Gaming Machines
Patent Information
- Application Number
- JP2021070881
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-20
- Publication Date
- 2025-03-12
- Estimated Expiration
- 2041-04-20
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

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Figure 0007644650000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, such as a pachinko machine, that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] There are gaming machines in which a launching device launches gaming balls, which are gaming media, into a gaming area, and when the gaming balls enter a winning area, such as a winning slot, provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device becomes a specific display result, the gaming state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed and a predetermined gaming value is given to the player.
[0003] In addition, the gaming value refers to the state of the variable winning ball device installed in the gaming area of the gaming machine becoming advantageous to the player in that it is more likely that the ball will win, generating rights that will create an advantageous state for the player, or becoming a state in which the conditions for the payout of winning balls are more likely to be met.
[0004] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of a variable display of a special pattern (identification information) that is started on a variable display device based on a game ball winning in a start winning hole. The derived display means that a pattern (final stop pattern) is finally stopped and displayed. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and a transition is made to a big prize game state in which a ball is likely to win. Then, if a predetermined number (for example, 10) of big prize winning holes win in each opening period, the big prize winning hole is closed. Then, the number of times the big prize winning hole is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and the big prize winning hole is closed when the opening time has elapsed even if the number of winning holes does not reach the predetermined number. Hereinafter, the opening period of each big prize winning hole may be called a round. Also, a game in a round may be called a round game.
[0005] In addition, in the variable display device, a state where a pattern other than the pattern that will be the final stop pattern (for example, the center pattern among the left, middle, and right patterns) continues for a predetermined time and stops, oscillates, expands and contracts, or changes shape while matching a specific display result, or a plurality of patterns fluctuate synchronously with the same pattern, or the positions of the displayed patterns are switched, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are called reach states), is called a reach effect. Also, the reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. And, if the display result of the pattern variably displayed on the variable display device is not a specific display result, it is a "miss", and the variable display state ends. The player plays while enjoying how to generate a big win.
[0006] In such gaming machines, there are some that execute a change effect that changes an effect executed in one mode to an effect with a higher expectation of being controlled to a more advantageous state than the one mode. For example, Patent Document 1 describes that an active hold notice effect is executed in which the display mode of the active hold display changes from a normal mode to a special mode by a gift image displayed when a gift box is opened. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] JP 2015-134097 A Summary of the Invention [Problem to be solved by the invention]
[0008] However, in the gaming machine described in Patent Document 1, there is room for improvement in the change presentation and presentation related to the change presentation.
[0009] Therefore, an object of the present invention is to provide a gaming machine that can increase the interest in change presentations and presentations related to the change presentations. [Means for solving the problem]
[0010] The gaming machine according to the present invention comprises: A gaming machine that can perform variable display of identification information and can be controlled to an advantageous state that is advantageous to a player, a reach effect execution means for executing a reach effect suggesting that the game will be controlled to the advantageous state after the identification information becomes the reach state; a change performance execution means for executing a change performance that suggests that the reach performance is controlled to the advantageous state by changing a part of the performance in the reach performance when the reach performance is being executed; A suggestion performance execution means capable of executing a suggestion performance that suggests that the change performance will be executed before the change performance is executed, The change performance execution means includes: Even if the suggestion performance is not executed, the change performance can be executed, A plurality of types of change effects including a first change effect and a second change effect having a higher expectation of being controlled to the advantageous state and a lower execution rate than the first change effect can be executed; When the suggestion performance and the second change performance are executed, the rate at which the suggestion performance suggests the second change performance is higher than the rate at which the suggestion performance does not suggest the second change performance; the reach effect execution means is capable of executing any one of a plurality of types of reach effects having different ratios of being controlled to the advantageous state, The change performance execution means is capable of executing the change performance in a common manner when a first type of reach performance is being executed and when a second type of reach performance is being executed. the law of nature, The reach effect execution means includes: A specific type of reach performance that is different from the first type of reach performance and the second type of reach performance and that is in a reach state when the identification information is in a specific combination can be executed, When the first type of reach performance and the second type of reach performance are executed, the probability of the change performance being executed is higher than when the specific type of reach performance is executed. It is characterized by: Another gaming machine is a gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and includes: a variable display means capable of executing a variable display of a plurality of kinds of decorative identification information (for example, decorative patterns); a reach effect execution means capable of executing a reach effect (for example, a super reach) after a combination of the decorative identification information becomes a reach state; and a change effect execution means capable of executing a change effect (for example, a chance-up effect that changes the display color of a title display, subtitle display, decorative pattern, or cut-in display from a normal color (white) to blue, green, red, or gold, a chance-up effect (revival) that changes a battle status display that shows the status of a battle in a battle effect (for example, changing from a status indicating a losing status to a status indicating a winning status), etc.) that changes a performance executed in one mode when the reach effect is being executed to a mode with a higher expectation of being controlled to a advantageous state than the one mode. The variable display means is capable of displaying the decorative identification information that is in the reach state in a predetermined display position in a smaller size than before the reach effect is executed when the reach effect is being executed (for example, For example, the decorative symbols when the reach performance (such as the early reach performance, stock performance, outpost performance, and battle performance) shown in Figs. 8-11 to 8-14 is being executed are displayed in a smaller size at the upper left and upper left of the image display area than the decorative symbols before the reach performance shown in Fig. 8-10 is executed), the decorative identification information includes first decorative identification information (for example, normal decorative symbols of "1" to "6" and "8" to "9" (normal color: white)) and second decorative identification information different from the first decorative identification information (for example, special decorative symbol of "7" (normal color: gold)), and the change performance is It includes a specific change effect that changes the display color of decorative identification information that is in a reach state (for example, a chance-up effect (pattern) that changes the display color of a decorative pattern from the normal color (white) to blue, green, red, or gold), and when a specific change effect is executed for one decorative identification information, the expectation of being controlled to an advantageous state is higher than when a specific change effect is not executed for that decorative identification information (for example, the chance-up effect (pattern) is more likely to be executed when a jackpot occurs than when a miss occurs, and the expectation of a jackpot is higher when it is executed than when it is not executed).See FIG. 8-5(C)), the change performance execution means executes a specific change performance in the reach performance when the first decoration identification information is in the reach state, and does not execute a specific change performance in the reach performance when the second decoration identification information is in the reach state (for example, when the fluctuation pattern is Super Reach A or B, it is possible to determine that a chance up performance (pattern) is executed, but when it is Super Reach C, it is impossible to determine that a chance up performance is executed. See steps 001IWS802 to S813 in FIG. 8-4 and FIG. 8-2), and the reach performance execution means is capable of executing a predetermined reach performance (for example, Super Reach A or B) and a special reach performance (for example, Super Reach C) which has a higher expectation of being controlled to a more advantageous state than the predetermined reach performance (see FIG. 8-1(C)), and when executing a reach performance after the second decoration identification information is in the reach state, the reach performance after the first decoration identification information is in the reach state is executed. The variation pattern of Super Reach A or B has a higher probability of executing a special reach performance than when a special reach is executed (for example, in the variation pattern of Super Reach A or B, Super Reach A or B is executed after the reach state is reached with a normal decoration pattern, and in the variation pattern of Super Reach C, Super Reach C is executed after the reach state is reached with a special decoration pattern. See steps 001IWS802 to S804 in Figure 8-4 and Figure 8-2), the expectation of being controlled to an advantageous state is higher when the second decoration identification information is in a reach state than when the first decoration identification information is in a reach state, and the probability of the first decoration identification information being in a reach state in the variable display that triggers control to an advantageous state is higher than the probability of the second decoration identification information being in a reach state (for example, the expectation of a jackpot is higher with Super Reach C than with Super Reach A or B, and when a jackpot is reached, the probability of Super Reach A or B being higher than Super Reach C. See Figure 8-1 (C)). According to such a configuration, it is possible to improve the interest of the change performance and the performance related to the change performance. Specifically, by providing the first decoration identification information that is the target of the specific change performance and the second decoration identification information that is not the target, it is possible to draw attention to which decoration identification information will result in a reach state. In addition, when the reach state is reached with the second decoration identification information that is not the target, a reach performance with a high expectation is executed, so that it is possible to prevent the player from being disappointed, and when the reach state is reached with the first decoration identification information, a reach performance with a high expectation is not executed compared to when the reach state is reached with the second decoration identification information, but the player can be expected to be the target of the specific change performance. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing examples of a jackpot determination table and a fluctuation pattern table in feature part 001IW. [Figure 8-2] This is a timing chart showing the execution timing of each effect during a reach. [Figure 8-3] An explanatory diagram showing the execution time of each performance during a super reach. [Figure 8-4] 13 is a flowchart showing a variable display start setting process. [Figure 8-5] 13 is an explanatory diagram showing an example of a chance-up effect execution decision table. FIG. [Figure 8-6] FIG. 13 is an explanatory diagram showing an example of a reach stock effect pattern determination table. [Figure 8-7] FIG. 13 is an explanatory diagram showing an example of a chance-up stock effect execution decision table. [Figure 8-8] An explanatory diagram showing an example of the state after the change of each chance-up effect in a modified example, the expectation level of the state after the change of each chance-up effect, and an example of the execution priority of the corresponding stock effect. [Figure 8-9] 13 is an explanatory diagram showing an example of the expectation level of each chance-up effect and the execution priority of the corresponding stock effect in a modified example, and an example of a combination that is prohibited in the chance-up stock effect. FIG. [Figure 8-10] FIG. 13 is an explanatory diagram showing a specific example of when the decorative pattern reaches a ready state. [Figure 8-11] An explanatory diagram showing a specific example of a front-stage reach effect. [Figure 8-12] FIG. 13 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-13] FIG. 13 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-14] This is an explanatory diagram showing an overview of the outpost effects and battle effects in super reach, and the celebration effects when a hit occurs. [Figure 8-15] This is an explanatory diagram showing an overview of the outpost effects and battle effects in super reach, and the celebration effects when a hit occurs. [Figure 8-16] 13 is an explanatory diagram showing a specific example of a key chance up effect targeting subtitle display. FIG. [Figure 8-17] 13 is an explanatory diagram showing a specific example of a key chance up effect targeting subtitle display. FIG. [Figure 8-18] 13 is an explanatory diagram showing a specific example of a key chance up effect targeting decorative symbols. FIG. [Figure 8-19] 13 is an explanatory diagram showing a specific example of a key chance up effect targeting decorative symbols. FIG. [Figure 8-20]13 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. FIG. [Figure 8-21] 13 is an explanatory diagram showing a specific example of a non-key chance-up effect targeting subtitle display. FIG. [Figure 8-22] 13 is an explanatory diagram showing a comparison example between a case where a key chance up effect is executed multiple times and a case where a non-key chance up effect and a key chance up effect are executed. FIG. [Figure 8-23] An explanatory diagram showing an example of the super reach effect, the effect that is the target of the key chance up effect, and the control timing of the key chance up effect. [Figure 8-24] FIG. 13 is an explanatory diagram showing a specific example of a key chance up effect targeted at subtitle display in a modified example. [Figure 8-25] FIG. 13 is an explanatory diagram showing a specific example of a key chance up effect targeted at subtitle display in a modified example. [Figure 8-26] FIG. 8-27 is an explanatory diagram showing an example of a super reach effect, an effect that is a target of a key chance up effect, and a control timing of the key chance up effect in the modified example shown in FIG. 8-24 to FIG. 8-25. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0013] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0014] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.
[0015] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.
[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0021] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0023] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0024] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.
[0025] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0026] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0029] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.
[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0031] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0032] A regular symbol reserved indicator 25C is provided above the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0034] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0035] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0036] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0037] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0039] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0041] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0042] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0043] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0044] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0045] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0046] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".
[0047] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.
[0048] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0049] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0050] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.
[0051] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".
[0052] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0053] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0054] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0055] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0056] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0057] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0058] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.
[0059] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.
[0060] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0061] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0062] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0063] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0064] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0065] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0066] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".
[0067] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0068] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0069] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0070] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.
[0071] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0072] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like.
[0073] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0074] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0075] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0076] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0077] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0078] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0079] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0080] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0082] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0083] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0084] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0085] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0086] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0087] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0088] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0089] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0090] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0091] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0092] Sub-substrates, 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.
[0093] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0094] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0095] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0096] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0097] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0098] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, various timer states, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0099] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.
[0101] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.
[0102] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.
[0103] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.
[0104] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0105] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).
[0106] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0107] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0108] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0109] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.
[0110] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0111] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0112] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0113] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0114] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0115] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0116] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0117] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0118] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0119] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0120] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0121] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0122] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0123] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0124] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0125] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0126] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0128] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0129] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0130] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.
[0131] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0132] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0133] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0134] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0135] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.
[0136] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0137] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0138] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.
[0139] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.
[0140] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0141] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0142] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0143] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.
[0144] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0145] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0146] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0147] (Explanation of feature part 001IW) Next, the characteristic part 001IW of this embodiment will be described.
[0148] (Big hit determination table) FIG. 8-1 is an explanatory diagram showing an example of a jackpot determination table and a fluctuation pattern table. Among these, FIG. 8-1(A) is an example of a jackpot determination table used in this feature part 001IW. As shown in FIG. 8-1(A), in this example, based on the hit determination random number, it is determined that the jackpot will be determined to have a probability of about 1 / 300 in a low probability state, and that the jackpot will be determined to have a probability of about 1 / 30 in a high probability state.
[0149] In addition, without being limited to the configuration shown in Figure 8-1 (A), for example, the probability of a jackpot may be made different depending on whether the variable display of the first special pattern is executed or the variable display of the second special pattern is executed.
[0150] Also, for example, if the setting value can be set to one of a number of setting values having different degrees of advantage for the player, and a setting confirmation process or setting change process is executed when the power is turned on to the pachinko game machine 1, making it possible to confirm the current setting value or change the setting value, the probability of a jackpot may be made to differ depending on which setting value is set.
[0151] In addition, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in the jackpot game or the game state after the jackpot game may be different depending on the type of jackpot. In this case, when it is determined that a jackpot has been obtained based on the random number for jackpot determination, the type of jackpot is determined based on the random number for type determination.
[0152] (Fluctuation pattern table) 8-1(B) and (C) are explanatory diagrams showing specific examples of the fluctuation pattern table in the feature part 001IW. Among these, FIG. 8-1(B) shows a specific example of the fluctuation pattern table for misses. Also, FIG. 8-1(C) shows a specific example of the fluctuation pattern table for big wins. Note that the fluctuation pattern tables shown in FIG. 8-1(B) and (C) are both used in low probability states. In high probability states or high base states, a fluctuation pattern table (not shown) with a different ratio of judgment values may be used.
[0153] In this example, as shown in Figure 8-1 (B), in the event of a miss, the fluctuation pattern is determined to be one of the following: fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (pre-stage reach), fluctuation pattern PA2-3 (pre-stage reach + super reach A), fluctuation pattern PA2-4 (pre-stage reach + super reach B), fluctuation pattern PA2-5 (stock effect + super reach A) and fluctuation pattern PA2-6 (stock effect + super reach B).
[0154] Also in this example, as shown in Figure 8-1 (C), in the event of a jackpot, the fluctuation pattern is determined to be one of the following: fluctuation pattern PB2-2 (pre-stage reach), fluctuation pattern PB2-3 (pre-stage reach + super reach A), fluctuation pattern PB2-4 (pre-stage reach + super reach B), fluctuation pattern PB2-5 (stock effect + super reach A), fluctuation pattern PB2-6 (stock effect + super reach B) or fluctuation pattern PB2-7 (super reach C).
[0155] In this example, during a super reach after a reach is established, a chance-up effect that changes the presentation mode of other effects (i.e., increases the expectation of a big win suggested by other effects) can be executed. Also, as an effect that suggests that a chance-up effect will be executed before the chance-up effect is executed, a stock effect can be executed in which an item (a key in this example) corresponding to the suggested chance-up effect is stocked. With this configuration, it is possible to increase interest during a super reach, and to increase the expectation for the stock effect and the chance-up effect. Hereinafter, executing a chance-up effect using a stocked item (key) is also referred to as releasing the stocked item (key).
[0156] In this example, the chance-up effect may be a case where the performance mode of another effect is changed using a stocked item (key) in the stock effect, or a case where the performance mode of another effect is changed without using an item (key) without the corresponding stock effect being executed in advance. Hereinafter, when distinguishing between the two, the former is also called a key chance-up effect, and the latter is also called a non-key chance-up effect.
[0157] In this example, as shown in Fig. 8-1 (B) and (C), Super Reach B is configured to have a higher chance of winning than Super Reach A. Also, Super Reach in which a stock effect (and key chance up effect) is executed is configured to have a higher chance of winning than Super Reach in which a stock effect (and key chance up effect) is not executed. This configuration allows players to have expectations about which Super Reach will be executed and whether or not a stock effect (and key chance up effect) will be executed.
[0158] In this example, multiple types of super reaches with different performance modes and different jackpot expectancies can be executed, but the jackpot expectancy when the stock performance is executed is common to all of the multiple types of super reaches. Specifically, as shown in FIG. 8-1(C), the jackpot expectancy is common when the stock performance is executed during super reach A and when the stock performance is executed during super reach B. This configuration makes it easier to recognize the jackpot expectancy, and prevents the control and configuration of the performance from becoming too complicated. It should be noted that the configuration of this example is not limited to this, and the jackpot expectancy when the stock performance is executed may be different for each type of super reach.
[0159] In this example, as shown in FIG. 8-1(C), the expectation of a big win is higher for Super Reach C than for Super Reach A or B, and when a big win occurs, the probability of Super Reach A or B being executed is higher than for Super Reach C. With this configuration, the Super Reach can be executed favorably, and the player can pay attention to which Super Reach is executed. Also, the interest can be increased when the Super Reach C, which has a high expectation and is rare, is executed. Although details will be described later, in this example, as the decorative symbols, the normal decorative symbols of "1" to "6" and "8" to "9" whose normal color is white, and the special decorative symbol of "7" whose normal color is gold are provided, and when the normal decorative symbols are in the reach state, Super Reach A or B is executed, and when the special decorative symbol is in the reach state, Super Reach C is executed. With this configuration, the player can pay attention to which decorative symbol is in the reach state.
[0160] Although the details will be described later, in this example, the chance up effect (and stock effect) can be executed when Super Reach A or B occurs, but the chance up effect (and stock effect) is not executed when Super Reach C occurs. In addition to this configuration, this example is configured so that the expectation of a big win is higher when Super Reach C is executed, as shown in FIG. 8-1(C), than when Super Reach A or B is executed and the chance up effect (and stock effect) is executed. This configuration can increase the interest when Super Reach C is executed.
[0161] In this example, when Super Reach C is executed, a jackpot is confirmed, but the configuration is not limited to this, and it may be configured so that the jackpot expectation is higher than that of Super Reach A or B, but there may be cases where it is a miss. Also, Super Reach C may be executed when a reach state is reached with a normal decorative pattern, or Super Reach A or B may be executed when a reach state is reached with a special decorative pattern. However, in order to differentiate the subsequent development potential depending on the type of decorative pattern, it is desirable that the rate at which Super Reach C is executed is higher when a reach state is reached with a special decorative pattern than when a reach state is reached with a normal decorative pattern.
[0162] Also, in the example shown in FIG. 8-1, the variable time (i.e., performance time) is the same for Super Reach A and Super Reach B, but this is not limited to the configuration, and the variable time (i.e., performance time) may be different depending on the type of Super Reach. Even if the variable time (i.e., performance time) is different, the chance-up performances that can be executed and the number of keys that can be stocked may be the same. This prevents the occurrence of chance-up performances from becoming complicated, and allows the player to easily recognize points that they should pay attention to regardless of the performance time.
[0163] In addition, without being limited to the example shown in Figure 8-1, for example, a variable pattern may be set in which a pseudo-consecutive performance is executed once or multiple times and then a reach performance is executed, and the probability of developing into a jackpot expectation or a super reach with high expectation may differ depending on the number of pseudo-consecutive performances.
[0164] (The timing of each performance during reach) Next, the execution timing of each effect during reach will be described. Figure 8-2 is a timing chart showing the execution timing of each effect during reach.
[0165] FIG. 8-2(A) shows an example of a case where the variation pattern PA2-1 (pre-stage reach) is a miss. In this case, as shown in FIG. 8-2(A), when the left and right decorative symbols other than the "7" symbol (i.e., the normal decorative symbols) are in a reach state, a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the center decorative symbol starts scrolling at a high speed, and the effect develops, and the pre-stage reach effect begins. In the pre-stage reach effect, for example, the background screen or BGM is switched from the normal variation to the reach effect, and an effect display in which a character or the like appears is performed. After that, the miss symbol is displayed stationary without the start of the pre-outpost effect, which is the precursor to the battle effect.
[0166] FIG. 8-2(B) shows an example of a jackpot with a variation pattern PB2-3 (pre-stage reach + super reach A) or a jackpot with a variation pattern PB2-4 (pre-stage reach + super reach B). In this case, as shown in FIG. 8-2(B), after the left and right decorative patterns other than the "7" pattern (i.e., the normal decorative pattern) are in a reach state, the pre-stage reach performance is executed after the normal reach performance. Then, the pre-outpost performance, which is a prelude to the battle performance, the battle performance in which the ally character and the enemy character battle, and the hit celebration performance, which celebrates the jackpot, are executed in sequence.
[0167] FIG. 8-2(C) shows an example of a jackpot with a variation pattern PB2-5 (stock performance + super reach A) or a jackpot with a variation pattern PB2-6 (stock performance + super reach B). In this case, as shown in FIG. 8-2(C), after the left and right decorative patterns other than the "7" pattern (i.e., the normal decorative pattern) enter a reach state, the stock performance is executed after the normal reach performance. Then, the outpost performance, the battle performance, and the winning blessing performance are executed in sequence.
[0168] As shown in Figures 8-2 (B) and (C), when comparing fluctuation patterns PB2-3, PB2-4 (and fluctuation patterns PA2-3, PA2-4 where the display result is a miss) with fluctuation patterns PB2-5, PB2-6 (and fluctuation patterns PA2-5, PA2-6 where the display result is a miss), in fluctuation patterns PB2-5, PB2-6 (and fluctuation patterns PA2-5, PA2-6), a stock effect is executed instead of the previous reach effect.
[0169] Figure 8-2(D) shows an example of a jackpot with the variation pattern PB2-7 (Super Reach C). In this case, as shown in Figure 8-2(D), after the left and right decorative patterns of the "7" pattern (i.e., the special decorative pattern) reach a reach state, a full rotation performance that confirms the jackpot and a celebration performance at the time of the hit are executed in sequence.
[0170] In this example, the title display (a performance that displays a title display), subtitle display (a dialogue performance that displays a subtitle display corresponding to the dialogue), decorative pattern (a decorative pattern performance that displays a decorative pattern), cut-in display (a performance that displays a cut-in display), and battle status display (a performance that shows the battle status) in the super reach are each configured so that the expected probability of a jackpot suggested varies depending on the performance mode, and when the corresponding chance-up performance is executed, the performance mode changes (i.e. the expected probability of a jackpot suggested increases).
[0171] In this example, the fluctuation time (which can also be said to be the total performance execution time) is determined by the fluctuation pattern determined on the main board 11 side, and whether or not to execute the stock performance corresponding to the fluctuation pattern is also determined. Then, the content, execution timing, and performance execution time of the stock performance and chance up performance are determined on the performance control board 12 side based on the fluctuation pattern. Note that, without being limited to the configuration of this example, a fluctuation pattern in which the content, execution timing, and performance execution time of the stock performance and chance up performance are predetermined may be provided, and one of the fluctuation patterns may be determined on the main board 11 side.
[0172] As shown in Fig. 8-2 (B) and (C), in this example, the first to fifth timings (timings (1) to (5) shown in Fig. 8-2 (B) and (C)) are provided as timings at which chance-up effects can be executed in the super reach. In this example, a plurality of types of chance-up effects are provided, and when execution is determined for each chance-up effect, it is executed at one of the corresponding first to fifth timings. Specifically, at the first timing, a chance-up effect (title) is executed for the title display (effect that displays the title display), at the second timing, a chance-up effect (subtitle) is executed for the subtitle display (dialogue effect that displays the subtitle display corresponding to the dialogue), at the third timing, a chance-up effect (design) is executed for the decorative pattern (decorative pattern effect that displays the decorative pattern), at the fourth timing, a chance-up effect (cut-in) is executed for the cut-in display (effect that displays the cut-in display), and at the fifth timing, a chance-up effect (revival) is executed for the battle situation display that shows the battle situation in the battle effect.
[0173] In the variation patterns (PB2-3, PB2-4) shown in Figure 8-2 (B), the stock effect is not executed, so all the chance-up effects executed are non-key chance-up effects that do not use items (keys). On the other hand, in the variation patterns (PB2-5, PB2-6) shown in Figure 8-2 (C), if the stock effect uses a stocked item (key) (i.e., if the stock effect suggests it in advance), the chance-up effect becomes a key chance-up effect, and if the item (key) is not used (i.e., if the stock effect does not suggest it in advance), the chance-up effect becomes a non-key chance-up effect.
[0174] In this example, the first to fifth timings corresponding to each chance up performance are respectively determined for each variation pattern (or each type of super reach), and for example, the timing differs according to the characteristics of the super reach. With such a configuration, the chance up performance can be flexibly executed according to the characteristics of the super reach. However, the order in which each chance up performance is executed is the same in any variation pattern (or type of super reach). For example, in both super reaches A and B, the chance up performance is executed in the order of chance up performance (title), chance up performance (subtitle), chance up performance (design), chance up performance (cut-in), and chance up performance (revival). With such a configuration, it is possible to execute the chance up performance at a timing according to the characteristics of the super reach, while making it easier to recognize the chance up performance to be executed next, thereby building anticipation.
[0175] In this example, the first to fifth timings are determined for each fluctuation pattern (or each type of super reach), but this is not limited to the above configuration, and the timings may be common to all fluctuation patterns (or types of super reach).
[0176] Also, the execution order of the effects that are the subject of the chance-up effect is not limited to the example shown in FIG. 8-2, and may be other orders. However, it is desirable that the later the order that is the subject of the chance-up effect, the more likely it is that the chance-up effect will increase the expectation of a big win (for example, the more likely it is that the effect will change to a performance mode with a high expectation of a big win). With such a configuration, it is possible to draw attention to the timing at which the chance-up effect will be executed, and to prevent players who have high expectations for the timing of the change (for example, their expectations increase as the super reach progresses) from being disappointed.
[0177] As shown in Figure 8-2 (C), in this example, at timing a during the stock performance (timing (a) shown in Figure 8-2 (C)), an item (Super Reach Key) indicating the type of Super Reach to be executed after the stock performance is stocked, and at timing b (timing (b) shown in Figure 8-2 (C)), an item (Chance Up Key) indicating the Chance Up performance to be executed during the Super Reach is stocked.
[0178] Hereinafter, the part of the stock performance in which an item (super reach key) suggesting the type of super reach to be executed later is stocked is also referred to as a reach stock performance, and the part in which an item (chance up key) suggesting the chance up performance to be executed later is stocked is also referred to as a chance up stock performance. In this example, two timings are provided as opportunities to stock items (keys) in the stock performance, but the configuration is not limited to this, and there may be a maximum of one, or three or more.
[0179] The item (Super Reach Key) stocked at timing a during the stock effect (timing (a) shown in FIG. 8-2(C)) is used to end the stock effect. Then, the prelude to the Super Reach of the type corresponding to the item (Super Reach Key) starts.
[0180] The item (chance up key) stocked at timing b (timing (b) shown in FIG. 8-2(C)) during the stock performance is used at a timing corresponding to the chance up performance it suggests. For example, if a chance up key (title) suggesting a chance up performance (title) and a chance up key (subtitle) suggesting a chance up performance (subtitle) are stocked in the stock performance, the chance up key (title) is used at the first timing (timing (1) shown in FIG. 8-2(C)) to execute the key chance up performance (title), and the chance up key (subtitle) is used at the second timing (timing (2) shown in FIG. 8-2(C)) to execute the key chance up performance (subtitle).
[0181] In this example, as shown in FIG. 8-2(C), the stock performance is executed in the period from when the reach state is reached to before the pre-outpost performance of the super reach performance starts, and the chance up performance suggested by the stock performance is always executed in the pre-outpost performance or the battle performance. Then, whether or not to execute the stock performance is decided on the main board 11 side. Specifically, the execution of the stock performance is decided by deciding on a variation pattern including the stock performance and the super reach. With this configuration, it is possible to realize a stock performance that requires a certain amount of execution time, and it is possible to reliably secure the execution period of the stock performance by, for example, deciding on the main board 11 side whether or not to execute the stock performance based on the variation pattern.
[0182] In this example, the decorative symbols are "1" to "6" and "8" to "9" (hereinafter also referred to as "normal decorative symbols") whose normal color is white, and "7" (hereinafter also referred to as "special decorative symbols") whose normal color is gold. As shown in Fig. 8-2 (A) to (D), when the super reach performance is executed after the special decorative symbols are in a reach state, the rate of executing the super reach C is higher than when the super reach performance is executed after the normal decorative symbols are in a reach state. Specifically, in the variation pattern of the super reach A or B, the super reach A or B is executed after the normal decorative symbols are in a reach state, and in the variation pattern of the super reach C, the super reach C is executed after the special decorative symbols are in a reach state. In this way, in this example, when the special decorative symbol "7" is in a reach state, it is confirmed that the super reach C will be executed, so the player has a sense of expectation that the special decorative symbol "7" will be in a reach state. Therefore, when the left symbol stops on the special decorative symbol "7" during the variable display, a presentation may be performed to tease whether or not the right symbol will stop on the special decorative symbol "7" (for example, the right symbol "7" may be scrolled just before the stopping position at a speed significantly slower than normal, and an effect image or the like may be displayed superimposed on the right symbol "7" (not shown in the example of Figures 8-10). By doing this, the player can be made aware of whether or not it will develop into a Super Reach C before the reach is established, which can increase interest.
[0183] In this example, as shown in Figures 8-2 (B) to (D), when the fluctuation pattern is Super Reach A or B, the chance up effect can be executed, but when the fluctuation pattern is Super Reach C, the chance up effect is not executed.
[0184] That is, in this example, among the decorative symbols, the normal decorative symbols are the target of the chance up performance (symbol), but the special decorative symbols are not the target of the chance up performance (symbol). With this configuration, it is possible to draw attention to which decorative symbol will be in the reach state. Also, when the reach state is reached with the special decorative symbol that is not the target of the chance up performance (symbol), a reach performance with a higher expectation of a big win than when the reach state is reached with the normal decorative symbol is executed, so that it is possible to prevent the player from being disappointed, and when the reach state is reached with the normal decorative symbol, a reach performance with a higher expectation of a big win than when the reach state is reached with the special decorative symbol is not executed, but it is the target of the chance up performance (symbol), so that it is possible to give the player hope.
[0185] It should be noted that the configuration is not limited to this example, and for example, in a stock effect, multiple items (chance up keys) corresponding to a chance up effect targeting one effect may be stocked, and the chance up effect targeting that one effect may be executed multiple times.
[0186] In this example, in the super reach, the pre-outpost performance and the battle performance are always executed, but the configuration is not limited to this. For example, when the stock performance is executed, the pre-outpost performance may be omitted and the battle performance may be executed, and the chance up performance may be executed within the battle performance. With this configuration, it is possible to prevent the total performance execution time of the reach with high expectation from becoming too long.
[0187] In addition, when an exceptional pattern is provided in which the outpost performance of the super reach is omitted, in the basic pattern that is not omitted, it is desirable that at the boundary between the first half (outpost performance) of the super reach and the second half (battle performance), other performance images are displayed in a manner that covers all the performance images related to the super reach, or the performance contents are clearly separated. For example, at the boundary between the first half and the second half, an image such as an effect image or a character character display may be displayed in a manner that covers all the performance images related to the super reach. Also, for example, the performance contents may be separated by executing an outpost performance in the first half part and executing a battle performance in the second half part, or by displaying a battle scene in the first half part and displaying a conclusion scene such as a character unleashing a special move in the second half part. By doing so, even when the first half (outpost performance) part of the super reach is omitted, the flow of the performance does not feel strange.
[0188] In addition, in the example shown in FIG. 8-2, for convenience, the intervals between the timing of stocking and the timing of the chance-up effect are uniform, but they do not have to be uniform and can be any timing within the period.
[0189] Also, for the chance up performance (revival), after the performance of normal Super Reach A or B ends in a state of defeat in the battle, a performance in which the player revives from the defeated state and battles again to win may be executed, that is, a performance for the chance up performance (revival) may be executed after the performance of normal Super Reach A or B. In this case, in order to reliably secure the execution period of the chance up performance (revival), a variation pattern of the super reach including the chance up performance (revival) (i.e., the period during which the chance up performance (revival) is executed is included in the variation time) may be set in advance, and the execution of the chance up performance (revival) may be determined by selecting the variation pattern on the main board 11 side. Also, in this case, for example, when the variation pattern of the super reach including the stock performance and the chance up performance (revival) is determined on the main board 11 side, the execution of the chance up performance (revival) and the stock performance for chance up corresponding to the chance up performance (revival) may be determined.
[0190] (Execution time of each performance during Super Reach) Next, the execution time of each effect during the Super Reach will be described. Figure 8-3 is an explanatory diagram showing the execution time of each effect during the Super Reach.
[0191] Among the examples shown in Figure 8-3, Figure 8-3(A) shows an example in which a chance-up effect is executed for the title display (an effect that displays the title display) at the first timing of the super reach (timing (1) shown in Figure 8-3), a chance-up effect is executed for the subtitle display (a dialogue effect that displays the subtitle display) at the second timing (timing (2) shown in Figure 8-3), and a chance-up effect is executed for the decorative pattern (a decorative pattern effect that displays a decorative pattern) at the third timing (timing (3) shown in Figure 8-3).
[0192] In addition, Figure 8-3 (B) shows an example in which a chance-up effect targeting the title display (an effect that displays the title display) is executed at the first timing of the super reach, and a chance-up effect targeting the decorative pattern (a decorative pattern effect that displays a decorative pattern) is executed at the third timing.
[0193] In the example shown in FIG. 8-3, a movable body performance is executed in which the movable body 32 operates before the end of the fluctuation (for example, when announcing that control will be performed to a jackpot).
[0194] In this example, as shown in the case where a dialogue performance without a chance-up performance (subtitles) shown in FIG. 8-3(A) is executed and the case where a dialogue performance with a chance-up performance (subtitles) shown in FIG. 8-3(B) is executed, the performance targeted by the chance-up performance is configured to have a longer execution time when the performance mode is changed by the chance-up performance than when the performance mode is not changed by the chance-up performance. Specifically, the performance execution time T11 of the dialogue performance shown in FIG. 8-3(A) is longer than the performance execution time T12 of the dialogue performance shown in FIG. 8-3(B). With this configuration, when the chance-up performance is executed, a period for executing the chance-up performance and the performance targeted by the chance-up performance (for example, a period for notifying that a change has occurred or the performance mode after the change) can be secured.
[0195] If the performance execution time of a performance is changed depending on the presence or absence of a chance-up performance, the execution timing of other performances will be affected, which may increase the amount of data related to performance control and complicate processing. Also, since the variable time (i.e., the total performance execution time) is fixedly determined in advance for each variable pattern, there is a risk that the performance will not fit within the time, or that there will be excess time. Therefore, in this example, the execution period of the movable body performance is made different depending on the presence or absence of a chance-up performance, thereby suppressing the impact on other performances and ensuring that all performances fit within the time without feeling unnatural.
[0196] That is, in this example, the performance execution time T11 of the dialogue performance shown in Fig. 8-3(A) is longer than the performance execution time T12 of the dialogue performance shown in Fig. 8-3(B), while the performance execution time T21 of the movable body performance shown in Fig. 8-3(A) is shorter than the performance execution time T12 of the movable body performance shown in Fig. 8-3(B). And, the performance execution time of the chance-up performance targeting the decorative pattern (decorative pattern performance that displays decorative patterns) is common.
[0197] As a movable body performance, for example, the movable body 32 is controlled to move from the initial position to a performance position in front of the display area of the image display device 5 and to be located at the performance position for a predetermined period of time, and an effect image or the like is displayed on the image display device 5 during the predetermined period to emphasize the movable body performance (at this time, the movable body 32 itself may be made to operate at the performance position), and then, when the movable body 32 is controlled to move from the performance position to the initial position, the performance execution time of the movable body performance can be adjusted by lengthening or shortening the period during which the movable body 32 is located at the performance position. By adjusting the performance execution time of the movable body performance in this way, it is possible to respond to minute changes in the performance time depending on whether or not there is a chance up. With such a configuration, while the performance execution time of the performance is configured to change depending on whether or not there is a chance up performance, it is possible to prevent the amount of data related to the performance control from increasing and the processing from becoming complicated, and to fit all the performances within the time without any sense of incongruity.
[0198] The adjustment of the presentation time may be performed, for example, by a presentation other than the moving body presentation. For example, when the variable display result is a miss and the moving body presentation is not executed before the end of the variation, the time for temporarily stopping the decorative pattern indicating the miss may be adjusted by lengthening or shortening the time for the return from the presentation image related to the super reach to the normal background image before the end of the variation.
[0199] In this example, the chance-up effect can be executed multiple times, and the execution time is configured to be different depending on the chance-up effect executed. Specifically, as shown in FIG. 8-3(A), the chance-up effect targeted at the decorative pattern has a longer execution time than the chance-up effect targeted at the title display or subtitle display. Although the details will be described later, the chance-up effect targeted at the decorative pattern has a higher expectation of a jackpot than the chance-up effect targeted at the title display or subtitle display, so the effect of the effect can be enhanced by extending the execution time. With this configuration, various chance-up effects can be executed at a suitable execution time, and the effect of the effect can be enhanced.
[0200] In this example, when one chance-up effect for one effect is being executed, another chance-up effect for another effect is not executed. For example, as shown in FIG. 8-3, a chance-up effect for a different effect is executed after a predetermined period of time has elapsed. With this configuration, attention can be drawn to the chance-up effect being executed.
[0201] (Variable display start setting process) Fig. 8-4 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Fig. 7. In the variable display start setting process, the performance control CPU 120 first reads a variation pattern command from the variation pattern command storage area (step 001IWS801). Next, the performance control CPU 120 checks whether the variation pattern specified by the variation pattern command read in step 001IWS801 is a variation pattern including a super reach C (step 001IWS802).
[0202] If the variation pattern includes Super Reach C (Y in step 001IWS802), that is, if the variation display result is a jackpot after Super Reach C, the performance control CPU 120 determines the display result (stopping pattern) of the decorative pattern by determining a combination of patterns that includes special decorative patterns on the left, center, and right (specifically, a special decorative pattern of "7" that is usually gold), and stores data indicating the stopping pattern of the determined decorative pattern in the decorative pattern display result storage area (step 001IWS803). Then, it proceeds to 001IWS814.
[0203] If the fluctuation pattern does not include Super Reach C (N in step 001IWS802), the performance control CPU 120 determines the display result (stopping pattern) of the decorative pattern according to the fluctuation pattern command read in step 001IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command), and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area (step 001IWS804).
[0204] In step 001IWS804, when the performance control CPU120 receives a display result designation command indicating "miss", it determines a combination of miss patterns in which the left, center, and right decorative patterns are completely mismatched, or a reach miss pattern combination in which only the left and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match. Also, when the performance control CPU120 receives a display result designation command indicating "jackpot", it determines a pattern combination in which the left, center, and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match.
[0205] Next, the performance control CPU 120 checks whether the variation pattern includes a super reach (step 001IWS805). If the variation pattern does not include a super reach, the process proceeds to step 001IWS814.
[0206] In the case of a variation pattern including a super reach, the performance control CPU 120 determines whether or not to execute each chance-up performance (step 001IWS806). In this example, it determines whether or not to execute each of the chance-up performance (title), chance-up performance (subtitle), chance-up performance (design), chance-up performance (cut-in), and chance-up performance (revival). Details of step 001IWS806 will be described later.
[0207] In this example, when Super Reach A, B is executed by the processing of steps 001IWS802-S806, the chance up effect is executed at a higher rate than when Super Reach C is executed. Also, when Super Reach C is executed, the chance up effect (and the stock effect) is not executed. With this configuration, when Super Reach A, B, which has a lower expectation than Super Reach C, is executed, the execution rate of the chance up effect is increased, so that the player can have expectations, and when Super Reach C, which has a higher expectation and a lower execution rate, the execution rate of the chance up effect is decreased, so that the player can concentrate on the contents of the effect and enjoy it, and the effect of the effect of the effect can be prevented from decreasing.
[0208] Next, the performance control CPU 120 checks whether or not the variation pattern is a Super Reach including a stock performance (step 001IWS807). If the variation pattern is not a Super Reach including a stock performance, the process proceeds to step 001IWS814.
[0209] In the case of a variation pattern of a super reach including a stock effect, the effect control CPU 120 checks whether or not there is a chance up effect determined to be executed in step 001IWS806 (step 001IWS808), and if there is no chance up effect determined to be executed, it determines to execute a chance up effect (title) (step 001IWS809). In addition, in step 001IWS809, for example, one of the chance up effects (in this example, chance up effect (title), chance up effect (subtitle), chance up effect (design), chance up effect (cut-in)) that does not exceed 40% of the chance up effect of the stock effect may be selected by lottery. In this way, it is possible to prevent the chance up effect to be executed from suggesting a chance up effect that is higher than the actual chance up effect, and to execute the chance up effect appropriately.
[0210] In this example, when the stock effect is executed by the processing of steps 001IWS808 to S809, at least one chance up effect is executed, but the configuration is not limited to this, and for example, a predetermined number of chance up effects, at least two or three or more, may be executed. In this case, after the processing of step 001IWS806 is executed once, the chance up effects may be forcibly executed in order from the chance up effect with the lowest jackpot expectation until the number of chance up effects determined to be executed becomes two (or a predetermined number of three or more), or a re-selection may be performed from a chance up effect group with a jackpot expectation of not exceeding 40% for the stock effect. In this way, it is possible to prevent the jackpot expectation suggested by the executed chance up effect from becoming higher than it actually is, and to execute the chance up effect appropriately.
[0211] Next, the performance control CPU 120 determines the performance pattern of the reach stock performance among the stock performances (step 001IWS810). In addition, the performance control CPU 120 determines whether or not to execute the chance-up stock performance corresponding to the chance-up performance determined to be executed (step 001IWS811). Details of steps 001IWS810 and S811 will be described later.
[0212] Next, the performance control CPU 120 checks whether there is a chance-up stock performance that has been determined to be executed in step 001IWS811 (step 001IWS812). If there is no chance-up stock performance that has been determined to be executed, the performance control CPU 120 determines to execute the chance-up stock performance that corresponds to the chance-up stock performance with the highest expectation among the chance-up performances that have been determined to be executed (step 001IWS813). Then, the process proceeds to step 001IWS814.
[0213] In this example, by executing the processing of steps 001IWS807 to S813, in the case of a variation pattern of a super reach including a stock effect, it is determined to execute at least one and up to five chance up effects, and it is determined to execute at least one and up to five stock effects corresponding to the chance up effects determined to be executed, but it is not limited to such a configuration, and the number of chance up effects suggested in advance by the stock effect may be less than the number of chance up effects actually executed. For example, a maximum of five chance up effects can be executed, and the stock effect may suggest the execution of a maximum of two chance up effects. With such a configuration, it is possible to have hope that a chance up effect other than the chance up effect suggested by the stock effect will be executed.
[0214] In this example, it is possible to execute a key chance up effect that is executed via a stock effect and a non-key chance up effect that is executed without a stock effect, but the number of non-key chance up effects among the executed chance up effects may be less than the key chance up effects. For example, if two key chance up effects are suggested by the stock effect, the number of non-key chance up effects executed other than the key chance up effect may be less than two. With this configuration, the value of the stock effect can be increased, and the effect of the effect can be improved.
[0215] In step 001IWS814, the performance control CPU 120 selects a process table according to the variation pattern and the content of the determined performance (step 001IWS814).
[0216] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 001IWS815).
[0217] 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.
[0218] 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.
[0219] 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 001IWS816). 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.
[0220] By executing the processing of step 001IWS816, a performance according to the variation pattern and the contents decided to be executed is realized.
[0221] 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 001IWS817).
[0222] 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 001IWS818).
[0223] Next, the process of determining whether or not to execute each chance-up effect in the variable display start setting process (step 001IWS806) will be described in detail.
[0224] In step 001IWS806, for example, each chance-up effect execution decision table shown in Fig. 8-5 (A) to (E) is referenced in sequence to determine whether or not to execute each effect.
[0225] Specifically, first, the chance-up effect (title) execution decision table shown in FIG. 8-5(A) is referenced to determine whether or not to execute the chance-up effect (title). In the example shown in FIG. 8-5(A), execution is decided at a rate of 45% in the case of a jackpot, and at a rate of 55% in the case of a miss. In this case, the rate of a jackpot when the chance-up effect (title) is executed (expected jackpot) is 25%. In the example shown in FIG. 8-5, to simplify the explanation, it is assumed that when the chance-up effect is executed, the display color of the target effect changes uniformly to red. An example in which multiple post-change modes are provided is disclosed as a modified example in FIG. 8-8.
[0226] Next, the system refers to the chance-up effect (subtitle) execution decision table shown in FIG. 8-5(B) to decide whether or not to execute the chance-up effect (subtitle). In the example shown in FIG. 8-5(B), the system decides to execute the effect with a 50% probability in the case of a big win, and with a 50% probability in the case of a miss. In this case, the probability of a big win (expected big win) when the chance-up effect (subtitle) is executed is 29%.
[0227] Next, the system refers to the chance-up effect (symbol) execution decision table shown in FIG. 8-5(C) to decide whether or not to execute the chance-up effect (symbol). In the example shown in FIG. 8-5(C), the chance-up effect (symbol) is executed with a 55% probability in the case of a big win, and with a 45% probability in the case of a miss. In this case, the chance of a big win (expected chance of a big win) when the chance-up effect (symbol) is executed is 33%.
[0228] Next, the system refers to the chance-up effect (cut-in) execution decision table shown in FIG. 8-5(D) to decide whether or not to execute the chance-up effect (cut-in). In the example shown in FIG. 8-5(D), the system decides to execute the effect with a 60% probability in the case of a big win, and with a 40% probability in the case of a miss. In this case, the probability of a big win (expected big win) when the chance-up effect (cut-in) is executed is 38%.
[0229] Next, the system refers to the chance-up effect (revival) execution decision table shown in FIG. 8-5(E) to decide whether or not to execute the chance-up effect (revival). In the example shown in FIG. 8-5(E), the system decides to execute the effect at a rate of 10% in the case of a big win, and at a rate of 0% in the case of a miss. In this case, the rate of a big win (expected big win rate) when the chance-up effect (revival) is executed is 100%.
[0230] In this example, as shown in Fig. 8-5(A) to (E), each chance-up effect is configured to be executed more frequently in the event of a big win than in the event of a miss, and the expectation of a big win is higher when the effect is executed than when it is not executed. This configuration allows players to have hope that the chance-up effect will be executed.
[0231] In this example, when the chance-up effect is executed, the display color of the corresponding effect is uniformly changed to red, but as shown in Fig. 8-5 (A) to (E), the chance-up effect is configured to have a different probability of winning. This configuration allows the player to pay attention to which chance-up effect is executed.
[0232] In this example, as shown in Fig. 8-5 (A) to (E), multiple types of super reaches with different performance modes and different jackpot expectancies can be executed, but the jackpot expectancy when the chance-up performance is executed is common to all of the multiple types of super reaches. Specifically, the jackpot expectancy when each chance-up performance is executed is common to both super reaches A and B. This configuration makes it easier to recognize the jackpot expectancy, and prevents the control and configuration of the performance from becoming too complicated. It should be noted that the configuration of this example is not limited to this, and the jackpot expectancy of the chance-up performance may be different depending on the type of super reach.
[0233] In this example, as shown in Fig. 8-2 and Fig. 8-5 (A) to (E), the later the timing of the change that becomes the target of the chance-up performance, the higher the expectation of a big win. With this configuration, it is possible to draw attention to which chance-up performance is executed at which timing.
[0234] In this example, if the target performance is the same, the key chance up performance executed through the stock performance and the non-key chance up performance executed without the stock performance are configured to have the same jackpot expectation, so that the jackpot expectation can be easily recognized. Note that, without being limited to this configuration, even if the target performance is the same, the key chance up performance and the non-key chance up performance may be configured to have different jackpot expectation, so that the presence or absence of the execution of the stock performance is drawn to attention.
[0235] Next, the process of determining the presentation pattern of the reach stock presentation in the variable display start setting process (step 001IWS810) will be described in detail.
[0236] In step 001IWS810, for example, the reach stock effect pattern determination table shown in FIG. 8-6(A) is referenced to determine the effect pattern.
[0237] Specifically, as shown in Figure 8-6(A), when the change pattern includes Super Reach A, a first performance pattern is determined in which the "Death Battle Between Two" Super Reach Key corresponding to the performance content of Super Reach A is stocked, and when the change pattern includes Super Reach B, a second performance pattern is determined in which the "Sweeping Operation" Super Reach Key corresponding to the performance content of Super Reach B is stocked.
[0238] In this example, since the likelihood of the stock effect being executed varies depending on the type of super reach (see FIG. 8-7 described later), attention can be drawn to which effect pattern the reach stock effect will be.
[0239] Next, details of the process (step 001IWS811) for determining whether or not to execute the chance-up stock effect corresponding to the chance-up effect whose execution has been determined in the variable display start setting process will be described.
[0240] In step 001IWS811, the chance-up stock effect execution decision tables shown in Figs. 8-7(A) to (E) corresponding to the chance-up effects whose execution has been decided are sequentially referenced, and it is decided whether or not to execute each of them.
[0241] Specifically, when a decision has been made to execute a chance up effect (title), the chance up (title) stock effect execution decision table shown in Figure 8-7 (A) is referenced to determine whether or not to execute a stock effect corresponding to the chance up effect (title), i.e., whether or not to stock the ``title'' chance up key in the chance up stock effect.
[0242] In addition, if a decision has been made to execute a chance up effect (subtitles), the chance up (subtitles) stock effect execution decision table shown in Figure 8-7 (B) is referenced to determine whether or not to execute a stock effect corresponding to the chance up effect (subtitles), i.e., whether or not to stock a ``subtitles'' chance up key in the chance up stock effect.
[0243] In addition, when a decision has been made to execute a chance up effect (symbol), the chance up (symbol) stock effect execution decision table shown in Figure 8-7 (C) is referenced to decide whether or not to execute a stock effect corresponding to the chance up effect (symbol), i.e., whether or not to stock a "symbol" chance up key in the chance up stock effect.
[0244] In addition, when a decision has been made to execute a chance up effect (cut-in), the chance up (cut-in) stock effect execution decision table shown in Figure 8-7 (D) is referenced to determine whether or not to execute a stock effect corresponding to the chance up effect (cut-in), i.e., whether or not to stock a ``cut-in'' chance up key in the chance up stock effect.
[0245] Also, when the execution of the chance-up performance (revival) is decided, the execution of the stock performance corresponding to the chance-up performance (revival) is decided by referring to the chance-up (revival) stock performance execution decision table shown in FIG. 8-7(E), i.e., whether or not to stock the "revival" chance-up key in the chance-up stock performance is decided. The chance-up performance (revival) is a performance in which the super reach being executed becomes a miss once, and then the chance-up key (revival) is used to make it appear as a big win. For example, in the "two deadly battle" super reach shown in FIG. 8-14, after the performance display in which the friendly character is defeated by the enemy character is displayed, when a miss pattern is displayed (when a middle pattern that does not correspond to the reach displayed at the right and left ends of the upper part of the screen is displayed in the middle of the screen, or when the screen for the super reach returns to the normal variable screen and the miss pattern is stopped), the mini character flying around on the screen inserts the chance-up key (revival) into this miss pattern, changing it into a win pattern corresponding to the reach. It should be noted that the form of the chance-up effect (revival) is not limited to this. For example, in a scene in which an ally character is defeated by an enemy character, the chance-up key (revival) may be used to rewind the effect, so that the ally character appears victorious.
[0246] In this example, when a stock effect and a chance-up effect with a high jackpot expectation are executed, the chance-up stock effect corresponding to the chance-up effect with a high jackpot expectation is executed more frequently than the chance-up stock effect not executed. Specifically, as shown in FIG. 8-7, when a chance-up effect (revival) is determined to be executed, the chance-up stock effect corresponding to the chance-up effect (revival) is executed more frequently. Also, for example, when a stock effect and multiple chance-up effects are executed, the chance-up stock effect corresponding to the chance-up effect with a relatively high expectation is executed more frequently than the chance-up effect with a relatively low expectation among the multiple chance-up effects. Specifically, as shown in FIG. 8-7, when a chance-up effect (title), a chance-up effect (subtitle), and a chance-up effect (cut-in) are determined to be executed, the chance-up stock effect corresponding to the chance-up effect (revival) is executed more frequently.
[0247] In this example, if the stock effect can suggest the effect that is the target of the chance up effect, it can increase the interest, but on the other hand, depending on the effect suggested, it may suggest that the expectation is not so high. Therefore, by making it possible to execute chance up effects that are not suggested by the stock effect, the player can maintain the expectation. However, if a stock effect suggesting the chance up effect is not executed when a chance up effect with high expectation is executed, or if a stock effect suggesting a chance up effect different from the chance up effect is executed, the value of the stock effect itself may decrease. Therefore, when a chance up effect with high expectation is executed, the rate at which the stock effect suggesting the execution of the chance up effect is executed is increased. With this configuration, the stock effect and the chance up effect can be executed favorably, and the effect of ...
[0248] In this example, the jackpot expectation rate when the chance-up performance except the chance-up performance (revival) that guarantees a jackpot is executed is lower than the expectation rate when the stock performance is executed. Specifically, as shown in FIG. 8-1(C), the jackpot expectation rate is 40% when the stock performance is executed, whereas as shown in FIG. 8-5(A)-(D), the jackpot expectation rate is 25% when the chance-up performance (title) is executed, the jackpot expectation rate is 29% when the chance-up performance (subtitle) is executed, the jackpot expectation rate is 33% when the chance-up performance (design) is executed, and the jackpot expectation rate is 38% when the chance-up performance (cut-in) is executed. This configuration increases the value of the stock performance and draws attention to whether it is executed or not.
[0249] However, without being limited to this configuration, for example, the jackpot expectation rate when the chance up performance (symbol) or chance up performance (cut-in) is executed may exceed the jackpot expectation rate of 40% when the stock performance is executed. However, in this case, in steps 001IWS807 to S809, when there is no chance up performance determined by lottery in the variation pattern of the super reach including the stock performance, it is not determined to execute the chance up performance (symbol) or chance up performance (cut-in), and the chance up performance (title) or chance up performance (subtitle) is executed. By doing so, it is possible to prevent the jackpot expectation rate suggested by the executed chance up performance from becoming higher than it actually is, and to execute the chance up performance appropriately.
[0250] In this example, the stock performance is configured to indicate the type of super reach and the chance up performance in a specific manner, but if the execution of a chance up performance with a low expectation is suggested by overlapping with a super reach with a low expectation, it is visualized as a combination of performances with extremely low expectation, which may disappoint the player. Therefore, in this example, when a super reach with a relatively low expectation is executed and both a chance up performance with a relatively low expectation and a chance up performance with a relatively high expectation are executed, the stock performance is configured to indicate a higher rate of suggesting that a chance up performance with a relatively high expectation will be executed than a chance up performance with a relatively low expectation will be executed after suggesting that a super reach with a relatively low expectation will be executed. Specifically, as shown in FIG. 8-7, when a super reach A is executed and both a chance up performance (title) and a chance up performance (revival) are executed, the chance up stock performance indicates a higher rate of suggesting a chance up performance (revival) than a chance up performance (title). In addition, when both the chance up effect (title) and the chance up effect (cut-in) are executed together with the execution of the super reach A, the chance up stock effect has a higher probability of suggesting the chance up effect (cut-in) than the chance up effect (title). With this configuration, it is possible to prevent the player from being disappointed by the combination of the super reach and the chance up effect suggested in the stock effect.
[0251] In this example, when a super reach with a relatively high expectation is executed and both a chance up performance with a relatively low expectation and a chance up performance with a relatively high expectation are executed, the stock performance is configured to suggest that a chance up performance with a relatively high expectation will be executed more than suggesting that a chance up performance with a relatively low expectation will be executed after suggesting that a super reach with a relatively high expectation will be executed. Specifically, as shown in FIG. 8-7, when a super reach B is executed and both a chance up performance (title) and a chance up performance (revival) are executed, the chance up stock performance is more likely to suggest a chance up performance (revival) than a chance up performance (title). Also, when a super reach B is executed and both a chance up performance (title) and a chance up performance (cut-in) are executed, the chance up stock performance is more likely to suggest a chance up performance (cut-in) than a chance up performance (title). With such a configuration, it is possible to suppress the occurrence of a situation in which a player feels dissatisfied or unsatisfied with a combination of a super reach with a relatively high expectation and a chance-up performance with a relatively low expectation, and to make the player feel a sense of expectation with respect to the combination of a super reach with a relatively high expectation and a chance-up performance with a relatively high expectation.
[0252] In this example, the stock effect is more likely to be executed when a relatively high expectation Super Reach is executed than when a relatively low expectation Super Reach is executed. For example, as shown in FIG. 8-7, the chance-up stock effect is more likely to be executed when a Super Reach B is executed than when a Super Reach A is executed. This configuration draws attention to whether or not a stock effect is executed, and enhances the effect of the stock effect when the stock effect is executed.
[0253] In this example, as shown in Fig. 8-5(E), a chance-up effect (revival) that is executed when a big win occurs can be executed as a chance-up effect, and as shown in Fig. 8-7(E), it is possible to specifically suggest that a chance-up effect (revival) will be executed as a stock effect. With this configuration, it is possible to draw attention to the content of the stock effect, and to enhance the effect of the stock effect.
[0254] (Variation 1) Here, a modified example in which a plurality of types of appearances are provided after the change by the chance-up performance will be described. Figure 8-8 is an explanatory diagram showing an example of the appearance after the change of each chance-up performance in the modified example, the expectation level of the appearance after the change of each chance-up performance, and an example of the execution priority of the corresponding stock performance.
[0255] In the modified example shown in Fig. 8-8(A) and (B), a plurality of types of appearances after the change by the chance up performance are provided, and the expectation of the big win is different for each appearance after the change. Specifically, the expectation of the big win increases in the order of blue < green < red < gold.
[0256] In the modified example shown in Fig. 8-8(A) and (B), the type of the state after the change is different between the chance-up effect with a high degree of advantage and the chance-up effect with a low degree of advantage (in other words, the possibility of changing to a state with a high expectation of a big win is different). Specifically, in the case of the title display, the color changes to blue or green, and in the case of the cut-in display with a higher degree of advantage than the title display, the color changes to green, red or gold. This configuration allows you to pay attention to which effect the chance-up effect is targeted for.
[0257] In the modified example shown in Fig. 8-8(A) and (B), the combination of the target of the chance-up effect and the state after the change suggests the probability of a big win, and the higher the probability of a big win, the higher the execution priority of the corresponding stock effect. With this configuration, in addition to which effect is the target of the chance-up effect to be executed, the player can pay attention to what state it will change to, and the stock effect corresponding to the chance-up effect with the higher advantage can be executed with priority.
[0258] (Variation 2) Next, a modified example of the execution of the stock effect for chance up will be described. Figure 8-9 is an explanatory diagram showing an example of the expectation level of each chance up effect and the execution priority of the corresponding stock effect in the modified example, and an example of a combination that is prohibited in the stock effect for chance up.
[0259] FIG. 8-9(A) shows a modified example of the expectation level of each chance-up performance and the execution priority of the corresponding stock performance. In the modified example shown in FIG. 8-9(A), the execution priority of the stock performance corresponding to the chance-up performance with a low expectation level is set high. Specifically, when it is determined that the chance-up performance (title), the chance-up performance (subtitle), the chance-up performance (cut-in), and the chance-up performance (revival) are all executed, the stock performance corresponding to the chance-up performance (title), the chance-up performance (subtitle), and the chance-up performance (cut-in) is executed with priority over the chance-up performance (revival). Also, for example, when the number of chance-up stock performances determined to be executed in the process of step 001IWS811 is less than one, instead of the process of step 001IWS813, the chance-up stock performance corresponding to the chance-up performance (title), the chance-up performance (subtitle), and the chance-up performance (cut-in) is executed with priority over the chance-up performance (revival). With this configuration, it is possible to prevent the expectation level suggested when the stock performance is executed from becoming too high.
[0260] In the modified example shown in FIG. 8-9(A), when it is determined that both the chance up performance (title) or chance up performance (subtitle) and the chance up performance (cut-in) are to be executed, the stock performance corresponding to the chance up performance (title) or chance up performance (subtitle) is executed in preference to the chance up performance (cut-in). For example, when the number of chance up stock performances determined to be executed in the process of step 001IWS811 is less than one, instead of the process of step 001IWS813, the chance up stock performance corresponding to the chance up performance (title) or chance up performance (subtitle) is executed in preference to the chance up performance (cut-in). With this configuration, it is possible to prevent the degree of expectation suggested when the stock performance is executed from becoming too high.
[0261] In addition, when executing a stock effect and multiple chance-up effects, if a stock effect corresponding to a chance-up effect with a relatively high expectation is executed, the rate of executing a stock effect corresponding to a chance-up effect with a relatively low expectation may be set higher than executing a stock effect corresponding to another chance-up effect with a relatively high expectation. For example, if the combination of chance-up stock effects determined to be executed corresponds to a combination prohibited in the chance-up stock effects shown in FIG. 8-9(B), a re-draw of the chance-up stock effects to be executed may be performed so that the combination of stock effects corresponding to the chance-up effects with a high expectation is not obtained. With this configuration, it is possible to prevent the expectation from rising too much by suggesting multiple chance-up effects with a high expectation, and to suggest the expectation in an appropriate manner.
[0262] (Example of performance) Next, a specific example of when the decorative symbols are in a ready state will be described. Figures 8-10 are explanatory diagrams showing a specific example of when the decorative symbols are in a ready state.
[0263] In the example shown in Figure 8-10, the display screen transitions in the order of (1)(2A)(3A) or (1)(2B)(3B). Figure 8-10(1)(2A)(3A) shows a specific example where the white regular decoration symbol "6" is in the reach state, and Figure 8-10(1)(2B)(3B) shows a specific example where the gold special decoration symbol "7" is in the reach state.
[0264] In the former example, as shown in FIG. 8-10(1), the image display device 5 starts a variable display, and as shown in FIG. 8-10(2A), the left decorative pattern display area 5L of the image display device 5 displays a white normal decorative pattern "6", and as shown in FIG. 8-10(3A), the right decorative pattern display area 5R of the image display device 5 displays a white normal decorative pattern "6", and the white normal decorative pattern "6" is in a reach state. After that, the pre-stage reach performance (corresponding to FIG. 8-11(1) described later) or the stock performance (corresponding to FIG. 8-12 to FIG. 8-13 described later) is executed, and it develops into a super reach A or B (which may be accompanied by a chance up performance), and a big win pattern or a miss pattern is displayed as a variable display result (corresponding to FIG. 8-14 to FIG. 8-15 described later). Note that there are also cases where the pre-stage reach performance does not develop into a super reach, and a miss pattern is displayed (corresponding to 8-11(3) described later).
[0265] In the latter example, as shown in FIG. 8-10(1), the variable display starts on the image display device 5, the gold special decoration symbol "7" is displayed in the left decoration symbol display area 5L of the image display device 5 as shown in FIG. 8-10(2B), and the gold special decoration symbol "7" is displayed in the right decoration symbol display area 5R of the image display device 5 as shown in FIG. 8-10(3B), and the gold special decoration symbol "7" is in a reach state. At this time, a glowing effect display is displayed around the special decoration symbol "7", and a special sound effect used when the special decoration symbol is in a reach state is output. After that, it develops into Super Reach C, and the variable display result is the big win symbol.
[0266] In this example, when the special decoration symbol is in a reach state, the fact that it is in a reach state is notified in a manner that is easier to recognize than when the normal decoration symbol is in a reach state. Specifically, when the special decoration symbol (gold symbol) of "7" is in a reach state as shown in FIG. 8-10(3B), the effect display that shines around the special decoration symbol (gold symbol) of "7" is displayed in a manner that is easier to recognize than when the normal decoration symbols (white symbols) of "1" to "6" and "8" to "9" are in a reach state as shown in FIG. 8-10(3A), and a special sound effect is output. With this configuration, it is easier to recognize that the expectation is in a reach state with high expectation (i.e., it is a super reach C with high expectation).
[0267] In this example, the probability of winning is higher when the stock effect is executed than when it is not executed, so the player is likely to expect the stock effect to occur. Therefore, for example, in the normal reach before the start of the super reach (for example, in the state in which the left and right symbols are in tenpai and the middle symbol is fluctuating in the image display device 5 shown in FIG. 8-10(3A)), a symbol that suggests that the stock effect will be executed or a symbol that teases whether it will be executed or not may be executed. For example, when the stock effect is executed, in the normal reach state, a special symbol such as a "key stock time symbol" may be stopped as the middle symbol to transition to the stock effect. Also, for example, when the stock effect is executed, in the normal reach state, a high-speed fluctuation of the middle symbol may be started, and after the screen is switched to the super reach (covering the display area of the image display device 5 by whiteout, etc.), the transition may be made to the stock effect instead of the prelude to the super reach.
[0268] (Pre-reach performance) Next, a specific example of the early reach effect will be described. Figure 8-11 is an explanatory diagram showing a specific example of the early reach effect. In the specific example shown in Figure 8-11, the effect screen transitions in the order of (1), (2), and (3).
[0269] Specifically, after the reach is established with the normal decoration pattern "6", when the front-stage reach performance starts, a character is displayed in the center of the image display device 5 as shown in FIG. 8-11(1). Then, when the front-stage reach performance develops into a super reach, for example, a decoration pattern indicating development (for example, a pattern with the word "development" written on it) is displayed in the middle pattern, and the performance develops into a super reach A or B (which may be accompanied by a chance-up performance). After that, a big win pattern or a losing pattern is displayed as a variable display result (corresponding to FIG. 8-14 to FIG. 8-15 described later). When the performance does not develop into a super reach, for example, a normal decoration pattern different from "6" (i.e., different from the decoration pattern in the reach state) is displayed in the middle decoration pattern display area 5C as shown in FIG. 8-11(2), and the combination of losing patterns is displayed as a confirmed result as shown in FIG. 8-11(3). In this case, for example, an image indicating failure is played as a performance result of the front-stage reach performance. In addition, there are cases where the combination of jackpot symbols is displayed without progressing from the pre-stage reach performance to the super reach, resulting in a jackpot. In this case, the normal decoration symbol that is the combination of jackpot symbols stops as it is in the middle symbol. In both cases where a jackpot is achieved after the pre-stage reach performance progresses to the super reach, and where a jackpot is achieved directly from the pre-stage reach performance, a video showing success is played as a performance result, but the content is different. With this configuration, it is possible to execute a suitable performance depending on the type of performance that led to the jackpot.
[0270] In this example, when the left and right decorative symbols other than the "7" symbol (i.e., the normal decorative symbols) reach a reach state, a normal reach effect is executed in which the center decorative symbols scroll at a low speed, and then the center decorative symbols start scrolling at a high speed, and the effect develops, and the first-stage reach effect begins. In the first-stage reach effect, the background screen and BGM are switched from normal fluctuation to reach, and an effect display in which characters and the like appear is performed. If the first-stage reach effect does not develop into a super reach and is a miss, a miss symbol is displayed in the flow of the effect display (e.g., video, background screen, BGM) related to the first-stage reach effect, and then the background screen and BGM return from reach to normal fluctuation as shown in FIG. 8-11(3). Note that even if the background screen and BGM are switched from normal fluctuation to reach, and a jackpot occurs via a super reach or without a super reach, the background screen and BGM eventually return from reach to normal fluctuation, and a jackpot symbol is displayed.
[0271] In this example, when a reach performance is being executed, it is possible to display the decorative symbols in the reach state in a predetermined display position in a smaller size than before the reach performance is executed. Specifically, the decorative symbols when the reach performance (specifically, the early reach performance, stock performance, outpost performance, battle performance, etc.) shown in Fig. 8-11 to Fig. 8-14 is being executed are displayed in a smaller size at the upper left and upper left of the image display area than the decorative symbols before the reach performance shown in Fig. 8-10 is executed. With this configuration, it is possible to draw attention to whether the decorative symbols will be in the reach state before the reach state is reached, and to ensure the visibility of the reach performance after the reach state is reached.
[0272] In this example, when the pre-stage reach effect or the stock effect starts after the reach is established, the decorative symbols are displayed in a gently swaying manner at the upper left and upper left of the image display area as shown in Fig. 8-11 to Fig. 8-15. And exceptionally, when the chance-up effect (symbol) is executed, it is displayed in a violently swaying manner (details will be described later).
[0273] In this example, in order not to raise the player's expectations too much in the early reach performance, stock effects and chance up effects are not executed. However, the present invention is not limited to this configuration. In the early reach performance, effects that increase the expectation of a jackpot may be provided, such as patterns in which the items or costumes worn by the characters that appear are different from usual, or effects that change into different forms than usual.
[0274] (Stock performance) Next, a specific example of the stock effect will be described. Fig. 8-12 to Fig. 8-13 are explanatory diagrams showing a specific example of the stock effect. Fig. 8-12 to Fig. 8-13 show a specific example in which it is suggested that a super reach A will be executed in the reach stock effect, and a chance up effect (subtitles) and a chance up effect (symbols) will be executed in the chance up stock effect. In the specific example shown in Fig. 8-12 to Fig. 8-13, the effect screen transitions in the order of (1), (2), and (3).
[0275] Specifically, when the variable display starts and a reach is established, a normal ornament pattern showing "6" is displayed in the left ornament pattern display area 5L and the right ornament pattern display area 5R of the image display device 5. Then, when the stock performance starts, the title display of the stock performance, "Key Stock" and "TIME", is displayed on the image display device 5 as shown in FIG. 8-12(1). The display mode of the title display may suggest the number of items (keys) to be stocked in the stock performance that will start later, or that many items (keys) will be stocked. For example, the title display is generally displayed in normal color (white), but when it is displayed in red, it may suggest that the number of items (keys) to be stocked is greater than when it is displayed in normal color (white), or that items (keys) with a high probability of winning will be stocked.
[0276] In this example, as shown in Figure 8-12 (1), except during special performances, the active display AH is displayed as the active display on the lower left side of the display area of the image display device 5, and the small pattern KZ corresponding to the special pattern and the reserved memory number HS indicating the number of reserved memories are displayed on the central right side of the display area of the image display device 5.
[0277] Next, when the stock performance starts, as shown in Fig. 8-12(2), the "Key Stock Time" display 001IWG02 is displayed to indicate that the stock performance is in progress. Also, when the execution timing a of the reach stock performance arrives, as shown in Fig. 8-12(2), a number of reach performance suggestion images (enclosed text display "Fight to the Death of Two", "Mopping-up Operation") corresponding to each of the super reaches A and B that can be executed after the stock performance are displayed, as well as character A encouraging the pressing of the push button 31B, and an image imitating the operation valid period and the push button 31B are displayed.
[0278] Then, when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-12 (3), a reach performance suggestion image "A deadly battle between two people" corresponding to Super Reach A, the word "Stock" indicating that keys have been stocked as an item, an image resembling a key, and an effect image emphasizing them are displayed in a manner covering the background image.
[0279] Next, as shown in FIG. 8-12(4), a key with the enclosed text display "A deadly battle between two people" is displayed moving from the upper left to the lower right of the screen of the image display device and being stored (for example, a display in which the key appears to fly in from the back left of the screen and be stored at the front right of the screen).
[0280] When the effect display in which the key (i.e., the Super Reach key) is stocked ends and then the execution timing b of the chance-up stock effect comes, as shown in FIG. 8-12(5), a plurality of chance-up effect suggestion images (enclosed text display "Title", "Subtitle", "Pattern", "Cut-in", "Revival") corresponding to each of the chance-up effects that can be executed during the Super Reach are displayed, and the character A urging the push button 31B to be pressed, and an image imitating the operation valid period and the push button 31B are displayed. In this example, the effect display urging the push button 31B to be pressed is performed at the execution timing a and execution timing b of the stock effect, and the pose of the character A is configured to be different at each time. Therefore, even if the effect urging the pressing operation is performed multiple times, the interest of each timing can be increased without making the player bored.
[0281] Then, when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-12 (6), the chance-up performance suggestive images "design" and "subtitles", the word "Stock" indicating that keys have been stocked as an item, an image resembling two keys, and an effect image emphasizing them are displayed in a manner that covers the background image.
[0282] Next, as shown in FIG. 8-13(7), a presentation is displayed in which a key with a boxed text display "design" and a key with a boxed text display "subtitles" move from the upper left to the lower right of the screen of the image display device and are stored (for example, a display in which it appears as if the keys are flying in from the back left of the screen and being stored at the front right of the screen).
[0283] In this example, as shown in Fig. 8-12(2) to (7), a plurality of suggestive images (enclosed text display "Two deadly battles" and "Sweeping operation" shown in Fig. 8-12(2)) corresponding to each of a plurality of types of super reaches are displayed, and one of them is selected and displayed. After the selected and displayed suggestive image is erased, a plurality of suggestive images (enclosed text display "Title", "Subtitle", "Pattern", "Cut-in", and "Revival" shown in Fig. 8-12(5)) corresponding to each of a plurality of types of chance-up effects are displayed, and a stock effect is executed in such a manner that one of them is selected and displayed. With such a configuration, a plurality of types of super reaches and a plurality of types of chance-up effects that can be selected can be visualized, and the effect of the effect can be enhanced. Note that, for the suggestive image corresponding to the chance-up effect (revival), since the player can easily predict that a big win will occur after a miss pattern is displayed once, that is, if selected, a development in which a big win is confirmed is waiting, the image may be displayed in a manner different from the other options, such as a special manner (for example, rainbow colors) that occurs only when a big win is confirmed as a rule specific to the gaming machine. In addition, for suggestive images corresponding to chance-up effects (revivals), the effect when the image is stocked in the stock effect may be made to have a different color effect image or sound effect than the effect when other suggestive images are stocked to emphasize the effect (to make it easier for players to recognize).
[0284] When the effect display in which the key (that is, the chance-up key) is stocked ends and the stock effect reaches its final stage, a keyhole image is displayed in the center of the image display device 5 as shown in FIG. 8-12(8).
[0285] Next, as shown in FIG. 8-13(9), an effect is displayed in which character A, located at the front of the screen, throws a key image 001IWG12 into a keyhole (actual object) image 001IWG11, located at the back of the screen.
[0286] Then, to display the effect of the key being inserted into the keyhole, key image 001IWG12 and keyhole (actual) image 001IWG11 are displayed as shown in Figure 8-13 (10), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), key image 001IWG12 rotated in keyhole (actual) image 001IWG11 is displayed as shown in Figure 8-13 (11).
[0287] When the effect of the key turning in the keyhole (i.e., the lock being opened) is displayed, as shown in Figure 8-13 (12), the enclosed text display "A deadly battle between two people" is displayed, indicating that the type of Super Reach being executed is Super Reach A, and the text display "Character A VS Enemy Character B" indicating the battle cards in the battle effect, along with Character A and Enemy Character B, and the stock effect ends.
[0288] In this example, when a super reach including a stock effect is executed, the stock effect is executed after the reach is established. Next, a pre-outpost effect such as a dialogue effect in which character A and enemy character B face each other and converse is executed primarily, and a chance-up effect is executed incidentally. After that, a battle effect in which character A and enemy character B cross swords is executed. Note that when a super reach not including a stock effect is executed, a pre-reach effect is executed after the reach is established. Next, the pre-outpost effect is executed, and then the battle effect is executed.
[0289] In the example shown in FIG. 8-13(12), the match card in the battle performance is "character A VS enemy character B", but in reality, multiple types of match cards (different types of friendly characters and enemy characters) are provided, and the match card is determined according to the type of super reach. For example, in addition to or instead of the type of super reach, the types of friendly characters and enemy characters may be different depending on the expectation of a big hit. Also, for example, if the performance stage is configured to transition depending on the game period or game state, such as the number of fluctuations, a character previously associated with a performance stage may be made to fight against one of the enemy characters (which may be one of multiple enemy characters previously associated with the performance stage, or may be an enemy character determined by lottery).
[0290] In this example, the chance-up stock effect is executed at one timing, and is configured so that one or more chance-up keys are always stocked, but it is not limited to this configuration and may be executed at multiple timings, and there may be a timing when the chance-up key is not stocked. However, if no chance-up keys are stocked at all at the end of the stock effect, it may significantly reduce interest, so it is desirable that at least one chance-up key is stocked in the end.
[0291] If there are multiple timings for executing the chance-up stock effect and there are timings when the chance-up key is not stocked, for example, at the timings when the chance-up key is not stocked, when the press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), an image of a close-up of character A's face, the character "!?", and an effect image emphasizing these are displayed in a manner covering the background image, and the image indicating that a key will be stocked is not displayed.
[0292] In this way, by executing the effect of displaying a character image instead when the key is not stocked, the disappointment of not being able to stock the key can be reduced. In addition, in the chance-up stock effect of this example, even if only one key is stocked, the effect execution time is the same as when three keys are stocked. Therefore, if a period of time continues in which the key is not stocked even when the button is pressed, the effect becomes redundant and there is a risk of losing interest. Therefore, by displaying a character image instead when the key is not stocked in this way to liven up the effect, it is possible to prevent the chance-up stock effect from losing excitement even with a small number of keys stocked. Note that the character image displayed when the key is not stocked may not be of one type, but may be different depending on the type of super reach executed, the non-key chance-up effect, the contents of the battle effect, and the like. By doing so, the future development can be predicted by the displayed character image, and the character image can be given a directorial meaning.
[0293] In addition, if there are multiple timings for executing the chance-up stock effect and there is a timing when the chance-up key is not stocked, it is desirable to set the display period of the effect when the item is stocked and the effect when the item is not stocked to be shorter than the former. With such a configuration, it is possible to prevent the player from feeling annoyed or losing interest by displaying an undesirable effect for a long time without the effect of increasing the number of stocks.
[0294] (Super Reach Outpost and Battle Effects) Next, an overview of the prelude performance and battle performance in the super reach, and the winning blessing performance will be explained. Figures 8-14 to 8-15 are explanatory diagrams showing an overview of the prelude performance and battle performance in the super reach, and the winning blessing performance. In the specific example shown in Figures 8-14 to 8-15, a chance up performance (subtitles) and a chance up performance (pattern) are executed in the super reach A, and a specific example of a big win is shown. In Figures 8-14 to 8-15, the performance screen transitions in the order of (1), (2), and (3).
[0295] When the stock effect ends and the prelude effect of the Super Reach begins, the title display of Super Reach A, which reads "A Deadly Battle Between Two People," is displayed, as shown in Figure 8-14(1).
[0296] Also, as shown in FIG. 8-14(1), a mini character A image 001IWC10 and a number of mini key images 001IWG10 stocked in the chance-up stock performance are displayed at the bottom right of the display area of the image display device 5. In this example, it is assumed that two keys have been stocked in the chance-up stock performance in advance, and the two keys (in the example of the figure, a key with a boxed character display "design" and a key with a boxed character display "subtitles") are displayed in a manner that moves around the mini character A. In this example, the keys stocked in the chance-up stock performance are displayed as a mini key image 001IWG10 or a key image 001IWG12 in the super reach, and are erased when used in the corresponding chance-up performance.
[0297] In addition, a decorative pattern indicating "6" is displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R of the image display device 5, and an active display AH is displayed on the lower left side of the display area of the image display device 5 as an active display, and a small pattern KZ corresponding to the special pattern and a reserved memory number HS indicating the number of reserved memories are displayed on the central right side of the display area of the image display device 5.
[0298] Next, as a prelude effect, as shown in Fig. 8-14(2), the character A image 001IWC01 and the enemy character A image 001IWC02 face each other and the subtitle display 001IWG20 saying "It's time for a fight" is displayed, and then when the chance-up effect (subtitles) is executed using the "subtitle" chance-up key, the subtitle display 001IWG20 changes from the normal color (white) to blue as shown in Fig. 8-14(3). This kind of effect display changes the presentation mode of the dialogue presentation (subtitle display) as a result of the chance-up effect.
[0299] Next, when the chance-up effect (subtitles) ends and the dialogue effect progresses, the subtitle display 001IWG20 "I'll get my revenge" is displayed as shown in Figure 8-14 (4). At this time, one of the stocks has been released and an item (key) has been consumed due to the chance-up effect that targets the subtitle display, so the number of mini-key images 001IWG10 moving around the mini-character A image 001IWC10 has decreased by one.
[0300] Next, as shown in FIG. 8-14(5), the character A image 001IWC01 is displayed alone, and the subtitle display 001IWG20 saying "I won't go easy on you" is displayed.
[0301] 8-14(4) to (5), when the chance-up effect is not being executed during the execution of the prelude effect, an effect display is performed in which the mini key image 001IWG10 and the mini character A image 001IWC10 move around the edge of the display area of the image display device 5. Also, at this time, an effect display is performed in which the mini key image 001IWG10 moves around the mini character A image 001IWC10.
[0302] Next, when the chance-up effect (symbol) is executed using the "symbol" chance-up key, the decorative symbol changes from the normal color (white) to red as shown in FIG. 8-14(6). By displaying such effects, the effect of the decorative symbol changes as a result of the chance-up effect (symbol).
[0303] Next, when the preliminary performance ends, a battle scene begins in which the character A image 001IWC01 and the enemy character A image 001IWC02 cross swords as shown in Fig. 8-14(7). When the character A defeats the enemy character A, the word "Victory" is displayed as shown in Fig. 8-14(8).
[0304] Next, as shown in FIG. 8-15(9), an epilogue video is displayed as a celebration performance when the player wins, and then, as shown in FIG. 8-15(10), the combination of decorative symbols "666", which is the jackpot symbol, is displayed.
[0305] In this example, as shown in Fig. 8-2(A), the pre-stage reach performance is executed before the start of the pre-outpost performance and the battle performance in the super reach, and the decorative symbols are displayed in the same or similar positions when the pre-stage reach performance shown in Fig. 8-11(1) is executed and when the pre-outpost performance and the battle performance shown in Fig. 8-14(1) to (8) are executed. Also, the chance up performance is not executed when the pre-stage reach performance is executed, and the chance up performance is executed when the pre-outpost performance and the battle performance are executed. With this configuration, the reach performance can be gradually enhanced, and the performance effect can be improved.
[0306] In this example, a chance-up effect (symbol) that changes the appearance of the decorative symbol can be executed, but if the decorative symbol that becomes the jackpot symbol has a different appearance from normal (for example, a different color from normal color), the player may misunderstand that it is controlled to some special state (for example, it is controlled to a jackpot game state with a high advantage, or it is controlled to a game state with a high advantage after the jackpot game). Therefore, in this example, after executing the chance-up effect (symbol) during the super reach and changing the appearance of the decorative symbol from normal color (white) to another color, when the variable display result is displayed, as shown in FIG. 8-15(10), the decorative symbol to be enlarged is displayed in the appearance (normal color (white)) before it is changed by the chance-up effect (symbol). Such a configuration can prevent misunderstanding.
[0307] In this example, after the word "WIN" is displayed to notify the player of a big win as shown in Fig. 8-14(8), an epilogue image is displayed as shown in Fig. 8-15(9), and then the combination of decorative symbols that will be the big win symbol is enlarged as shown in Fig. 8-15(10), but the decorative symbols are configured not to be displayed when the epilogue image is displayed. This configuration allows the player to focus on the epilogue image and allows the decorative symbols to be restored to their original appearance without making the player feel unnatural.
[0308] (Key chance up effect (subtitles)) Next, the chance-up effect outlined in Figures 8-14 to 8-15 will be described in detail with reference to Figures 8-16 to 8-20. Figures 8-16 to 8-20 also show the part of the chance-up effect that is omitted in Figure 8-14.
[0309] 8-16 to 8-17 are explanatory diagrams showing a specific example of the key chance up effect for the subtitle display. In FIG. 8-16 to 8-17, the effect screen transitions in the order of (1), (2), and (3).
[0310] When the outpost performance in which the character A image 001IWC01 and the enemy character A image 001IWC02 face off is executed and the dialogue performance starts, the subtitle display 001IWG20 "It's time for the fight" is displayed as shown in Fig. 8-16(1). Also, as shown in Fig. 8-16(1), a performance display is performed in which the mini key image 001IWG10 and the mini character A image 001IWC10 move around the edge of the display area of the image display device 5. At this time, a performance display is also performed in which the mini key image 001IWG10 moves around the mini character A image 001IWC10.
[0311] Note that the performance images related to the outpost performance (e.g., character A image 001IWC01 and enemy character A image 001IWC02, etc.) are also displayed in Fig. 8-16(1) and onwards, but are omitted from the illustration for simplicity. In this example, the performance images related to the outpost performance have a lower display priority than the performance images related to the chance-up performance (e.g., key image, keyhole image, mini character image, etc.) and the performance images related to the performance that is the target of the chance-up performance (e.g., title display, subtitle display, decorative pattern, cut-in display), and are displayed in a lower layer than those images. Also, although details will be described later, the performance images related to the outpost performance are covered by the performance images related to the chance-up performance at the timing of Fig. 8-17(13) to (14).
[0312] Next, when a chance-up teasing effect is executed to tease that a key chance-up effect will be executed, a keyhole (suggestion) image 001IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area as shown in FIG. 8-16(2). At this time, the mini key image 001IWG10 and the mini character A image 001IWC10 stop moving around the edge of the display area of the image display device 5, and the mini key image 001IWG10 stops moving around the mini character A image 001IWC10. In addition, an "!" is displayed next to the mini key image 001IWG10 and the mini character A image 001IWC10 to indicate the presence of the keyhole (suggestion) image 001IWG13.
[0313] Next, as shown in Fig. 8-16(3), a display effect is started in which the keyhole (suggestion) image 001IWG13 gradually shrinks. Then, as shown in Fig. 8-16(4), the gradually shrinking keyhole (suggestion) image 001IWG13 approaches the subtitle display 001IWG20, which is the target of the chance-up effect, and eventually, as shown in Fig. 8-16(5), a display effect is performed in which the keyhole (suggestion) image 001IWG13 overlaps the subtitle display 001IWG20. At this time, triangular marks are displayed around the keyhole (suggestion) image 001IWG13 to indicate that it is shrinking.
[0314] Also, as shown in Fig. 8-16(2) to (5), the mini key image 001IWG10 and the mini character A image 001IWC10 move to follow the keyhole (suggestion) image 001IWG13 approaching the subtitle display 001IWG20. This configuration draws attention to the chance-up teasing effect and the effect that is the target of the chance-up effect.
[0315] Next, as shown in Fig. 8-16(6), the keyhole (suggestive) image 001IWG13 becomes a silhouette on the subtitle display 001IWG20, and a glowing effect image is displayed around it. At this time, the mini key image 001IWG10 and the mini character A image 001IWC10 become silhouettes, and a glowing effect image is displayed around them.
[0316] Next, as shown in FIG. 8-16(7), a keyhole (actual) image 001IWG11 that resembles a keyhole is displayed on the subtitle display 001IWG20. This type of effect display makes it clear that the target of the chance-up effect is the subtitle display 001IWG20.
[0317] Next, as shown in FIG. 8-16(8), a performance display is performed in which the character A located at the front side of the screen throws a key into the keyhole (entity) image 001IWG11 located at the back side of the screen. Then, as shown in FIG. 8-17(9), a performance display is performed in which the key image 001IWG12 appears to move from the front side of the screen toward the keyhole (entity) image 001IWG11 at the back side of the screen. Therefore, as shown in FIG. 8-17(9), the key image 001IWG12 is initially displayed at a display size larger than the keyhole (entity) image 001IWG11, and then, as shown in FIG. 8-17(10), it is displayed as if it is moving toward the keyhole (entity) image 001IWG11 while shrinking (becoming gradually smaller as an expression of moving away). This configuration can draw attention to the key image 001IWG12 acting on the keyhole (entity) image 001IWG11, and can enhance the performance effect of the chance-up performance.
[0318] Then, to display the effect of the key being inserted into the keyhole, key image 001IWG12 and keyhole (actual) image 001IWG11 are displayed as shown in Figure 8-17 (11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), key image 001IWG12 rotated in keyhole (actual) image 001IWG11 is displayed as shown in Figure 8-17 (12).
[0319] When the effect display of the key turning in the keyhole (i.e., the lock being opened) is performed, character A and the text display of "Subtitle Rank Up" are displayed together with an effect image covering the image related to the outpost effect, as shown in Fig. 8-17 (13). In this example, as shown in Fig. 8-17 (13), by displaying character A in close-up together with an effect image covering the effect image related to the outpost effect, the awkward feeling of the chance-up effect being executed in the middle of the outpost effect is reduced.
[0320] Then, as shown in Fig. 8-17(14), the character A and the text display "Subtitle Rank Up" are erased while the effect image covering the image related to the outpost effect is displayed, the subtitle display 001IWG20 becomes a silhouette, and a performance display is performed in which a glowing effect image is displayed around it. At this time, the mini key image 001IWG10 and the mini character A image 001IWC10 are displayed again, and a performance display is performed in which a glowing effect image is displayed around it.
[0321] In this example, when a chance-up effect targeting subtitle display is executed, as shown in FIG. 8-17 (14), on the image display device 5, the following order is displayed in the upper layer: decorative image > mini key image 001IWG10 and mini character A image 001IWC10 > effect image covering the image related to the outpost effect > subtitle display 001IWG20 > image related to the outpost effect.
[0322] After that, as shown in FIG. 8-17(15), the effect image covering the image related to the outpost performance is erased, and the subtitle display 001IWG20 is displayed in a color that has changed from the normal color (white) to blue. Also, because one of the stocks has been released and an item (key) has been consumed due to the chance-up performance targeting the subtitle display, the number of mini-key images 001IWG10 moving around the mini-character A image 001IWC10 has decreased by one, as shown in FIG. 8-17(16). In other words, the mini-key image with the enclosed character display "subtitle" is erased, and only the mini-key image with the enclosed character display "design" is displayed.
[0323] In this example, when a performance that is the target of the chance-up performance is being performed, a keyhole (substance) image 001IWG11 is displayed, and the chance-up performance is performed in a manner in which the key image 001IWG12 acts on the keyhole (substance) image 001IWG11. Specifically, as shown in Figs. 8-16 to 8-17, a keyhole (substance) image 001IWG11 corresponding to the subtitle display 001IWG20 is displayed, and the chance-up performance is performed in a manner in which the key image 001IWG12 is stuck in the keyhole (substance) image 001IWG11 and rotates. With this configuration, when a chance-up performance using the key image 001IWG12 is performed, the performance effect can be enhanced by providing a story in which the key image 001IWG12 is stuck in the keyhole (substance) image 001IWG11 and rotates (i.e., the key is opened), and the interest can be increased.
[0324] In this example, the keyhole (substance) image 001IWG11 is displayed at approximately the center of the effect image related to the effect that is the target of the chance-up effect (for example, see FIG. 8-16(7)), and at the timing when the keyhole (substance) image 001IWG11 is displayed, the chance-up effect that targets other effects is not executed. For example, at the timing when the keyhole (substance) image 001IWG11 corresponding to the subtitle display 001IWG20 is displayed, the chance-up effect that targets the decorative pattern is not executed. With this configuration, it is possible to make the suggestive effect that is the target of the chance-up effect easier to understand, and to draw attention to the timing at which the keyhole (substance) image 001IWG11 is displayed.
[0325] In this example, as shown in Fig. 8-16 (1) to (8), the stocked key image and character image (i.e., mini key image 001IWG10 and mini character A image 001IWC10) are displayed moving during the stock effect, and when the chance-up effect is executed, an effect is displayed in which the character throws a key into the keyhole. This configuration makes it possible to draw attention to the key image and to enhance the effect of the chance-up effect.
[0326] In this example, as shown in Fig. 8-16(1) to (6), the mini key image 001IWG10 moves in a manner that revolves around the mini character A image 001IWC10, and stops moving when the chance-up effect is executed. With this configuration, it is possible to draw attention to the key image and to enhance the effect of the chance-up effect.
[0327] In this example, the key is configured to look different when it is stocked and when it is used. For example, as shown in FIG. 8-12(8), when the key image is displayed in the lower right corner of the display area in the stock performance, the key image is displayed smaller in the latter when it is displayed to move around the character in the outpost performance as shown in FIG. 8-14(1). With this configuration, the key image can be easily recognized in the stock performance in which the key is the main focus, and the key can be made not to stand out too much when the outpost performance is the main focus. For example, the key image may be displayed larger when the key is stocked in the stock performance than when the character throws the key into the keyhole in the chance up performance (initial most enlarged state). With this configuration, it is possible to give more impact when the stock is opened than when the key is stocked. Also, by giving more impact, it is possible to impress the player that the performance is preferable, even if the performance that is the target of the chance up performance has a low expectation.
[0328] (Key chance up effect (design)) Next, a specific example of the key chance up effect that targets the decorative symbols will be described. Figures 8-18 to 8-20 are explanatory diagrams showing a specific example of the key chance up effect that targets the decorative symbols. In Figures 8-18 to 8-20, the effect screen transitions in the order of (1), (2), and (3).
[0329] As shown in Fig. 8-18(1), an outpost performance is executed in which the character A image 001IWC01 and the enemy character A image 001IWC02 confront each other. Also, as shown in Fig. 8-18(1), a performance display is executed in which the mini key image 001IWG10 with the enclosed character display "design" and the mini character A image 001IWC10 move around the edge of the display area of the image display device 5. At this time, the mini key image 001IWG10 moves in a circle around the mini character A image 001IWC10.
[0330] 8-18(1), the movable body 32 is located at an initial position where it covers a part of the upper part of the display area of the image display device 5. As shown in FIG.
[0331] Note that the performance images related to the outpost performance (e.g., character A image 001IWC01 and enemy character A image 001IWC02, etc.) are also displayed in Fig. 8-18(1) and onwards, but are omitted from the illustration for simplicity. In this example, the performance images related to the outpost performance have a lower display priority than performance images related to the chance-up performance (e.g., key image, keyhole image, mini character image, etc.) and performance images related to the performance that is the target of the chance-up performance (e.g., title display, subtitle display, decorative pattern, cut-in display), and are displayed in a lower layer than those images.
[0332] Next, when the chance-up teasing performance is executed, as shown in FIG. 8-18(2), a keyhole (suggestion) image 001IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area. At this time, the mini-key image 001IWG10 and the mini-character A image 001IWC10 stop moving around the edge of the display area of the image display device 5, and the mini-key image 001IWG10 stops moving around the mini-character A image 001IWC10. In addition, an "!" is displayed next to the mini-key image 001IWG10 and the mini-character A image 001IWC10, indicating the presence of the keyhole (suggestion) image 001IWG13. In addition, the keyhole (suggestion) image 001IWG13 displayed during the chance up teasing performance is represented by a dotted line in this example as shown in Figure 8-18, etc., but in reality it has a transparency that allows the performance images in lower layers (for example, performance images related to the outpost performance) to be visible, and is designed to not interfere with the content of the super reach (i.e. the outpost performance) as much as possible even while the chance up teasing performance is being executed.
[0333] Next, as shown in FIG. 8-18(3), a performance display is started in which the keyhole (suggestion) image 001IWG13 gradually shrinks. Then, as shown in FIG. 8-18(4), the gradually shrinking keyhole (suggestion) image 001IWG13 approaches the decorative pattern display area that is the target of the chance-up performance, and eventually, as shown in FIG. 8-18(5), a performance display is performed in which the keyhole (suggestion) image 001IWG13 reaches the center position (the position corresponding to the middle decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R. At this time, a triangular mark indicating that the keyhole (suggestion) image 001IWG13 is being shrunk is displayed around the keyhole (suggestion) image 001IWG13. Also, a performance display is performed in which the mini key image 001IWG10 and the mini character A image 001IWC10 move to follow the moving keyhole (suggestion) image 001IWG13.
[0334] Next, as shown in FIG. 8-18(6), the keyhole (suggestion) image 001IWG13 becomes a silhouette, and a glowing effect image is displayed around it. At this time, the mini key image 001IWG10 and the mini character A image 001IWC10 become a silhouette, and a glowing effect image is displayed around it. In this example, as shown in FIG. 8-18(5) to FIG. 8-18(6), when changing the pose of the mini character A, a silhouette image is displayed once, and then the mini character A image in the changed pose is displayed from the silhouette image. In this way, by switching images between silhouette images instead of using material data that causes the mini character to move and change its pose, the material data can be simplified and the man-hours and costs required for production can be reduced.
[0335] Next, as shown in FIG. 8-18(7), a keyhole (actual) image 001IWG11 is displayed near the center position (corresponding to the center decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R. This type of effect display makes it clear that the target of the chance-up effect is a decorative pattern.
[0336] In this example, when executing a chance-up performance targeting the subtitle display, the keyhole (actual) image 001IWG11 is displayed at approximately the center of the subtitle display 001IWG20 as shown in Fig. 8-16(7), while when executing a chance-up performance targeting the decorative pattern, the keyhole (actual) image 001IWG11 is displayed at a position shifted toward the center of the display area from the center position (corresponding to the center decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R as shown in Fig. 8-18(7). With this configuration, it is possible to prevent the keyhole (actual) image 001IWG11 from being covered by the movable body 32 and becoming difficult to see, and the keyhole (actual) image 001IWG11 can be displayed appropriately according to the characteristics of the target performance.
[0337] Next, as shown in Fig. 8-18(8), an effect is displayed in which character A, located at the front of the screen, throws a key into keyhole (entity) image 001IWG11, located at the back of the screen. Then, as shown in Fig. 8-19(9), an effect is displayed in which the key image 001IWG12 appears to move from the front of the screen toward keyhole (entity) image 001IWG11 at the back. For this reason, as shown in Fig. 8-19(9), the key image 001IWG12 is initially displayed at a size larger than the keyhole (entity) image 001IWG11, and then, as shown in Fig. 8-19(10), it is displayed as if it is moving toward the keyhole (entity) image 001IWG11 while shrinking (gradually becoming smaller to represent moving away).
[0338] Then, to display the effect of the key being inserted into the keyhole, key image 30IWG12 and keyhole (actual) image 001IWG11 are displayed as shown in Figure 8-19 (11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), key image 001IWG12 rotated in keyhole (actual) image 001IWG11 is displayed as shown in Figure 8-19 (12).
[0339] When the effect display of the key turning in the keyhole (i.e., the key being opened) is performed, as shown in FIG. 8-19(13), character A and the text display of "Pattern Rank Up" are displayed. Then, as shown in FIG. 8-19(14), while character A and the text display of "Pattern Rank Up" are displayed, the left decorative pattern sways violently in the left decorative pattern display area 5L, and the right decorative pattern sways violently in the right decorative pattern display area 5R. In this example, as shown in FIG. 8-19(13)-(14), by displaying character A in close-up, the effect image related to the outpost effect is covered, and the awkward feeling of the chance up effect being executed in the middle of the outpost effect is reduced.
[0340] Next, as shown in FIG. 8-19(15), an image of Character A and Character B standing side by side is displayed near the center of the display area of the image display device 5, and an effect display is performed in which the violently swinging left and right decorative patterns move to a position superimposed on the image. Then, as shown in FIG. 8-19(16), the violently swinging left and right decorative patterns are displayed close to each other in an enlarged manner, and a glowing effect image is displayed around them. In this way, when the chance-up effect (pattern) is executed, the decorative patterns are displayed in a manner that is easier to recognize than in the normal manner. Therefore, attention can be drawn to the decorative pattern that is the target of the chance-up effect (pattern).
[0341] In this example, when the previous stage reach effect or the stock effect starts after the reach is established, the decorative symbols are displayed in a gently swaying manner in the upper left and upper left corners of the image display area as shown in Figures 8-11 to 8-15, but when the chance-up effect (symbols) is executed and enlarged, the decorative symbols are displayed in a violently swaying manner. This configuration can enhance the effect of the chance-up effect (symbols).
[0342] Next, as shown in Figure 8-20 (17), when the glowing effect image around the left decorative pattern and the right decorative pattern is erased, the left decorative pattern and the right decorative pattern are displayed in a state in which they have changed from their normal color (white) to red, and the left decorative pattern and the right decorative pattern sway gently as usual.
[0343] After that, as shown in FIG. 8-20(18), the red right and left decoration symbols are displayed to move to the left decoration symbol display area 5L and the right decoration symbol display area 5R, respectively, and the remaining prelude symbols are executed. Since the chance-up symbol (symbol) targeting the decoration symbols has been executed, all the stored keys have been used, so the mini character A image 001IWC10 and the mini key image 001IWG10 are no longer displayed, but no special symbol is executed to indicate that they will not be displayed. This configuration makes it possible to prevent the mini key image 001IWG10, which is no longer used, from standing out.
[0344] In this example, when the decorative pattern is enlarged by the chance-up effect (pattern), a notification image is displayed that makes it difficult to see the background image related to the currently executed reach effect, but the enlarged decorative pattern has a higher display priority than the notification image. Specifically, as shown in Fig. 8-19(13)-(14), as the notification image related to the chance-up effect, a character and a text display such as "Pattern Rank Up" are displayed in a manner that covers the effect image related to the front-row effect, together with an effect image, and an image of character A and character B standing side by side is displayed as shown in Fig. 8-19(15)-Fig. 8-20(17). However, as shown in Fig. 8-19(13)-(16), when the decorative pattern is enlarged by the chance-up effect (pattern), the decorative pattern is displayed in the foreground and is not covered by other images such as characters. With this configuration, attention can be drawn to the decorative pattern that is the target of the chance-up effect, and the effect of the performance can be enhanced.
[0345] In this example, when the decorative symbols are enlarged due to the chance-up effect (symbols), they are displayed closer to each other than in the normal reach state before the enlargement. Specifically, as shown in FIG. 8-19 (16), the left and right decorative symbols are displayed closer to each other than in the normal position. This configuration can draw attention to the decorative symbols that are the target of the chance-up effect, enhancing the effect of the effect.
[0346] In this example, since the chance up keys corresponding to the types of chance up performances are stocked in the stock performance, it is possible to specify in advance what kind of key chance up performance will be executed by checking the stocked chance up keys, but the present invention is not limited to this configuration, and for example, it is also possible to provide a chance up key (hereinafter also referred to as a non-specific chance up key) that cannot be specified as to which kind of chance up performance it corresponds to. With this configuration, when the non-specific chance up key is stocked, it is possible to have expectations as to what kind of key chance up performance will be executed.
[0347] In addition, in the case of a configuration in which a non-specific chance-up key is provided, the chance-up prompting performance may be divided into two types: one in which the chance-up prompting performance is executed after the performance, and one in which the chance-up prompting performance is not executed. Hereinafter, when distinguishing between the two, the former is also called the chance-up prompting performance (true) and the latter is called the chance-up prompting performance (false). By adopting such a configuration, when the chance-up prompting performance starts, it is possible to draw attention to whether it is the chance-up prompting performance (true) or the chance-up prompting performance (false).
[0348] For example, in a chance-up teasing performance (false), an image suggesting a keyhole corresponding to a stocked item (key) (e.g., keyhole (suggested) image 001IWG13) is displayed, and then the image suggesting a keyhole (e.g., keyhole (real) image 001IWG11) is not displayed, and the image suggesting a keyhole (e.g., keyhole (suggested) image 001IWG13) is erased. On the other hand, in a chance-up teasing performance (true), an image suggesting a keyhole corresponding to a stocked item (key) (e.g., keyhole (suggested) image 001IWG13) is displayed, and then an image showing a keyhole (e.g., keyhole (real) image 001IWG11) is displayed. This performance display makes it clear that the chance-up teasing performance being performed is a chance-up teasing performance (true), and also makes it clear that the target of the chance-up performance using a non-specific chance-up key is identified.
[0349] In this example, regardless of where the keyhole (actual) image 001IWG11 is displayed (i.e., regardless of which effect is the target of the chance-up effect), at least a part of the chance-up teasing effect is executed in a common manner. Specifically, as shown in Figs. 8-16(2)-(5) and 8-18(2)-(5), even if the effect that is the target of the chance-up effect is different, the keyhole (suggestion) image 001IWG13 is initially displayed in a close-up across the entire screen, and is then displayed in a common manner of being reduced. With this configuration, it is possible to draw attention to whether the keyhole (actual) image 001IWG11 is displayed, i.e., whether the chance-up effect is executed, and to draw attention to which effect is the target of the chance-up effect.
[0350] In this example, in the chance-up effect, regardless of the position where the keyhole (entity) image 001IWG11 is displayed (i.e., regardless of the type of the target effect), an image is displayed in a common display position to notify that the performance mode of the target effect will change. Specifically, as shown in Fig. 8-17 (13) and Fig. 8-19 (13), a character and the text display of "Subtitle Rank Up" or "Pattern Rank Up" are displayed to notify that the performance mode will change. With this configuration, it is easy to recognize that the performance mode of the target effect will change due to the chance-up effect.
[0351] In this example, the keyhole (substance) image 001IWG11 is not displayed at the timing when the presentation mode of the target presentation changes in the chance-up presentation. Specifically, as shown in Fig. 8-17(13)-(15) and Fig. 8-19(13)-Fig. 8-20(17), the keyhole (substance) image 001IWG11 is not displayed at the timing when the presentation mode of the subtitle display or the decorative pattern changes. This configuration draws attention to the change in the presentation mode of the target presentation due to the chance-up presentation.
[0352] In this example, the display priority of the effect images relating to at least some of the effects among the multiple types of effects that are the target of the chance-up effect is higher than that of the key image even when the key image acts on the keyhole image. Specifically, the display priority of the decorative pattern is higher than that of the key image even when the key image acts on the keyhole image. With this configuration, it is possible to ensure visibility of some of the effects in any situation. Furthermore, by making the display priority of the effect images relating to the other effects (for example, images that are not information related to the progress of the game, such as title display and subtitle display), lower than that of the key image when the key image acts on the keyhole image, it is possible to realize a realistic effect and enhance the effect of the effect.
[0353] In this example, as shown in Fig. 8-17(13) and Fig. 8-19(13), when executing the chance-up effect, it is possible to display notification images such as effect images and characters covering the effect image related to the prelude effect, and text display of "subtitle rank up" and "pattern rank up". Then, it is possible to execute the chance-up effect by a presentation pattern that changes the presentation mode of the effect that is the target of the chance-up effect when the notification images are displayed (for example, as shown in Fig. 8-19(13) to Fig. 8-20(17), a pattern in which the presentation mode of the decorative pattern changes while the character or text display of "pattern rank up" remains), and a presentation pattern that changes the presentation mode of the target effect at a time different from when the notification image is displayed (for example, as shown in Fig. 8-17(13) to (15), a pattern in which the presentation mode of the active display changes after the effect image, character, or text display of "subtitle rank up" is erased). With this configuration, it is possible to make the player recognize that the presentation mode of the target effect changes by displaying the notification image, and it is possible to execute the chance-up effect suitably by a presentation pattern according to the target effect. In particular, with regard to the former, the performance can be made more spectacular by seamlessly increasing the chance (i.e., changing the presentation mode of the target performance) while the notification image is displayed, and with regard to the latter, an increase in the amount of data related to performance control can be prevented by increasing the chance (i.e., changing the presentation mode of the target performance) after the notification image is erased.
[0354] In this example, the performance pattern in which the performance mode of the performance targeted by the chance-up performance is changed when the notification image is displayed has a higher expectation of a big win than the performance pattern in which the performance mode of the target performance is changed at a time other than when the notification image is displayed. Specifically, the chance-up performance in which the mode of the decorative pattern is changed has a higher expectation of a big win than the chance-up performance in which the mode of the subtitle display is changed (see FIG. 8-5). With this configuration, the expectation can be varied according to the flashiness of the performance pattern, thereby improving the interest.
[0355] In this example, the notification image can identify which effect has changed, and an image different from the effect image related to the effect is used. For example, as shown in Fig. 8-17(13) and Fig. 8-19(13), the text display "Subtitle Rank Up" or "Pattern Rank Up" is displayed. With such a configuration, it is easy to recognize which effect has changed.
[0356] In this example, the notification image displayed during the execution of the chance-up effect is displayed in a manner that covers the effect image related to the super reach (outpost effect), but the effects that are the subject of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, and the latter has a higher jackpot expectation than the former. Specifically, as shown in Fig. 8-17 (13) and Fig. 8-19 (13), as the notification image, a character and the text display of "Subtitle Rank Up" or "Pattern Rank Up" are displayed together with an effect image that covers the effect image related to the outpost effect, and this notification image covers the subtitle display 001IWG20 but does not cover the decorative pattern. And the chance-up effect in which the mode of the decorative pattern changes has a higher jackpot expectation than the chance-up effect in which the mode of the subtitle display changes (see Fig. 8-5). With this configuration, the expectation can be made different depending on the flashiness of the chance-up effect, and interest can be improved.
[0357] In this example, the effects that are the subject of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, and the latter are more likely to be executed later in one variable display period than the former. Specifically, the chance-up effect in which the appearance of the decorative pattern changes is executed later than the chance-up effect in which the appearance of the subtitle display changes (see FIG. 8-2). With this configuration, it is possible to execute the chance-up effect according to the time when the player's expectations are high.
[0358] In this example, the effects targeted by the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered. In the latter case, one notification image is switched to another notification image and displayed. Specifically, when the chance-up effect targeted at the decorative pattern is executed, an image of character A is displayed as shown in Fig. 8-19(13)-(14), and then an image of character A and character B standing side by side is displayed as shown in Fig. 8-19(15)-Fig. 8-20(17). This configuration can enhance the effect of the chance-up effect with high expectation.
[0359] (Non-key chance up performance (subtitles)) Next, a specific example of the non-key chance up effect will be described. Figure 8-21 is an explanatory diagram showing a specific example of the non-key chance up effect for the subtitle display. In Figure 8-21, the effect screen transitions in the order of (1) (2) (3).
[0360] When the outpost performance in which the character A image 001IWC01 and the enemy character A image 001IWC02 face off is executed and the dialogue performance starts, the subtitle display 001IWG20 "It's time for the fight" is displayed as shown in Fig. 8-21(1). Also, as shown in Fig. 8-21(1), a performance display is performed in which the mini key image 001IWG10 and the mini character A image 001IWC10 move around the edge of the display area of the image display device 5. At this time, a performance display is also performed in which the mini key image 001IWG10 moves around the mini character A image 001IWC10.
[0361] Next, when the non-key chance up performance (subtitles) starts, as shown in Fig. 8-21(2), a glowing effect display is displayed around the subtitle display 001IWG20. Then, as shown in Fig. 8-21(3), when the glowing effect display is erased, the subtitle display 001IWG20 is displayed with its color changed from the normal color (white) to blue.
[0362] In this example, when a non-key chance up performance is executed without going through a stock performance, the notification image (for example, an effect image or character as shown in FIG. 8-19(13), or text display such as "Subtitle Rank Up" or "Pattern Rank Up" as when a key chance up performance is executed, is not displayed, and instead, a predetermined image smaller than the notification image (specifically, an effect display in which the periphery of the subtitle display glows as shown in FIG. 8-21(2)) is displayed, and the mode of the target performance changes. With this configuration, even when a non-key chance up performance is executed without going through a stock performance, it is easy to recognize that the mode of the performance that is the target of the non-key chance up performance will change.
[0363] Next, the execution interval when the chance up effect is executed multiple times will be described. Figure 8-22 is an explanatory diagram showing a comparison example between the case where the key chance up effect is executed multiple times and the case where the non-key chance up effect and the key chance up effect are executed.
[0364] Figure 8-22 (A) shows a case where a key chance up effect (subtitles) is executed followed by a key chance up effect (pattern), and Figure 8-22 (B) shows a case where a key chance up effect (pattern) is executed followed by a non-key chance up effect (subtitles).
[0365] As shown in Fig. 8-16 to Fig. 8-17 and Fig. 8-21, the non-key chance up effect is easier to see other effects such as the front-line effect being executed simultaneously than the key chance up effect, and has a shorter effect execution period. In other words, the key chance up effect is harder to see other effects such as the front-line effect being executed simultaneously than the non-key chance up effect, and has a longer effect execution period. Therefore, when the key chance up effects are executed in succession, the period during which the player cannot see other effects such as the front-line effect becomes longer, and there is a risk that the player will be distracted by the state of the other effects and will not be able to enjoy the chance up effect being executed.
[0366] Therefore, as shown in FIG. 8-22(A), when the key chance up performance is executed multiple times, an interval of a specific period T1 is provided, and as shown in FIG. 8-22(B), when the key chance up performance is executed after the execution of the non-key chance up performance, it is configured to be executed before the specific period T1 has elapsed (after the elapse of a period T2 shorter than the specific period T1 in FIG. 8-22(B)). Note that it is desirable that the specific period T1 is such that the image related to the super reach can be seen for a predetermined number of seconds (for example, 5 seconds) or more. In other words, it is desirable to ensure a specific period in which the flow of the super reach is not lost. With this configuration, it is possible to set an interval between the key chance up performances using the key image, so that each can be highlighted, and it is possible to prevent the key chance up performances from being executed consecutively, resulting in a long period during which other performances such as the outpost performance cannot be seen. In addition, instead of setting a uniform interval, it is possible to flexibly execute multiple chance up performances by enabling the key chance up performance to be executed relatively early after the non-key chance up performance. In addition, without being limited to the configuration shown in Figure 8-22 (B), for example, when a key chance up effect is executed after a non-key chance up effect is executed, the key chance up effect may be executed simultaneously with the end of the non-key chance up effect.
[0367] In this example, the notification image is displayed when the chance-up effect is executed, making it easy to recognize that the chance-up effect is being executed. However, if the progress of the reach effect is stopped during this time, the amount of data related to the reach effect increases, so the reach effect is continued while the notification image is displayed. However, with such a configuration, the player may be concerned about whether another chance-up effect will be executed while at least some of the effect images related to the reach effect are difficult to see due to the notification image, which may reduce the effect of the effect and reduce interest. Therefore, in this example, as shown in Figures 8-2 and 8-3, when one chance-up effect is being executed, another chance-up effect is not executed, and a chance-up effect with a different target effect is not executed until the notification image is erased. With such a configuration, it is possible to prevent the effect of the entire effect from being reduced.
[0368] (Control timing of performance) Next, the control timing of each effect will be described. Figure 8-23 is an explanatory diagram showing an example of the control timing of the super reach effect, the effect that is the target of the key chance up effect, and the key chance up effect.
[0369] As shown in Figure 8-23, when a performance that is the target of a chance-up performance (e.g., a dialogue performance) is started, image display control (e.g., subtitle display) related to the target performance and audio output control (e.g., dialogue audio output) are started (e.g., equivalent to Figure 8-16 (1)).
[0370] Next, when the chance up effect starts, image display control related to the chance up effect (e.g., display of an alarm image) and sound output control (e.g., output of an alarm sound related to the chance up effect) start (e.g., corresponding to Figure 8-17 (13)).
[0371] At this time, image display control and audio output control related to the super reach (e.g., outpost performance) continue, but the audio output is performed at a low volume lower than the normal volume. Similarly, image display control and audio output control related to the performance (e.g., dialogue performance) that is the target of the chance up performance continue, but the audio output is performed at a low volume lower than the normal volume. When the key chance up performance is being executed, as shown in FIG. 8-17 (13), the performance image related to the super reach (e.g., outpost performance) continues to be displayed and controlled, but has a lower display priority than the performance image (e.g., notification image) related to the chance up performance, and is at least partially obscured.
[0372] Next, the notification image related to the chance up effect is erased and the presentation mode of the target effect changes (for example, the display color of the subtitles changes), and the audio related to the super reach (for example, the outpost effect) and the audio related to the effect that is the target of the chance up effect (for example, the dialogue effect) are output at normal volume.
[0373] In this example, as shown in Figs. 8-16 to 8-17 and 8-23, in the dialogue production, the subtitle display and the audio output related to the dialogue production are performed in conjunction with each other, and the audio output is configured to decrease in volume when the chance-up production (subtitles) starts, and to return to the original volume when the subtitle display changes due to the chance-up production (subtitles). With this configuration, it is possible to favorably attract attention to both the chance-up production and the production changed due to the chance-up production. It should be noted that this is not limited to the configuration of this example, and for example, the audio output related to the production that is the target of the chance-up production may be muted (or not output) while the notification sound related to the chance-up production is being output. Also, for example, if the volume of the audio output related to the dialogue production decreases (or becomes muted) during the chance-up production (subtitles), the same dialogue audio may be output again after the subtitle display related to the dialogue production changes due to the chance-up production (subtitles). Specifically, the dialogue "Let's play" may be output at the timing of Fig. 8-16(1), and when the state of the subtitle display "Let's play" changes due to the chance-up effect (subtitles) at the timing of Fig. 8-16(15), the dialogue "Let's play" may be output again. Also, the dialogue after the change in the subtitle display may have a different volume or sound quality than before the change in the subtitle display.
[0374] In this example, when the notification image related to the chance-up performance is displayed, the output of the sound related to the reach performance being executed is continued and the notification sound related to the chance-up performance is output, but the notification sound is louder than the sound related to the reach performance. Specifically, as shown in Fig. 8-17(13)-(14) and Fig. 8-23, while the notification image related to the chance-up performance includes a character and a text display such as "Subtitle Rank Up" together with an effect image and is displayed in a manner covering the performance image related to the outpost performance, the notification sound related to the chance-up performance is output at a louder volume than the performance sound related to the outpost performance. With this configuration, it is possible to recognize that the notification image is being displayed while the reach performance is being continued. Note that the configuration is not limited to this example, and for example, the audio output related to the reach performance may be muted (or not output) while the notification sound related to the chance-up performance is being output.
[0375] (A variation of the Key Chance Up Production (subtitles)) Next, a modified example of the Key Chance Up effect (subtitles) will be described. Fig. 8-24 to Fig. 8-25 are explanatory diagrams showing a modified example of the Key Chance Up effect that targets subtitle display. In Fig. 8-24 to Fig. 8-25, the effect screen transitions in the order of (1) (2) (3).
[0376] The following mainly describes the differences from Fig. 8-16 to Fig. 8-17. In the modified example shown in Fig. 8-24 to Fig. 8-25, when an outpost performance in which the character A image 001IWC01 and the enemy character A image 001IWC02 confront each other is executed as shown in Fig. 8-24(1), a chance up teasing performance is started before the dialogue performance starts (before the subtitle display is displayed) as shown in Fig. 8-16(2). Then, as shown in Fig. 8-24(3) to Fig. 8-25(14), a chance up teasing performance and a key chance up performance (subtitles) are executed before the subtitle display is displayed.
[0377] In the modified example shown in Fig. 8-24 to Fig. 8-25, a notification image is displayed so that at least a part of the effect image related to the executed reach effect cannot be seen, and a chance-up effect is executed in a manner in which the mode of the target effect is changed when the notification image is erased. Specifically, as shown in Fig. 8-25(13), as a notification image related to the chance-up effect, a character and a text display such as "Subtitle Rank Up" are displayed together with an effect image in a manner covering the effect image related to the outpost effect, and as shown in Fig. 8-25(15), when they are erased, the mode of the subtitle display changes (or the subtitle display is displayed in the changed mode).
[0378] In the modified example shown in Fig. 8-24 to Fig. 8-25, when a chance-up effect that changes the state of the effect image related to the target effect is executed, the notification image starts to be displayed before the effect image is displayed. Then, a chance-up effect with a different target effect is not executed until the notification image is erased. Specifically, before the subtitle image related to the target dialogue effect is displayed, a character and a text display such as "Subtitle Rank Up" are displayed together with an effect image as the notification image related to the chance-up effect. Then, as shown in Fig. 8-25, Fig. 8-26, Fig. 8-2, and Fig. 8-3, when one chance-up effect is being executed, another chance-up effect is not executed.
[0379] In the modified example shown in FIG. 8-25 and FIG. 8-26, before the effect image (i.e., subtitle display) related to the effect targeted by the chance-up effect is displayed, the display of the notification image (i.e., effect image, character, text display such as "Subtitle Rank Up") that notifies that the chance-up effect will be executed is started, so that it is easy to recognize that the chance-up effect will be executed. However, if the effect image related to the effect targeted by the chance-up effect is displayed after the display of the notification image is started, the period during which at least a part of the effect image related to the reach effect cannot be seen becomes long, and during that time, the player may worry about whether another change effect will be executed, which may reduce the effect of the effect and reduce interest. Therefore, in this example, as shown in FIG. 8-2 and FIG. 8-3, when one chance-up effect is executed, another chance-up effect is not executed, and a chance-up effect with a different target effect is not executed until the notification image is erased. With such a configuration, it is possible to prevent the effect of the entire effect from being reduced.
[0380] (Control timing of performance (variation)) Next, the control timing of each effect when executing the modified Key Chance Up effect (subtitle) will be described. Figure 8-26 is an explanatory diagram showing an example of the control timing of the Super Reach effect, the effect that is the target of the Key Chance Up effect, and the Key Chance Up effect in the modified example shown in Figures 8-24 to 8-25.
[0381] As shown in Figure 8-26, in the modified example shown in Figures 8-24 to 8-25, when the chance-up performance is started, image display control related to the chance-up performance (e.g., display of an alarm image) and sound output control (e.g., output of an alarm sound related to the chance-up performance) are started (e.g., corresponding to Figure 8-25 (13)).
[0382] At this time, image display control and audio output control related to the super reach (for example, the outpost performance) continue, but audio output is performed at a low volume lower than the normal volume. When the key chance up performance is being executed, as shown in FIG. 8-25 (13), the display control of the performance image related to the super reach (for example, the outpost performance) continues, but the display priority is lower than the performance image related to the chance up performance (for example, the notification image), and at least a part of it is covered.
[0383] Next, the notification image related to the Chance Up effect is erased and the performance mode of the target effect changes (for example, the display color of the subtitles changes, or the subtitles in the changed mode are displayed), and the audio related to the effect that is the target of the Chance Up effect (for example, a dialogue effect) is output at normal volume, and the audio related to the Super Reach (for example, an outpost effect) is output at normal volume.
[0384] In the modified example shown in Fig. 8-24 to Fig. 8-26, the audio output related to the effect that is the target of the chance-up effect is performed at a normal volume when it changes due to the chance-up effect. Specifically, as shown in Fig. 8-24 to Fig. 8-26, the audio output related to the dialogue effect is muted (or not output) when the chance-up effect (subtitles) starts, and becomes normal volume when the subtitle display changes due to the chance-up effect (subtitles) (or is output at a normal volume when the subtitle display that has changed from the normal color is displayed). With this configuration, it is possible to appropriately attract attention to both the chance-up effect and the effect that has changed due to the chance-up effect.
[0385] In the configuration of characteristic part 001IW, the effects that are the target of the chance-up effect are displayed in various positions such as the top, bottom, and bottom right of the display area of image display device 5, and mini key image 001IWG10 and mini character A image 001IWC10 move to pass through these positions. This configuration draws attention to the positions to which mini key image 001IWG10 and mini character A image 001IWC10 move and whether the effect displayed at those positions is the target of the chance-up effect.
[0386] In addition, in the configuration of the characteristic part 001IW, when executing one chance-up effect for one effect and then executing another chance-up effect for another effect, the one chance-up effect is executed and the other chance-up effect is executed after a predetermined period has elapsed (see FIG. 8-3). With this configuration, it is possible to set an interval between the one chance-up effect and the other chance-up effect to make each stand out, and also to secure a period for displaying the mini key image 001IWG10 and the mini character A image 001IWC10 in a moving manner.
[0387] In the configuration of the characteristic part 001IW, when the mini key image 001IWG10 and the mini character A image 001IWC10 are moving at the end of the display area of the image display device 5, the mini key image 001IWG10 and the mini character A image 001IWC10 have a lower display priority than the performance images (e.g., title display, subtitle display, decorative pattern, etc.) related to the performance that may be the target of the chance-up performance, and are displayed in a lower layer than them. With such a configuration, it is possible to draw attention to the performance that may be the target of the chance-up performance. Note that, without being limited to such a configuration, when the mini key image 001IWG10 and the mini character A image 001IWC10 are moving at the end of the display area of the image display device 5, they may be displayed in a lower layer than the performance images (e.g., decorative pattern) related to some of the performances that may be the target of the chance-up performance, and displayed in a higher layer than the performance images (e.g., title display and subtitle display) related to the performance of other performances.
[0388] In the configuration of the characteristic part 001IW, the mini key image 001IWG10 and the mini character A image 001IWC10 are displayed during the execution of the super reach, and are displayed with a higher display priority than the performance image related to the super reach (for example, the character image related to the outpost performance), but when the chance-up performance is not being executed, they are displayed so as not to obstruct the visibility of at least the central part of the performance image related to the super reach. Specifically, the mini key image 001IWG10 and the mini character A image 001IWC10 are displayed so as to move along the edge of the display area of the image display device 5, rather than moving along the center of the display area, and are not displayed superimposed on the face part, etc., of the character image related to the outpost performance. With this configuration, it is possible to prevent the mini key image 001IWG10 and the mini character A image 001IWC10 from obstructing the super reach (outpost performance) while still displaying them.
[0389] In addition, in the configuration of the characteristic part 001IW, the mini character A image 001IWC10 and the mini key image 001IWG10 move at a slow speed when the target effect to be used is not specified (or when the chance up teasing effect is not being executed), and move at a high speed when the target effect is specified (or when the chance up teasing effect is being executed). With this configuration, attention can be drawn to the chance up teasing effect or the effect that is the target of the chance up effect.
[0390] In addition, in the configuration of the characteristic part 001IW, the mini key image 001IWG10 and the mini character A image 001IWC10 are displayed at a common initial position after the chance-up performance is performed and after the chance-up teasing performance (fake) is performed. With this configuration, it is possible to easily understand that the chance-up teasing performance (fake) has ended, and it is possible to express the meaning of starting afresh. Also, by displaying them at the initial position again, it is possible to prevent the amount of data related to performance control from increasing.
[0391] In addition, in the configuration of the characteristic part 001IW, the keyhole (suggestive) image 001IWG13 and the keyhole (substantial) image 001IWG11 can be displayed only once in response to the same effect. For example, if a chance-up teasing effect (or a chance-up teasing effect (false)) that teases whether or not a chance-up effect targeting a dialogue display will be executed is executed once, the chance-up teasing effect targeting the dialogue display will not be executed again even if the dialogue display is displayed after that. With this configuration, it is possible to make it easier to understand the suggestive effect that is the target of the chance-up effect.
[0392] The mini key image 001IWG10 and the mini character A image 001IWC10 may be configured so that a part of them extends outside the display area (i.e., a part of them is not displayed) when they are moved along the edge of the display area of the image display device 5. With this configuration, the mini key image 001IWG10 and the mini character A image 001IWC10 can be flexibly moved and displayed in accordance with the performance images related to other performances.
[0393] Also, for example, effects that are not subject to chance-up effects may not be executed when the mini key image 001IWG10 and the mini character A image 001IWC10 are moving along the edge of the display area of the image display device 5. With this configuration, it is possible to draw attention to the effects executed when the mini key image 001IWG10 and the mini character A image 001IWC10 are moving along the edge of the display area of the image display device 5.
[0394] In addition, in the configuration of the characteristic part 001IW, since the chance-up effect can be executed multiple times, the number of times it has been executed may be made recognizable. For example, when the first chance-up effect is executed, an effect image imitating a blue flame may be displayed at the end of the display area of the image display device 5, when the second chance-up effect is executed, the effect image may change to green, and when the third chance-up effect is executed, the effect image may change to red. With this configuration, it is possible to recognize that the chance-up effect has been performed even after the chance-up effect has ended and the effect image has been erased.
[0395] In addition, in the configuration of the characteristic part 001IW, there are multiple types of effects that are the target of the chance-up effect, and the display size of the effect image related to each effect is different. Specifically, as shown in Fig. 8-14 (1) and (2), the subtitle display has a smaller display size than the title display. In this example, the chance-up effect is executed in a manner in which a keyhole (actual) image is displayed at the position where the effect that is the target of the chance-up effect is displayed. Therefore, the display size of the keyhole (actual) image is configured to be different depending on the target effect. With this configuration, it is possible to create a natural effect by displaying the keyhole (actual) image 001IWG11 at a display size suitable for the target effect.
[0396] On the other hand, when the keyhole image is materialized, the silhouette of the keyhole (suggestion) image 001IWG13 is displayed in a common size regardless of the type of effect that is the target of the chance-up effect. Then, the keyhole (actual) image 001IWG11 is displayed in a display size according to the type of effect that is the target of the chance-up effect. By configuring in this way, the animation until the keyhole is materialized can be standardized, and the increase in the amount of data related to the effect control can be suppressed.
[0397] As described above, the present characteristic part 001IW discloses the configurations of the gaming machine shown in the following means 1 to means 32.
[0398] (Means 1) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, the gaming machine comprising: a variable display means capable of executing a variable display of a plurality of kinds of decorative identification information (for example, decorative symbols); a reach effect execution means capable of executing a reach effect (for example, a super reach) after a combination of decorative identification information has reached a reach state; and a change effect execution means capable of executing a change effect (for example, a chance-up effect that changes the display color of a title display, subtitle display, decorative symbols, and cut-in display from a normal color (white) to blue, green, red, or gold, a chance-up effect (revival) that changes a battle status display that shows the status of a battle in a battle effect (for example, changing from a status indicating a losing status to a status indicating a winning status), etc.) that changes a status displayed in a certain mode when the reach effect is being executed, the variable display means being capable of displaying the decorative identification information that is in a reach state in a predetermined display position in a smaller size than before the reach effect is executed (for example, , the decorative patterns when the reach performance (such as the early reach performance, stock performance, outpost performance, and battle performance) shown in FIG. 8-11 to FIG. 8-14 is being executed are displayed in a smaller size at the upper left and upper left of the image display area than the decorative patterns before the reach performance shown in FIG. 8-10 is executed), the decorative identification information includes first decorative identification information (for example, normal decorative patterns of "1" to "6" and "8" to "9" (normal color: white)) and second decorative identification information different from the first decorative identification information (for example, special decorative pattern of "7" (normal color: gold)), and the change performance is, This includes specific change effects that change the display color of decorative identification information that is in a reach state (for example, a chance-up effect (symbol) that changes the display color of a decorative pattern from the normal color (white) to blue, green, red, or gold), and when a specific change effect is executed for one decorative identification information, the expectation of being controlled to an advantageous state is higher than when a specific change effect is not executed for that decorative identification information (for example, the chance-up effect (symbol) is more likely to be executed when a jackpot occurs than when a miss occurs, and the expectation of a jackpot is higher when it is executed than when it is not executed).See FIG. 8-5(C)), the change performance execution means executes a specific change performance in a reach performance when the first decoration identification information is in a reach state, and does not execute a specific change performance in a reach performance when the second decoration identification information is in a reach state (for example, when the fluctuation pattern is Super Reach A or B, it is possible to determine that a chance up performance (pattern) is executed, but when it is Super Reach C, it is impossible to determine that a chance up performance is executed. See steps 001IWS802 to S812 in FIG. 8-4 and FIG. 8-2), and the reach performance execution means is capable of executing a predetermined reach performance (for example, Super Reach A or B) and a special reach performance (for example, Super Reach C) which has a higher expectation of being controlled to a more advantageous state than the predetermined reach performance (see FIG. 8-1(C)), and when executing a reach performance after the second decoration identification information has entered a reach state, after the first decoration identification information has entered a reach state, The probability of executing a special reach effect is higher than when a reach effect is executed (for example, in the fluctuation pattern of Super Reach A or B, Super Reach A or B is executed after the reach state is reached with a normal decoration pattern, and in the fluctuation pattern of Super Reach C, Super Reach C is executed after the reach state is reached with a special decoration pattern. See steps 001IWS802 to S804 in Figure 8-4 and Figure 8-2), the expectation of being controlled to an advantageous state is higher when the second decoration identification information is in a reach state than when the first decoration identification information is in a reach state, and the probability of the first decoration identification information being in a reach state in the variable display that triggers control to an advantageous state is higher than the probability of the second decoration identification information being in a reach state (for example, the expectation of a jackpot is higher with Super Reach C than with Super Reach A or B, and when a jackpot is reached, the probability of Super Reach A or B being higher than Super Reach C. See Figure 8-1 (C)). With such a configuration, by providing the first decoration identification information that is the target of the specific change presentation and the second decoration identification information that is not the target, it is possible to draw attention to which decoration identification information will result in a reach state. Also, when the reach state is reached with the non-target second decoration identification information, a reach presentation with a high expectation is executed, so that it is possible to prevent the player from being disappointed, and when the reach state is reached with the first decoration identification information, a reach presentation with a high expectation compared to when the reach state is reached with the second decoration identification information is not executed, but the player can be expected to win because the specific change presentation is the target.
[0399] (Means 2) In means 1, the predetermined reach performance includes multiple types of predetermined reach performance (for example, Super Reach A and Super Reach B), and the timing at which the change performance is executed varies for each of the multiple types of predetermined reach performance (for example, the timing at which each chance up performance is executed is respectively determined for each type of super reach. See Figure 8-2). With such a configuration, it is possible to flexibly execute a change performance according to the type of a predetermined reach performance.
[0400] (Means 3) In means 1 or 2, when a specific change performance related to the decorative identification information is executed, the decorative identification information is displayed in a manner that is easier to recognize than the normal manner (for example, the decorative pattern is enlarged and a glowing effect display is displayed around it as shown in Figure 8-19 (16)), and when the second decorative identification information is in a reach state, the fact that it is in a reach state is notified in a manner that is easier to recognize than when the first decorative identification information is in a reach state (for example, when the special decorative pattern (gold pattern) of "7" is in a reach state as shown in Figure 8-10 (3B), a glowing effect display is displayed around the special decorative pattern (gold pattern) of "7" in an easier-to-recognize manner than when the normal decorative patterns (white patterns) of "1" to "6" and "8" to "9" are in a reach state as shown in Figure 8-10 (3A)). With such a configuration, attention can be drawn to the decorative identification information that is the target of the specific change performance, and it is easy to recognize that a high expectation reach state is being reached.
[0401] (Means 4) When a special reach performance is executed in any of means 1 to 3, the expectation of being controlled into an advantageous state is higher than when a predetermined reach performance is executed and a change performance is executed in the predetermined reach performance (for example, the expectation of a jackpot for Super Reach C is higher than the expectation of a jackpot for a previous reach + Super Reach A or previous reach + Super Reach B, stock performance + Super Reach A, or stock performance + Super Reach B, which can execute a chance-up performance. See Figures 8-1 (C) and 8-5). Such a configuration can enhance the sense of expectation when the special reach performance is executed.
[0402] (Means 5) In any of means 1 to 4, the predetermined reach performance includes a plurality of types of predetermined reach performance, and the change performance includes a predetermined change performance that changes the display color of the performance image related to the reach performance (for example, a chance up performance (title) that changes the display color of the title display, a chance up performance (subtitle) that changes the display color of the subtitle display, a chance up performance (cut-in) that changes the display color of the cut-in display, etc.), and the order in which the specific change performance and the predetermined change performance are executed is the same in any of the plurality of types of predetermined reach performance (for example, in both Super Reach A and B, the order is executed as chance up performance (title), chance up performance (subtitle), chance up performance (pattern), chance up performance (cut-in). See Figure 8-2). With such a configuration, the next change to be performed can be easily recognized, building anticipation.
[0403] (Means 6) In any of means 1 to 5, the reach performance execution means can execute a pre-stage reach performance after the decoration identification information becomes a reach state and before a specified reach performance is started (for example, as shown in Figure 8-2 (A), the pre-stage reach performance is executed before the outpost performance and battle performance in the super reach are started), the decoration identification information that becomes a reach state is displayed in the same or similar position in the pre-stage reach performance and the specified reach performance executed after the pre-stage reach performance (for example, a decorative pattern is displayed in the same or similar position when the pre-stage reach performance shown in Figure 8-11 (1) is executed and when the outpost performance and battle performance shown in Figures 8-14 (1) to (8) are executed), and a change performance is not executed when the pre-stage reach performance is executed (for example, a chance up performance is executed during the outpost performance or battle performance in the super reach. See Figures 8-2 and 8-10). With such a configuration, the reach performance can be gradually enhanced, and the performance effect can be improved.
[0404] (Means 7) In any of the means 1 to 6, when a specific change performance is executed for decoration identification information in one reach state, the expectation of being controlled to an advantageous state is higher than when a specific change performance is not executed for decoration identification information in the one reach state (for example, as shown in FIG. 8-5(C), the probability of being determined to be executed at the time of a jackpot is higher than at the time of a miss), and the reach performance execution means is capable of executing, as the reach performance, a predetermined reach performance and a special reach performance which has a higher expectation of being controlled to an advantageous state and a lower execution probability than the predetermined reach performance (for example, as shown in FIG. 8-1(C), super reach C has a higher expectation of a jackpot and a lower execution probability than super reach A and B), and the change performance execution means executes the decoration displayed in a small size when the reach performance is being executed. A specific change effect can be executed by enlarging and displaying the identification information in a different display color at a position different from the specified display position, and then moving it to the specified display position (for example, as shown in FIG. 8-20(17), a decorative pattern is enlarged and displayed in a different display color at a central position on the screen different from the normal position, and then the decorative pattern is moved to the normal position as shown in FIG. 8-20(18), thereby executing a chance-up effect (pattern)). When a specified reach effect is being executed, a specific change effect is executed at a higher rate than when a special reach effect is being executed (for example, when Super Reach A or B is executed, a chance-up effect (pattern) is executed at a higher rate than when Super Reach C is executed. See steps 001IWS802 to S806 in FIG. 8-4). With such a configuration, when a reach performance is being executed, the visibility of the reach performance can be ensured by displaying the decoration identification information in a small size, and further, when a predetermined reach performance, which has a lower expectation level than a special reach performance, is executed, the execution rate of the change performance is increased to give the player hope, and when a special reach performance, which has a higher expectation level and a lower execution rate, is executed, the execution rate of the change performance is decreased to allow the player to concentrate on the contents of the reach performance and enjoy it, and the effect of the performance can be prevented from being reduced.
[0405] (Means 8) In any of means 1 to 7, when the decorative identification information is enlarged, a special image can be displayed that makes it difficult to see the background image related to the currently executing reach performance (for example, as shown in Figures 8-19(13) to (14), as a notification image related to the chance-up performance, a character and text display such as "Pattern Rank Up" are displayed together with an effect image in a manner that covers the performance image related to the outpost performance. Also, as shown in Figures 8-19(15) to 8-20(17), an image of character A and character B standing side by side is displayed), and the decorative identification information displayed in an enlarged manner has a higher display priority than the special image (for example, as shown in Figures 8-19(13) to (16), the decorative pattern is displayed in the foreground and is not obscured by other images such as characters). With such a configuration, attention can be drawn to the decoration identification information that is the subject of the changing presentation, thereby enhancing the presentation effect.
[0406] (Means 9) In any of means 1 to 8, when the decorative identification information is enlarged, it is displayed in a positional relationship closer than the positional relationship in the normal reach state before being enlarged (for example, as shown in Figure 8-19 (16), the left and right decorative patterns are displayed in a positional relationship closer than the normal position). With such a configuration, attention can be drawn to the decoration identification information that is the subject of the changing presentation, thereby enhancing the presentation effect.
[0407] (Means 10) In any of means 1 to 9, the reach performance execution means can execute multiple types of predetermined reach performances as the predetermined reach performance, which have different forms and different expectations of being controlled to an advantageous state, and the expectation of being controlled to an advantageous state when the change performance is executed is common regardless of which of the multiple types of predetermined reach performances is executed (for example, as shown in Figure 8-5, the expectation of a jackpot when the chance up performance is executed is common regardless of the type of super reach). Such a configuration makes it easier to recognize the degree of expectation that the game will be controlled to an advantageous state, and prevents the control and configuration of the presentation from becoming too complicated.
[0408] (Means 10-2) In any of means 1 to 9, the expectation level controlled to an advantageous state when a suggestive performance is executed is common to all of the multiple types of predetermined reach performances executed (for example, as shown in Figure 8-1 (C), the expectation level of a jackpot is common between the case where a stock performance is executed at the time of Super Reach A and the case where a stock performance is executed at the time of Super Reach B). Such a configuration makes it easier to recognize the degree of expectation that the game will be controlled to an advantageous state, and prevents the control and configuration of the presentation from becoming too complicated.
[0409] (Means 11) In any of means 1 to 10, the decorative identification information in the reach state is constantly displayed in a swaying manner during the reach performance, and when enlarged, is displayed in a swaying manner at a faster speed than when not enlarged (for example, as shown in Figures 8-11 to 8-15, the decorative pattern is constantly displayed in a swaying manner during the reach performance, and when enlarged, is displayed in a swaying manner at a faster speed than when not enlarged, as shown in Figures 8-19 (15) to (16)). With such a configuration, the presentation effect of specific change presentation for the decoration identification information can be enhanced.
[0410] (Means 12) In any of means 1 to 11, after a specific change performance is executed during a reach performance, when displaying the variable display result in the reach performance, the decorative identification information is enlarged and the enlarged decorative identification information is displayed in the state before it was changed by the specific change performance (for example, as shown in Figure 8-15 (10), the decorative pattern is enlarged and displayed in the state before it was changed (normal color (white))). Depending on the form of the decorative identification information, there is a risk that the player may mistakenly believe that a special state is occurring, but such a configuration can prevent this from happening.
[0411] (Means 13) In any of means 1 to 12, a predetermined moving image is displayed after it is notified that the reach performance will be controlled to an advantageous state, and the decorative identification information is not displayed when the predetermined moving image is displayed (for example, no decorative pattern is displayed when the epilogue video shown in Figure 8-15 (9) is displayed). With such a configuration, it is possible to draw attention to the predetermined moving image, and also to return the appearance of the decoration identifying information to its original state without giving the player an unnatural feeling.
[0412] (Means 14) In any of means 1 to 13, a notification image is displayed so that at least a part of the effect image related to the reach effect being executed cannot be seen, and a change effect is executed in a manner that changes the state of the target effect when the notification image is erased (for example, as shown in Figure 8-25 (13), as a notification image related to a chance up effect, a character and a text display such as "Subtitle Rank Up" together with an effect image are displayed in a manner that covers the effect image related to the outpost effect, and when they are erased, the state of the subtitle display changes), and when a change effect that changes the state of the effect image related to the target effect is executed, the display of the notification image is started before the effect image is displayed, and a change effect in which the target effect is different is not executed until the notification image is erased (for example, as shown in Figures 8-25, 8-26, 8-2, and 8-3, when one chance up effect is being executed, other chance up effects are not executed). Displaying the notification image makes it easier to recognize that a change performance will be executed, but if the progress of the reach performance is stopped during this time, the amount of data related to the reach performance will increase, so the reach performance is configured to continue even while the notification image is displayed. With this configuration, the player may worry that another change performance will be executed while the notification image makes it difficult to see at least some of the performance images related to the reach performance, which may reduce the performance effect and interest. Therefore, a change performance with a different target performance is not executed until the notification image is erased. With this configuration, it is possible to prevent the performance effect from decreasing.
[0413] (Means 15) In any of means 1 to 14, when the change performance execution means executes a change performance using a suggestive image that suggests that a change performance will be executed multiple times, it can execute one change performance and execute another change performance after a specific period has passed since the end of the one change performance, and when the change performance using a suggestive image is executed after executing a change performance that does not use a suggestive image, it can execute the subsequent change performance before the specific period has passed since the end of the previous change performance (for example, as shown in Figure 8-22 (A), when a key chance up performance using a key image is executed multiple times, an interval of a specific period T1 is provided, but as shown in Figure 8-22 (B), when a key chance up performance using a key image is executed after executing a non-key chance up performance that does not use a key image, it can be executed before the specific period T1 has passed (for example, after a period T2 shorter than the specific period T1 has passed, or at the same time as the end of the non-key chance up performance)). With such a configuration, it is possible to space out the intervals between the change effects using suggestive images to make each one stand out, and to prevent the change effects using suggestive images from being executed consecutively, resulting in a long period during which other effects cannot be seen. Also, instead of setting a uniform interval of a specific period, it is possible to execute a change effect using a suggestive image relatively soon after executing a change effect that does not use a suggestive image, thereby allowing multiple change effects to be executed flexibly.
[0414] (Means 16) In any of means 1 to 15, when a notification image related to a change performance is displayed, the output of audio related to the currently executing reach performance is continued and a notification sound related to the change performance is output, the notification sound related to the change performance being louder than the audio related to the reach performance (for example, as shown in Figures 8-17 (13) to (14) and Figure 8-23, while a character and a text display such as "Subtitle Rank Up" are displayed together with an effect image as a notification image related to a chance up performance in a manner covering the performance image related to an outpost performance, the notification sound related to the chance up performance is output at a louder volume than the performance sound related to the outpost performance). With such a configuration, it is possible to make the player aware that the notification image is being displayed while the reach performance is continuing.
[0415] (Means 17) Any of means 1 to 16 is provided with a suggestion effect execution means capable of executing a suggestion effect (e.g., a stock effect) that suggests that a change effect will be executed, and when the change effect is executed without going through the suggestion effect, a specified image smaller than the notification image is displayed, and the aspect of the effect that is the target of the change effect changes (for example, as shown in Figure 8-21 (2), an effect display in which the periphery of the subtitle display glows is displayed, and a non-key chance up effect is executed). With such a configuration, even when a change performance is executed without going through a suggestion performance, it is possible to easily recognize that the aspect of the target performance will change due to the change performance.
[0416] (Means 18) In any of means 1 to 17, the performance that is the target of the change performance includes a predetermined performance in which image display and audio output are linked, and the volume of the audio output in the predetermined performance decreases when the change performance starts and returns to the original volume when it changes due to the change performance (for example, as shown in Figures 8-16 to 8-17 and 8-23, in a dialogue performance, the subtitle display related to the dialogue performance and the audio output are linked, and the volume of the audio output decreases when the chance up performance (subtitles) starts and returns to the original volume when the subtitle display changes due to the chance up performance (subtitles).). With such a configuration, attention can be effectively drawn to both the change presentation and the predetermined presentation that has been changed by the change presentation.
[0417] (Means 18-2) In any of means 1 to 17, the presentation that is the subject of the change presentation includes a predetermined presentation in which image display and audio output are linked, and the audio output in the predetermined presentation is performed at a normal volume when it changes due to the change presentation (for example, as shown in Figures 8-24 to 8-26, in a dialogue presentation, the subtitle display related to the dialogue presentation and the audio output are linked, and the audio output is muted when the chance up presentation (subtitles) starts and becomes the normal volume when the subtitle display changes due to the chance up presentation (subtitles)). With such a configuration, attention can be effectively drawn to both the change presentation and the predetermined presentation that has been changed by the change presentation.
[0418] (Means 19) In any of means 1 to 18, the change effect can be executed a specific number of times during one reach effect, and the suggestion effect suggests the execution of the change effect less than the specific number of times (for example, the chance up effect can be executed a maximum of five times, and the stock effect suggests the execution of the chance up effect a maximum of two times). With such a configuration, it is possible to create anticipation that a change performance other than the change performance suggested by the suggestion performance will be executed.
[0419] (Means 20) In any of means 1 to 19, the suggestion effect execution means is capable of executing a suggestion effect in a manner of displaying a suggestion image suggesting an effect that is the target of the change effect (for example, a mini key image 030IWG10 or a key image 030IWG12 corresponding to a type of chance up effect), and the change effect execution means is capable of executing a change effect that is the target of an effect not suggested by the suggestion effect (for example, there are cases where the execution of a stock effect corresponding to the chance up effect that has been decided to be executed is not decided. See step 001IWS811), and executing a predetermined change effect (for example, a chance up effect (title), a chance up effect (subtitle)). It is possible to execute multiple types of change effects, including predetermined change effects (e.g., chance up effect (cut-in)) and special change effects (e.g., chance up effect (resurrection)) which have a higher expectation of being controlled to a more favorable state than the predetermined change effects and a lower execution rate (see Figure 8-6), and when suggestive effects and special change effects are executed, the suggestive effects are more likely to suggest that a special change effect will be executed than not (for example, as shown in Figure 8-7(E), when it is decided to execute a chance up effect (resurrection), there is a high probability that a stock effect corresponding to the chance up effect (resurrection) will be executed). With such a configuration, the suggestive performance and the change performance can be suitably executed, and the performance effect can be mutually enhanced. Specifically, if the suggestive performance can suggest the performance that is the target of the change performance, the interest can be increased, but on the other hand, depending on the performance suggested, the expectation level may be not so high. Therefore, by making it possible to execute a change performance that is not suggested by the suggestive performance, the player can maintain the expectation. However, if a suggestive performance that suggests the change performance with high expectation is not executed when a change performance with high expectation is executed, or if a suggestive performance that suggests a change performance different from the change performance is executed, the value of the suggestive performance itself may decrease. Therefore, when a special change performance with high expectation is executed, the rate at which a suggestive performance that suggests that a special change performance will be executed is increased. With such a configuration, the suggestive performance and the change performance can be suitably executed, and the performance effect can be mutually enhanced.
[0420] (Means 20-2) In any of the means 1 to 19, the suggestion effect execution means can execute the suggestion effect by displaying a suggestion image (for example, a mini key image 030IWG10 or a key image 030IWG12 corresponding to the type of chance up effect) suggesting the effect that is the target of the change effect, and the change effect execution means can execute a change effect that is targeted for an effect that is not suggested by the suggestion effect (for example, there are cases where the execution of a stock effect corresponding to the chance up effect that has been decided to be executed is not decided. See step 001IWS811), and a first predetermined change effect (for example, a chance up effect (title), a chance up effect (subtitle)) and a second predetermined change effect (for example, a chance up effect (title), a chance up effect (subtitle)) that is more than the first predetermined change effect. and a second predetermined change effect (e.g., chance up effect (cut-in)) which has a high expectancy of being controlled to a favorable state and a low execution rate (see Figure 8-6), and when a suggestive effect, a first predetermined change effect and a second predetermined change effect are executed, the suggestive effect has a higher probability of suggesting that the second predetermined change effect will be executed than that the first predetermined change effect will be executed (for example, as shown in Figure 8-7, when a chance up effect (title), chance up effect (subtitle) and chance up effect (cut-in) are decided to be executed, the stock effect corresponding to the chance up effect (revival) will be executed with a higher probability). With such a configuration, the suggestive performance and the change performance can be suitably executed, and the performance effect can be mutually enhanced. Specifically, if the suggestive performance can suggest the performance that is the target of the change performance, the interest can be increased, but on the other hand, depending on the performance suggested, the expectation level may be suggested to be not so high. Therefore, by making it possible to execute a change performance that is not suggested by the suggestive performance, the player can maintain the expectation. However, if a suggestive performance that suggests the change performance with high expectation is not executed when a change performance with high expectation is executed, or if a suggestive performance that suggests a change performance different from the change performance is executed, the value of the suggestive performance itself may decrease. Therefore, when a second predetermined change performance with high expectation is executed, the rate at which the suggestive performance that suggests the second predetermined change performance will be executed is increased. With such a configuration, the suggestive performance and the change performance can be suitably executed, and the performance effect can be mutually enhanced.
[0421] (Means 21) Any of means 1 to 20 includes a game control means (e.g., main board 11) capable of progressing the game, and a presentation control means (e.g., presentation control board 12) capable of controlling the presentation based on information from the game control means, and the suggested presentation is executed in a predetermined period from when the reach state is reached to when the reach presentation is started (for example, as shown in Figure 8-2 (C), a stock presentation is executed in the period before the start of the prelude presentation of the super reach presentation). When a suggested presentation is executed, a change presentation is always executed in the reach presentation executed after the suggested presentation (for example, a chance up presentation suggested by a stock presentation is always executed in the prelude presentation or battle presentation), and whether or not to execute a suggested presentation is determined by the game control means (for example, the execution of a stock presentation is determined by determining a change pattern including a stock presentation and a super reach on the main board 11 side). With such a configuration, it is possible to realize a suggestive performance that requires a certain amount of execution time, and the execution period of the suggestive performance can be reliably secured, for example, by the game control means deciding whether or not to execute the suggestive performance based on the fluctuation pattern.
[0422] (Means 22) In any of means 1 to 21, a suggestive performance is executed so that the expectation level controlled to the advantageous state becomes a specific expectation level (for example, when a stock performance is executed, the expectation level of a jackpot becomes 40%. See Figure 8-1 (C)), and the expectation level controlled to the advantageous state when a specified change performance is executed is lower than the expectation level controlled to the advantageous state when a suggestive performance is executed (for example, the expectation level of a jackpot when a chance up performance (title) is executed is 25%, the expectation level of a jackpot when a chance up performance (subtitle) is executed is 29%, the expectation level of a jackpot when a chance up performance (pattern) is executed is 33%, and the expectation level of a jackpot when a chance up performance (cut-in) is executed is 38%. See Figure 8-5). With such a configuration, attention can be drawn to whether or not the suggestive performance is executed.
[0423] (Means 23) In any of means 1 to means 22, when the game control means decides to execute a suggestive effect, a change effect to be executed is decided by lottery from a plurality of types of change effects (for example, a part that executes the processing of steps 001IWS807 to S813), and the suggestive effect is executed. If it is decided to execute both a predetermined change effect (for example, chance up effect (title), chance up effect (subtitle), chance up effect (cut-in)) and a special change effect (for example, chance up effect (revival)), the predetermined change effect is suggested by the suggestive effect in preference to the special change effect (for example, the execution decision of the corresponding stock effect is made based on the execution priority shown in Figure 8-9 (A). Also, for example, when the number of chance up stock effects decided to be executed is less than one, instead of the processing of step 001IWS813, a chance up stock effect corresponding to the chance up effect (title), chance up effect (subtitle), or chance up effect (cut-in) is decided to be executed in preference to the chance up effect (revival)). Such a configuration can prevent the degree of expectation suggested when the suggestive performance is executed from becoming too high.
[0424] (Means 23-2) In any of the means 1 to 22, when the game control means decides to execute a suggestive performance, a change performance to be executed is decided by lottery from a plurality of types of change performances (for example, a part that executes the processing of steps 001IWS807 to S813), and the suggestive performance is executed. If it is decided to execute both a first predetermined change performance (for example, chance up performance (title) or chance up performance (subtitle)) and a second predetermined change performance (for example, chance up performance (cut-in)) which has a higher expectation of being controlled to a more advantageous state than the first predetermined change performance, the first predetermined change performance is suggested by the suggestive performance with priority over the second predetermined change performance (for example, the execution of a corresponding stock performance is decided based on the execution priority shown in FIG. 8-9 (A). Also, for example, when the number of chance up stock performances decided to be executed is less than one, instead of the processing of step 001IWS813, a chance up stock performance corresponding to the chance up performance (title) or chance up performance (subtitle) is decided with priority over the chance up performance (cut-in)). Such a configuration can prevent the degree of expectation suggested when the suggestive performance is executed from becoming too high.
[0425] (Means 24) In any of the means 1 to 23, when a plurality of change effects are suggested by the suggestion effect, if a special change effect (e.g., chance up effect (resurrection)) is suggested as one change effect, a first predetermined change effect (e.g., chance up effect (title) or chance up effect (subtitle)) is likely to be suggested as another change effect (for example, if the combination falls under the prohibited combination of chance up stock effects shown in Figure 8-9 (B)), a re-draw is conducted to prevent the combination of stock effects from corresponding to a chance up effect with a high expectation). With such a configuration, it is possible to prevent the expectation level from rising too high by suggesting multiple highly anticipated change effects, and to appropriately suggest the expectation level.
[0426] (Means 24-2) In any of means 1 to 23, when a plurality of change effects are suggested by a suggestion effect, if a second predetermined change effect (e.g., chance up effect (cut-in)) is suggested as one change effect, the first predetermined change effect (e.g., chance up effect (title) or chance up effect (subtitle)) is likely to be suggested as another change effect (for example, if the combination falls under a prohibited combination of chance up stock effects shown in Figure 8-9 (B)), a re-draw is conducted to prevent the combination of stock effects from corresponding to a chance up effect with a high expectation). With such a configuration, it is possible to prevent the expectation level from rising too high by suggesting multiple highly anticipated change effects, and to appropriately suggest the expectation level.
[0427] (Means 25) In any of means 1 to 24, a suggestive effect is executed so that the number of change effects not suggested by the suggestive effect among the change effects executed is less than the number of change effects suggested by the suggestive effect (for example, if two chance up effects are suggested by the stock effect, the number of chance up effects executed without being suggested by the stock effect is less than two). Such a configuration can increase the value of the suggestive presentation and improve the presentation effect.
[0428] (Means 26) In any of means 1 to 25, the suggestive performance execution means can execute a suggestive performance that identifiably suggests which reach performance will be executed, and then identifiably suggests which change performance will be executed during the suggested reach performance (for example, as shown in Figures 8-12 (5) to (7), it identifiably suggests which chance-up performance will be executed by a key image stored in a stock performance), and when a first predetermined reach performance is executed and both a predetermined change performance and a special change performance are executed during the execution of the first predetermined reach performance, the probability of identifiably suggesting that a special change performance will be executed after identifiably suggesting that a first predetermined reach performance will be executed is higher than identifiably suggesting that a predetermined change performance will be executed after identifiably suggesting that a first predetermined reach performance will be executed (for example, as shown in Figure 8-7, when a super reach A is executed and both a chance-up performance (title) and a chance-up performance (revival) are executed, the probability of suggesting a chance-up performance (revival) is higher than a chance-up performance (title) in the chance-up stock performance). With such a configuration, if the execution of a low expectation change effect is suggested when superimposed on a low expectation reach effect, the combination of effects with extremely low expectation is visualized, which may disappoint the player; however, by increasing the proportion of times that a special change effect with a higher expectation than a predete...
Claims
[Claim 1] A gaming machine that can perform variable display of identification information and can be controlled to an advantageous state that is advantageous to a player, a reach effect execution means for executing a reach effect suggesting that the game will be controlled to the advantageous state after the identification information becomes the reach state; a change performance execution means for executing a change performance that suggests that the reach performance is controlled to the advantageous state by changing a part of the performance in the reach performance when the reach performance is being executed; A suggestion performance execution means capable of executing a suggestion performance that suggests that the change performance will be executed before the change performance is executed, The change performance execution means includes: Even if the suggestion performance is not executed, the change performance can be executed, A plurality of types of change effects including a first change effect and a second change effect having a higher expectation of being controlled to the advantageous state and a lower execution rate than the first change effect can be executed; When the suggestion performance and the second change performance are executed, the rate at which the suggestion performance suggests the second change performance is higher than the rate at which the suggestion performance does not suggest the second change performance; the reach effect execution means is capable of executing any one of a plurality of types of reach effects having different ratios of being controlled to the advantageous state, The change performance execution means is capable of executing the change performance in a common manner when a first type of reach performance is being executed and when a second type of reach performance is being executed, The reach effect execution means includes: A specific type of reach performance that is different from the first type of reach performance and the second type of reach performance and that is in a reach state when identification information is in a specific combination can be executed, When the first type of reach performance and the second type of reach performance are executed, the probability of the change performance being executed is higher than when the specific type of reach performance is executed. A gaming machine characterized by:
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