is pressed or the valid period of the button image elapses for a certain period (for example, 4 seconds), a hit / miss effect ((D1) or later if it is a big hit, or (E1) or later if it is a miss) is executed. In this way, not only is it easy to understand the timing of the execution of the hit / miss effect, but the button prompting effect can also increase interest in the game. In addition, the background image of the first action prompting effect shown in (C27) is configured to display an image that is common to the images (black band images at the top and bottom of the display area and the character A image in approximately the center of the display area) that were displayed before the first action prompting effect and the previous stage effect were executed.
[0284] After (C25), if it is decided to execute the second action prompting effect, first (C28) a boingo is displayed, then (C29) a ring is displayed, and (C30) the ring is displayed descending from the top of the boingo. (C31) The boingo and the ring are united to display a boingo button image, and a gauge indicating the validity period of the button operation is displayed. When the push button 31B is pressed or the validity period of the button image has elapsed for a certain period (for example, 4 seconds), a hit / miss effect (the second action prompting effect is an effect that can be executed only in the case of a big win, so (D1) and after) is executed. The boingo button image is an image in which a boingo is drawn on the part of the push button 31B in a button image that imitates the push button 31B. In addition, the background image of the second action prompting effect shown in (C31) is configured to display an image different from the image (black band images at the top and bottom of the display area and the character A image in the approximate center of the display area) that was displayed before the second action prompting effect and the previous stage effect were executed.
[0285] Here, the sizes of the push button 31B, the display range of the button image shown in (C27), and the display range of the Boingo button image shown in (C31) will be described with reference to FIG. 8-28. FIG. 8-28 is an explanatory diagram showing the sizes of the push button 31B, the display range of the button image, and the display range of the Boingo button image. As shown in the figure, the push button 31B is attached to the top of the stick controller 31A, which has an average width of 10 cm and a height of 15 cm, and the push button 31B is a circle with a diameter of 7 cm. The display range of the button image is also a circle with a diameter of 7 cm, just like the push button 31B. In other words, an image that imitates the actual size of the push button 31B is displayed as the button image. The display range of the Boingo button image is 20 cm high and 22 cm wide. In other words, the display range area of the Boingo button image is larger than the display range area of the button image.
[0286] Also, with reference to Fig. 8-29, the execution period of each of the first motion promotion performance shown in (C25) and (C26), the first motion promotion performance shown in (C27), the first motion promotion performance shown in (C25), (C28) to (C30), and the second motion promotion performance shown in (C31) will be described. Fig. 8-29 is an explanatory diagram showing the execution period of each of the first motion promotion performance, the first motion promotion performance, the first motion promotion performance, the second motion promotion performance, and the second motion promotion performance. As shown in the figure, the first motion promotion performance will be described as the "first part" and the motion promotion performance will be described as the "second part".
[0287] In the first part, a common performance (C25) of the first stage performance of the first action prompting performance and the first stage performance of the second action prompting performance is performed, and then the performance progresses to a pre-performance corresponding to the type of action prompting performance to be performed. For example, when the first action prompting performance is scheduled to be performed, after the end of the common performance, a button image is enlarged and displayed in the screen area for 1.5 seconds (C26). Also, for example, when the second action prompting performance is scheduled to be performed, after the end of the common performance, a boingo is displayed for 0.5 seconds (C28), a ring is displayed for 0.5 seconds (C29), and the ring descending from the top of the boingo is displayed for 0.5 seconds (C30). In other words, the execution period of the pre-performance of the first action prompting performance and the execution period of the pre-performance of the second action prompting performance are of the same length.
[0288] In the second part, when the first action prompting effect is executed, a gauge indicating the effective period of the button image and a display area image are displayed for 4.0 seconds (C26). Also, for example, when the second action prompting effect is executed, a Boingo button image and a gauge are displayed for 4.0 seconds (C31). In other words, the execution period of the first action prompting effect and the execution period of the second action prompting effect are the same 4.0 seconds.
[0289] If the Super Reach B is a jackpot, after (C27) or (C31), (D1) the movable body 32 falls and a background image of a radial pattern is displayed on the screen. In this embodiment, light emission control in which the decorative light emitter emits rainbow colors starts from the scenes shown in (D1) to (D3). The epilogue performances of (D1) to (D3) are the same epilogue performances as the Battle Reach and the Super Reach A. From this point on, the display area image is designed to be erased. By doing this, the jackpot can be celebrated on the full screen.
[0290] After that, (D4) to (D7) a performance display is executed in which the character A talks to the characters displayed around him, while the dialogue is displayed in a rainbow display mode. In this example, the illumination control in which the decorative illuminant emits light in rainbow colors is started from the scene shown in (D1). For example, in the scenes shown in (D1) and (D7), the decorative illuminant flashes (flashes) in rainbow colors at high speed, and in the scenes shown in (D2) to (D7), (D9) to (D11), the decorative illuminant emits light in rainbow colors slowly. When the dialogue disappears from the screen in (D7), the background image becomes difficult to recognize as in (D8), and a performance display is executed in which the jackpot pattern "222" appears from the center of the screen. (D9) Then, the jackpot pattern "222" is gradually enlarged and displayed, and (D10) it is enlarged so that it covers the entire screen. After that, (D11) the jackpot pattern "222" is displayed in the same size as when the normal variation before the reach is established is executed. Then, (D12) the image display device 5 goes white and the Super Reach B ends, and the same background image as when the normal fluctuation before the Reach is realized is displayed, and the big win symbol "222" is temporarily stopped and displayed. (D13) After that, the big win symbol "222" is stopped and displayed.
[0291] In the case where the Super Reach B is a miss, after (C27), (E1)~(E2) a performance in which character A talks to the characters displayed around him is displayed, and the lines are displayed in a white display mode superimposed on the display area image is executed. In this example, light emission control in which the decorative light emitter emits low-luminance white light from the scene shown in (E1). Next, when the lines disappear from the screen in (E2), the background image becomes difficult to recognize as in (D8), and (E3) a performance display in which the miss pattern "212" appears from the center of the screen is executed in a transparent state. (E4) The transparency decreases from the transparent state, and the miss pattern can be clearly recognized. After that, the screen goes black, and the Super Reach B ends. When the Super Reach B ends, (E5) a background image similar to that when the normal variation before the reach was established is displayed, and the miss pattern "212" is temporarily stopped and displayed. After that, (E6) the miss pattern "212" is stopped and displayed.
[0292] 8-30 to 8-36 are explanatory diagrams showing examples of display of the image display device 5 in the time-saving state variation presentation. As shown in FIG. 8-30 to 8-36, (F1) a time-saving notification image is displayed, which indicates that the big win game state ends and the state is controlled to the time-saving state, and that the state is controlled to the Powerful RUSH mode, which indicates that the state is controlled to the time-saving state. At this time, a right-hit notification presentation is performed to encourage the player to hit the right. (F2) When the display of the time-saving notification image ends, a big win pattern is displayed as a variation result of the previous variation, and "100 remaining" is displayed as the remaining number of times to control the time-saving state. Then, (F3) the first variation in the time-saving state begins, and (F4) a losing pattern is displayed as a variation result.
[0293] Next, (F5) the second fluctuation in the time-saving state starts, and (F6) a cut-in image containing the text information "What's this!?" is displayed together with the main character. Furthermore, (F7) a cut-in image containing the text information "Up ahead..." is displayed together with character B, and then the cut-in image display is erased.
[0294] If the game progresses to Super Reach C after (F8), (F9) the left and right decorative symbols stop at "2" to enter the Reach state. Then, (F10) the center symbols "1" and "2" collide to predict which center symbol will stop. (F11) Next, a gauge image showing the remaining valid period for pressing the button image and the push button 31B is displayed.
[0295] After (F11), if there is a jackpot fluctuation, (F12) the jackpot is announced by the center symbol "2" stopping to swing, and (F13) the decorative symbol stops to show the jackpot symbol.
[0296] After (F11), if the variation is a miss, (F14) the middle symbol "1" stops swinging to notify the user that it will be a miss, and (F15) the decorative symbol stops and displays as a miss symbol.
[0297] When the game progresses to Super Reach D after (F8), (G1) a background image of a row of stars and an image indicating the start of Pato Pato Push Chance Reach are displayed on the image display device 5. Then, (G2) the main character is displayed, (G3) a patrol lamp image is displayed as if descending, and (G4) a patrol lamp is attached to the main character's head.
[0298] After (G4), if it has been decided to execute the first action prompting effect, first, (G5) the main character riding on the patrol lamp is enlarged and the background image and character image become dark, and (G6) the three button images are displayed moving. (G7) The three button images collide, (G8) a gauge image showing the remaining period of the button image and the valid period of the operation of the push button 31B is displayed, and when the push button 31B is pressed or the valid period of the button image passes for a certain period (for example, 4 seconds), the hit / miss effect (since the second action prompting effect is an effect that can be executed only in the case of a big win, (G13) and after) is executed. At this time, the dark background image and character image are displayed bright. Note that (G5) to (G7) are the first stage of the first action prompting effect, and (G8) is the first action prompting effect.
[0299] After (G4), if it has been decided to execute the second action prompting effect, first (G9) a boingo is displayed, then (G10) a ring is displayed, and (G11) the ring is displayed descending from above the boingo. (G12) The boingo and ring combine to display a boingo button image, and a gauge indicating the effective period of button operation is displayed. When the push button 31B is pressed or the effective period of the button image has elapsed for a certain period (for example, 4 seconds), a hit / miss effect (the second action prompting effect can only be executed in the case of a big win, so (G13) and onwards) is executed. Note that (G9) to (G11) are the first stage of the second action prompting effect, and (G12) is the second action prompting effect.
[0300] Also, with reference to Fig. 8-37, the execution period of each of the first motion promotion performance shown in (G5) to (G7), the first motion promotion performance shown in (G8), the first motion promotion performance shown in (G9) to (G11), and the second motion promotion performance shown in (G12) will be described. Fig. 8-37 is an explanatory diagram showing the execution period of each of the first motion promotion performance, the first motion promotion performance, the first motion promotion performance, the second motion promotion performance, and the second motion promotion performance. As shown in the figure, the first motion promotion performance will be described as the "first part" and the motion promotion performance will be described as the "second part".
[0301] In the first part, when the first action prompting performance is scheduled to be executed, after the end of the common performance, the main character riding on a police lamp is enlarged and displayed for 0.5 seconds, the background image and the character image are darkened (G5), three button images are displayed moving for 0.5 seconds (G6), and the three button images collide for 0.5 seconds (G7). Also, for example, when the second action prompting performance is scheduled to be executed, a boingo is displayed for 0.5 seconds (G9), a ring is displayed for 0.5 seconds (G10), and the ring is displayed descending from the top of the boingo for 0.5 seconds (G11). In other words, the execution period of the first part of the first action prompting performance and the execution period of the first part of the second action prompting performance are of the same length.
[0302] In the second part, when the first action prompting effect is executed, a gauge indicating the effective period of the button image and a display area image are displayed for 4.0 seconds (C26). Also, for example, when the second action prompting effect is executed, a Boingo button image and a gauge are displayed for 4.0 seconds (C31). In other words, the execution period of the first action prompting effect and the execution period of the second action prompting effect are the same 4.0 seconds.
[0303] After (G7), if there is a jackpot fluctuation, or after (G12), (G13) the patrol lamp lights up and a notification sound is output to notify the jackpot, and the star image in the background is switched to a heart image and displayed. (G14) to (G16) The main character's happy appearance is displayed and the voice of the character is output. Then, (G17) to (G21) the jackpot pattern is displayed as a decorative pattern, and then enlarged once, reduced to a specified size, and displayed still. This notifies the player that a jackpot has been won.
[0304] After (G7), if the variation is a miss, (G22) the main character wearing the unlit patrol lamp is displayed with a dejected expression. At this time, the background display changes to a question mark and a cross. After that, the screen goes black once, and when the blackout ends, Character A, Character B and the patrol lamp are displayed, and the miss pattern is displayed as a decorative pattern and then (G24) the miss pattern is displayed stationary. This notifies the user that the variation is a miss.
[0305] In this embodiment, when the second action promotion effect is executed and the Boingo button image is displayed, the same behavior is shown when the push button 31B is pressed and when the valid period of the button image has elapsed for a certain period (for example, 4 seconds), but this is not limited to this. For example, the expression of Boingo on the Boingo button image may be different in the period from when the display starts to when the display end condition (the push button 31B is pressed and the valid period of the button image has elapsed for a certain period (for example, 4 seconds)) is met, the period from when the push button 31B is pressed to when the display progresses to the winning / losing notification effect, and the period from when the valid period of the button image has elapsed for a certain period (for example, 4 seconds) to when the display progresses to the winning / losing notification effect. Specifically, the following modification 1 will be used for explanation. Note that explanations of the same parts as those in the above-mentioned embodiment will be omitted.
[0306] FIG. 8-38 and FIG. 8-39 are explanatory diagrams showing a specific example of the second action prompting performance in the first modification. As shown in the figures, the first part of the second action prompting performance is performed in (H1) to (H3). Note that (H1) is the next scene after FIG. 8-23 (C25). Then, in (H4), the boingo and the ring combine to display a boingo button image, and a gauge showing the valid period of the button operation is displayed, thereby performing the second action prompting performance. At this time, an expressionless boingo is displayed on the boingo button image.
[0307] After (H4), (H5) when push button 31B is pressed, the expression of Boingo in the Boingo button image changes to one in which his eyes are wide open.
[0308] After (H4), (H6) if the push button 31B is not pressed and the valid period of the button image has elapsed for a certain period (for example, 4 seconds), the expression of Boingo in the Boingo button image changes to one that appears to be smiling.
[0309] After (H5) or (H6), (H7) the movable body 32 falls, and a background image of a radial pattern is displayed on the screen. Then, (H8) the big win symbol "222" is displayed.
[0310] Also, with reference to FIG. 8-40, the execution periods of the first action prompting effect shown in (C25) and (C26), the first action prompting effect shown in (C27), the first action prompting effect shown in (C25), (H1) to (H3), the second action prompting effect shown in (H4), and the effect after the condition for ending the display of the Boingo button image shown in (H5) and (H6) are satisfied will be described. FIG. 8-40 is an explanatory diagram showing the execution periods of the first action prompting effect, the first action prompting effect, the first action prompting effect, the second action prompting effect, and the effect after the condition is satisfied in the first modification. As shown in the figure, the first action prompting effect will be described as the "first part", the action prompting effect will be described as the "second part", and the effect after the condition is satisfied will be described as the "second part".
[0311] In the first part, a common performance (C25) of the first stage performance of the first action prompting performance and the first stage performance of the second action prompting performance is performed, and then the performance progresses to a pre-performance corresponding to the type of action prompting performance to be performed. For example, if the first action prompting performance is scheduled to be performed, after the common performance ends, a button image is enlarged and displayed in the screen area for 1.5 seconds (C26). Also, for example, if the second action prompting performance is scheduled to be performed, after the common performance ends, a boingo is displayed for 0.5 seconds (H1), a ring is displayed for 0.5 seconds (H2), and the ring descending from above the boingo is displayed for 0.5 seconds (H3). In other words, the execution period of the pre-performance of the first action prompting performance and the execution period of the pre-performance of the second action prompting performance are of the same length.
[0312] In the second part, when the first action prompting effect is executed, a gauge indicating the effective period of the button image and a display area image are displayed for 4.0 seconds (C26). Also, for example, when the second action prompting effect is executed, a Boingo button image and a gauge are displayed for 4.0 seconds (H4). In other words, the execution period of the first action prompting effect and the execution period of the second action prompting effect are the same 4.0 seconds.
[0313] In the third part, if push button 31B is pressed in the second action prompting performance, the expression of Boingo in the Boingo button image changes to one in which his eyes open wide, the display ends after 0.5 seconds (H5), and the performance progresses to a win / lose notification performance. If push button 31B is not pressed in the second action prompting performance and the valid period of the button image has passed for a certain period (for example, 4 seconds), Boingo in the Boingo button image changes to one in which he smiles, the display ends after 0.5 seconds (H6), and the performance progresses to a win / lose notification performance in which movable body 32 moves. In this way, the display period of Boingo after the expression changes is 0.5 seconds, which is shorter than the valid operation period of 4.0 seconds.
[0314] Although the description is omitted in this embodiment, a vibration sensor capable of detecting vibrations may be provided, and when vibrations are detected by the vibration sensor, a warning presentation for alerting the player may be executed. More specifically, this will be described using the following modified example 2. Note that the description of the same points as those in the above-mentioned embodiment will be omitted.
[0315] For example, in the second modification, a vibration sensor capable of detecting vibration is provided, and the microcomputer 100 for game control can transmit a command corresponding to a detection signal from the vibration sensor to the CPU 120 for performance control, and the CPU 120 for performance control that receives the command executes a warning performance. Specifically, the vibration sensor is configured so that a swingable object (pendulum or sphere) is normally located at a reference position in the sensor, and is provided with a photosensor capable of detecting the swingable object located at the reference position and a measuring means capable of measuring a period during which the photosensor does not detect the swingable object (period during which the swingable object is not located at the reference position), and can output different signals when the measurement result by the measuring means is less than a first threshold, when the measurement result is equal to or greater than the first threshold and less than a second threshold, and when the measurement result is equal to or greater than the second threshold. The microcomputer 100 for game control that receives a signal from the vibration sensor can perform different control depending on the strength of vibration, with a non-vibration state when the measurement result by the measuring means is less than the first threshold, a weak vibration state when the measurement result is equal to or greater than the first threshold and less than the second threshold, and a strong vibration state when the measurement result is equal to or greater than the second threshold. For example, the game control microcomputer 100 transmits a first vibration detection command when the detection signal from the vibration sensor indicates a weak vibration state, and transmits a second vibration detection command when the detection signal from the vibration sensor indicates a strong vibration state. The performance control CPU 120 executes a warning performance when it receives the first vibration detection command or the second vibration detection command.
[0316] The presentation control CPU 120 in the second modification can execute, as the warning presentation, a first warning presentation that displays a first warning image including characters and letters, and a second warning presentation that displays a second warning image including letters but not characters and outputs a warning sound. The first warning presentation is a presentation that ends when a predetermined period of time has elapsed since the start of execution, while the second warning presentation is a presentation that ends when a predetermined operation (for example, operation of a power switch) is accepted. In this way, the second warning presentation can be said to be a presentation that strongly calls the player's attention compared to the first warning presentation.
[0317] In the second modification, when the performance control CPU 120 receives a vibration detection command (first vibration detection command, second vibration detection command) while a motion promotion performance is being executed, the performance control CPU 120 executes a first warning notification performance. Also, when the performance control CPU 120 receives the first vibration detection command while a motion promotion performance is not being executed, the performance control CPU 120 executes a first warning notification performance. Also, when the performance control CPU 120 receives the second vibration detection command while a motion promotion performance is not being executed, the performance control CPU 120 executes a second warning notification performance.
[0318] FIG. 8-41 is an explanatory diagram showing a display example of the image display device 5 when the first warning presentation in the second modification example is executed. For example, (I1) the first presentation of the second action prompting presentation is executed, and (I2) the second action prompting presentation is executed. Then, when the player presses the push button 31B and vibration is detected by the vibration sensor, (I3)-(I6) the first warning image including the main character and the text display "You pressed too hard!" is superimposed on the display image in the win / loss presentation. Then, (I7) the first warning image is erased on the condition that a predetermined time (for example, 5 seconds) has elapsed.
[0319] FIG. 8-42 is an explanatory diagram showing a display example of the image display device 5 when the second warning presentation in the modified example 2 is executed. For example, when (J1)-(J4) Super Reach B is executed and the presentation control CPU 120 receives the second vibration detection command during the execution of the Super Reach B, (J5) the second warning image including the text display "Vibration detected" is displayed on the image display device 5 and a warning sound is output from the speakers 8L and 8R, thereby executing the second warning presentation. As described above, this second warning presentation is executed continuously until the power switch is turned off by the staff of the gaming establishment.
[0320] In this variant example 2, the second warning presentation is performed under the control of the presentation control CPU 120, so that it is possible to continue playing even after the execution of the second warning presentation has begun. However, it is also possible to execute the second warning presentation under the control of the game control microcomputer 100, and to stop playing while the second warning presentation is being executed.
[0321] In addition, in this variant example 2, the maximum number of times that Boingo appears during one fluctuation is 3 times (once in the Boingo cut-in performance (once in Figure 8-10 (33)), and twice in the second action promotion performance (once in Figure 8-23 (C28) and once in Figures 8-23 (C30) and (C31) (if a Boingo image displayed during the same performance is erased and then displayed again, this will be counted as one appearance before the display ends and one appearance when it re-displays).) In addition, the most number of times the main character appears during one fluctuation is six times (three times in the conversation preview performance for each pseudo-consecutive hit (once each in Figure 8-6 (4), Figure 8-7 (11) and Figure 8-9 (25)), two times in the Super Reach A performance (once across Figures 8-15 (B2) to (B8) and once across Figures 8-16 (B11) and (B12) after only enemy characters are displayed), and once during the epilogue, although not shown). In this way, variant example 2 is configured to have the main character appear more frequently than Boingo.
[0322] As described above, the present characteristic part 003IW includes the inventions described below.
[0323] Conventionally, as described in JP 2020-18488 A, before starting the operation promotion performance in the super reach performance, a part assembly performance is performed in which part images related to the controller image and push button image used in the operation promotion performance are displayed in stages, and the operation promotion performance promotes the operation of the stick controller through the controller assembly performance. However, in such a gaming machine, during the operation valid period, only the performance image corresponding to the detection means in which the operation is valid among the push button and the operation lever is displayed, and the performance is monotonous, so it is not possible to improve the interest. Therefore, the following gaming machines (means 1) to (means 19) are described in this characteristic part 003IW.
[0324] (Means 1) A gaming machine that can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to a player, The present invention is provided with a presentation execution means (in this example, a portion in the presentation control CPU 120 that executes steps 003IWS815 and S8105) that can execute a predetermined presentation (for example, a super reach presentation) that suggests that the game will be controlled to an advantageous state, and an operation promotion presentation (for example, an action promotion presentation) that promotes the operation of an operation means (for example, a push button 31B), the performance execution means is capable of executing, as an operation promotion performance during execution of a predetermined performance, a first operation promotion performance (e.g., a first action promotion performance) using a first operation promotion image (e.g., a button image) or a second operation promotion performance (e.g., a second action promotion performance) using a second operation promotion image (e.g., a boingo button image); The first operation promotion image is an image including an operation means image that imitates an operation means (see FIG. 8-23 (C27)), The second operation prompting image is an image in which a specific character is displayed in the portion of the operation means in the operation means image (see FIG. 8-23 (C31)). In a performance (e.g., a cut-in performance, a step-up performance) different from the operation promotion performance, a specific character (e.g., Boingo can be displayed in the cut-in performance) and a predetermined character (e.g., female characters A and B and a male character can be displayed in the step-up performance) can be displayed (see Figures 8-11 to 8-14). The second operation prompting effect is executed more frequently when a specific character is displayed in an effect different from the operation prompting effect than when a predetermined character is displayed in an effect different from the operation prompting effect (for example, the boingo cut-in effect in which a boingo is displayed has a higher reliability for a jackpot than the step-up effect in which female characters A and B and a male character are displayed (see Figure 8-4), and since the second action prompting effect is an effect that confirms a jackpot (see Figures 8-4 (B) and (C)), the second action prompting effect is executed more frequently when the boingo cut-in effect is performed than when the step-up effect is performed). It is characterized by:
[0325] With such a configuration, it is possible to make the player aware that a specific character is a special character, and to execute suitable operation promotion effects, thereby providing a gaming machine with increased interest.
[0326] (Means 2) A gaming machine that can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to a player, The present invention is provided with a presentation execution means (in this example, a portion in the presentation control CPU 120 that executes steps 003IWS815 and S8105) that can execute a predetermined presentation (for example, a super reach presentation) that suggests that the game will be controlled to an advantageous state, and an operation promotion presentation (for example, an action promotion presentation) that promotes the operation of an operation means (for example, a push button 31B), the performance execution means is capable of executing, as an operation promotion performance during execution of a predetermined performance, a first operation promotion performance (e.g., a first action promotion performance) using a first operation promotion image (e.g., a button image) or a second operation promotion performance (e.g., a second action promotion performance) using a second operation promotion image (e.g., a boingo button image); The first operation promotion image is an image including an operation means image that imitates an operation means (see FIG. 8-23 (C27)), The second operation prompting image is an image in which a specific character is displayed in the portion of the operation means in the operation means image (see FIG. 8-23 (C31)). When the first operation prompting performance is executed and an operation is performed on the operating means during the valid operation period, the display mode of the first operation prompting image changes from a first mode (e.g., a displayed mode) to a second mode (e.g., a hidden mode) (see FIG. 8-23 (C27) and FIG. 8-24 (D1). The state in which the button protrudes may be referred to as the "first mode," and the state in which the button is pressed down and recessed may be referred to as the "second mode"). When the second operation prompting performance is executed and an operation is performed on the operation means during the operation valid period, the display mode of the second operation prompting image changes from the third mode (e.g., expressionless Boingo) to the fourth mode (e.g., expression with wide-open eyes) (see FIG. 8-38(H4) and FIG. 8-39(H5)). It is characterized by:
[0327] According to such a configuration, by differentiating the display when the operation means is operated between the first operation promotion presentation and the second operation promotion presentation, it is possible to increase the motivation to operate the operation and improve interest in the game.
[0328] (Means 3) A gaming machine that can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to a player, The present invention is provided with a presentation execution means (in this example, a portion in the presentation control CPU 120 that executes steps 003IWS815 and S8105) that can execute a predetermined presentation (for example, a super reach presentation) that suggests that the game will be controlled to an advantageous state, and an operation promotion presentation (for example, an action promotion presentation) that promotes the operation of an operation means (for example, a push button 31B), the performance execution means is capable of executing, as an operation promotion performance during execution of a predetermined performance, a first operation promotion performance (e.g., a first action promotion performance) using a first operation promotion image (e.g., a button image) or a second operation promotion performance (e.g., a second action promotion performance) using a second operation promotion image (e.g., a boingo button image); The first operation promotion image is an image including an operation means image that imitates an operation means (see FIG. 8-23 (C27)), The second operation prompting image is an image in which a specific character is displayed in the portion of the operation means in the operation means image (see FIG. 8-23 (C31)). When the second operation prompting performance is executed and an operation is performed on the operation means during the operation valid period, the display mode of the second operation prompting image changes from the first mode (e.g., expressionless Boingo) to the second mode (e.g., wide-eyed Boingo) (see Figure 8-38 (H4) and Figure 8-39 (H5)), When the second operation prompting performance is executed and no operation is performed on the operation means during the operation valid period, the display mode of the second operation prompting image changes from the first mode (e.g., expressionless Boingo) to a special mode (e.g., smiling Boingo) (see Figure 8-38 (H4) and Figure 8-39 (H6)). It is characterized by:
[0329] According to such a configuration, even if the operation means is not operated when the second operation promotion presentation is executed, the display mode of the second operation promotion image can be changed to increase interest in the game even if the operation means is not operated.
[0330] (Means 4-1) In the gaming machine according to means 2, The period during which the display mode of the second operation prompting image is in the fourth mode (e.g., 0.5 seconds) is shorter than the operation effective period (e.g., 4.0 seconds) of the operation prompting effect (see FIG. 8-40 ); After the period during which the display mode of the second operation prompting image is in the fourth mode ends, the movable body operates (see FIG. 8-39). This may also be the case.
[0331] With such a configuration, by shortening the period during which the display mode of the second operation promotion image is in the fourth mode, it is possible to shorten the presentation period of the second operation promotion image while informing the player that the display mode of the second operation promotion image has changed, and it is possible to give the player a sense of anticipation that the movable body will then be operated to control it into an advantageous state.
[0332] (Means 4-2) In the gaming machine according to means 3, The period during which the display mode of the second operation prompting image is in a special mode (e.g., 0.5 seconds) is shorter than the operation effective period of the operation prompting effect (e.g., 4.0 seconds) (see FIG. 8-40 ); After the period during which the display mode of the second operation prompting image is in the special mode ends, the movable body operates (see FIG. 8-39). This may also be the case.
[0333] With such a configuration, by shortening the period during which the display mode of the second operation promotion image is in a special mode, it is possible to shorten the presentation period of the second operation promotion image while informing the player that the display mode of the second operation promotion image has changed, and it is possible to give the player a sense of anticipation that the movable body will then be operated to control it into an advantageous state.
[0334] (Means 5) In the gaming machine according to any one of means 1 to 4, The performance execution means executes a first pre-stage performance (e.g., the pre-stage performance of the first action promotion performance. See Figs. 8-23 (C25) and (C26)) before executing the first operation promotion performance, and executes a second pre-stage performance (e.g., the pre-stage performance of the second action promotion performance. See Figs. 8-23 (C25), (C28) to (C30)) before executing the second operation promotion performance; The first and second pre-stage performances have some common performances (see, for example, Figure 8-23 (C25)). This may also be the case.
[0335] With such a configuration, it becomes difficult to tell which operation prompting performance will be executed, so that attention can be drawn to the operation prompting performance.
[0336] (Means 6) In the gaming machine according to any one of means 1 to 5, The means of performance execution are: Execute a first pre-stage performance (e.g., the pre-stage performance of the first action promotion performance. See Figs. 8-23 (C25) and (C26)) before executing the first operation promotion performance, and execute a second pre-stage performance (e.g., the pre-stage performance of the second action promotion performance. See Figs. 8-23 (C25), (C28) to (C30)) before executing the second operation promotion performance, The first and second pre-stage performances are executed for a common period (see FIG. 8-29). The first operation prompting effect and the second operation prompting effect are executed for a common period (see FIG. 8-29). This may also be the case.
[0337] Such a configuration makes it easier for manufacturers to create gaming machines.
[0338] (Means 7) In the gaming machine according to any one of means 1 to 6, The means of performance execution are: A specific character (e.g., Boingo) can be displayed in a specific performance (e.g., a cut-in performance) (see Fig. 8-8 (22) and Fig. 8-10 (33)). In a special performance (e.g., a step-up performance), a predetermined character (e.g., female characters A and B, male characters) can be displayed (see Figs. 8-11 to 8-14). When a specific character is displayed in a specific performance, the probability of being controlled to an advantageous state is higher than when a predetermined character is displayed in a special performance (for example, the Boingo Cut-in performance in which a Boingo is displayed has a higher reliability for a jackpot than the Step-Up performance in which female characters A and B and a male character are displayed (see Figure 8-4)). This may also be the case.
[0339] With such a configuration, it is possible to increase the attention given to a particular character.
[0340] (Means 8) In the gaming machine according to any one of means 1 to 7, The performance execution means displays the second operation prompting image larger than the first operation prompting image (see FIG. 8-28). This may also be the case.
[0341] According to such a configuration, it is possible to draw attention to the second operation prompting image rather than the first operation prompting image.
[0342] (Means 9) In the gaming machine according to any one of means 1 to 8, The display range corresponding to the operation means in the second operation means image is larger than the dimensions of the operation means (see FIG. 8-28). This may also be the case.
[0343] With this configuration, it is possible to draw attention to the second operation prompting image.
[0344] (Means 10) In the gaming machine according to any one of means 1 to 9, The performance execution means is capable of executing a first operation prompting performance or a second operation prompting performance in a predetermined scene of a predetermined performance, The predetermined scene is a scene in which it is notified whether or not the game will be controlled to be in an advantageous state (see Figs. 8-23 to 8-26). This may also be the case.
[0345] With such a configuration, it is possible to draw the player's attention even more to a particular scene that is attracting a high level of attention.
[0346] (Means 11) In the gaming machine according to any one of means 1 to 10, The means of performance execution are: When it is determined that the control is to be in an advantageous state, the first operation prompting effect and the second operation prompting effect can be executed (see Figures 8-4 (B) and (C)). If it is determined that the control will not be in an advantageous state, the first operation prompting effect can be executed, and the second operation prompting effect is not executed (see Figures 8-4 (B) and (C)). A gaming machine characterized by:
[0347] With such a configuration, it is possible to draw attention to the operation promotion presentation and increase interest in the game.
[0348] (Means 12) In the gaming machine according to any one of means 1 to 11, The means of performance execution are: Execute a first pre-stage performance (e.g., the pre-stage performance of the first action promotion performance. See Figs. 8-23 (C25) and (C26)) before executing the first operation promotion performance, and execute a second pre-stage performance (e.g., the pre-stage performance of the second action promotion performance. See Figs. 8-23 (C25), (C28) to (C30)) before executing the second operation promotion performance, Execute the first pre-stage performance so that the background before the first pre-stage performance is displayed is visible (see, for example, Figures 8-22 and 8-23). The second pre-stage performance is executed so that the background before the second pre-stage performance is displayed cannot be seen (for example, see Figure 8-22 and Figure 8-23). This may also be the case.
[0349] According to such a configuration, the second operation prompting image can attract more attention, and interest in the game can be improved.
[0350] (Means 13) In the gaming machine according to any one of means 1 to 12, A state control means (e.g., a part of the game control microcomputer 100 that performs step S117) is provided that can control the game into a normal state and a special state (e.g., a high base state (time-saving state, probability-changing state)) that is more advantageous to the player than the normal state, The performance execution means is capable of executing a second operation prompting performance in a normal state and a special state (see, for example, FIG. 8-23 and FIG. 8-34 ); The degree of advantage is higher when the second operation promotion effect is performed in a special state than when the second operation promotion effect is performed in a normal state (for example, the probability of being controlled to a certain jackpot that is advantageous to the player is higher when the second action promotion effect is performed in a high base state than when the second action promotion effect is performed in a low base state. See Figures 8-4 (B) and (C). It may be higher that the probability of being controlled to a type of jackpot with a large number of fluctuations controlled to the high base state is higher when the second action promotion effect is performed in a high base state than when the second action promotion effect is performed in a low base state). This may also be the case.
[0351] According to such a configuration, the degree of advantage when the second operation prompting presentation is executed varies depending on the controlled state, thereby increasing interest in the game.
[0352] (Means 14) In the gaming machine according to any one of means 1 to 13, The probability of being controlled to an advantageous state is higher when the second operation prompting effect is executed in one fluctuation than when the first operation prompting effect is executed multiple times in one fluctuation (for example, the first action prompting effect is an effect that can be executed in both big win fluctuations and miss fluctuations, while the second action prompting effect is an effect that can be executed only in big win fluctuations. See Figures 8-4 (B) and (C).) This may also be the case.
[0353] With such a configuration, it is possible to increase the attention given to the second operation prompting presentation.
[0354] (Means 15) In the gaming machine according to any one of means 1 to 14, The means of performance execution are: As the predetermined performance, a first predetermined performance (for example, Super Reach A in a normal state, Super Reach C in a high base state) and a second predetermined performance (for example, Super Reach B in a normal state, Super Reach D in a high base state) can be executed, The first operation prompting effect can be executed during the execution of the first predetermined effect (see Figures 8-16 and 8-31), During the execution of the second predetermined effect, the first operation prompt effect or the second operation prompt effect can be executed (see Figures 8-23, 8-33, and 8-34). This may also be the case.
[0355] With such a configuration, the second operation promotion presentation can be made to feel special, thereby increasing interest in the game.
[0356] (Means 16) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A detection means (e.g., a vibration sensor) for detecting vibration; A performance execution means capable of executing a performance (in this example, a part that executes step S76 in the performance control CPU 120), The means of performance execution are: It is possible to execute a predetermined effect (e.g., a super reach effect) that suggests that the game will be controlled to an advantageous state, an operation prompt effect (e.g., a motion prompt effect) that prompts the player to operate the operation means during the predetermined effect, and a warning (e.g., a warning effect) that alerts the player to caution when vibration is detected by the detection means (see Figs. 8-41 and 8-42). As the warning notification, a first warning notification (e.g., a first warning notification performance (see FIG. 8-41)) and a second warning notification (e.g., a second warning notification performance (see FIG. 8-42)) can be executed, The first warning notification is a presentation in which a first warning image (e.g., a first warning notification image) including characters and letters is displayed and ends after a certain period of time (e.g., 5 seconds) has elapsed since the start of displaying the first warning image (see FIG. 8-41). The second warning is a performance in which a second warning image including text (e.g., a second warning image) is displayed and a warning sound is output, and the second warning is terminated by accepting a predetermined operation (e.g., turning off the power switch) while the second warning image is displayed (see FIG. 8-42). The means of performance execution are: If vibration is detected during the operation prompt performance, the first warning can be issued (see Figure 8-41). If vibration is detected at a time other than when the operation prompt is being performed, a second warning can be issued (see Figure 8-42). It is characterized by:
[0357] According to such a configuration, it is possible to prevent a decrease in interest in playing a game. For example, if the second warning is issued during the operation prompting performance, the warning will continue until the predetermined operation is accepted, which may cause a decrease in interest in playing a game. However, by issuing the first warning when vibration is detected during the execution of the operation prompting performance, such a problem can be prevented.
[0358] In addition, in variant example 2, if vibration is detected during a movement promotion performance, the first warning warning performance is performed, and if vibration is detected at a time other than when a movement promotion performance is being executed, the first warning warning performance is performed if the vibration is weak, and the second warning warning performance is performed if the vibration is strong. However, it is also possible to implement a configuration in which the first warning warning performance is performed when vibration is detected during a movement promotion performance, and the second warning warning performance is performed regardless of the strength of the vibration state if vibration is detected at a time other than when a movement promotion performance is being executed.
[0359] (Means 17) In the gaming machine according to means 16, The character displayed in the first warning is the main character in the game machine's presentation (see Figure 8-41), and is displayed more times in one fluctuation than the specific character (the most number of times Boingo appears in one fluctuation is 3 times, and the most number of times the main character appears in one fluctuation is 6 times). This may also be the case.
[0360] According to such a configuration, the main character can increase attention by issuing a warning.
[0361] (Means 18) In the gaming machine according to means 16 or 17, The detection means is capable of measuring a value of the vibration, The means of performance execution are: When the vibration value is less than a specified value (for example, when the vibration is weak), the first warning can be issued. If the vibration value is equal to or greater than a specified value (for example, in a strong vibration state), a second warning can be issued. This may also be the case.
[0362] According to such a configuration, by providing a plurality of types of warning notifications, it is possible to give appropriate warning notifications.
[0363] (Means 19) In the gaming machine according to any one of means 16 to 18, The predetermined operation is an operation by a store clerk (for example, an operation of turning off a power switch by a store clerk. It may also be an operation on another operating member). This may also be the case.
[0364] Such a configuration can prevent store clerks from overlooking fraud. [Explanation of symbols]
[0365] 1 … Pachinko machines 2 … Game board 3. Gaming machine frames 4A, 4B ... Special pattern display device 5. Image display device 6A … Winning ball device 6B … Variable winning ball device 7 … Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 10 … General prize entry 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 … Normal pattern display 21 … Gate switch 22A, 22B ... Start switch 23 … Count switch 30 ... Ball-hitting handle 31A … Stick controller 31B ... Push button 32 … Movable body 100 ... Game control microcomputer 101, 121... ROM 102, 122...RAM 103...CPU 104, 124 … Random number circuit 105, 125 … I / O 120 ... Performance control CPU 123 ... Display control unit
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A detection means for detecting vibration; A performance execution means capable of executing a performance, The performance execution means includes: A predetermined effect suggesting that the game will be controlled to the advantageous state, an operation prompting effect encouraging the player to operate the operation means during the predetermined effect, and a warning alert alerting the player to be careful when the detection means detects vibrations are executed. As the operation promotion effect during the execution of the predetermined effect, a first operation promotion effect using a first operation promotion image or a second operation promotion effect using a second operation promotion image can be executed, A first warning and a second warning can be issued as the warning, the first warning notification is an effect in which a first warning image including a predetermined character and a letter is displayed and ends after a certain time has elapsed since the start of displaying the first warning image; the second warning is a performance in which a second warning image including characters is displayed and a warning sound is output, and the second warning is terminated by receiving a predetermined operation while the second warning image is being displayed; The first operation prompting image is an image including an operation means image imitating the operation means, the second operation prompting image is an image in which a specific character different from the predetermined character is displayed in a portion of the operation means in the operation means image, The rate at which the second operation prompting effect is executed during the execution of the predetermined effect is higher than the rate at which the first operation prompting effect is executed during the execution of the predetermined effect, The performance execution means includes: When a vibration is detected during execution of the second operation prompting performance, the first warning can be executed; The gaming machine is capable of executing the second warning when vibration is detected at a timing other than during execution of the second operation promotion presentation.
Citation Information
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