Gaming Machines
Patent Information
- Application Number
- JP2022072867
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-27
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2042-04-27
Smart Images

Figure 0007651509000001 
Figure 0007651509000002 
Figure 0007651509000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing a game. [Background technology]
[0002] Conventionally, gaming machines have been proposed that execute an effect that notifies the player to hit the gaming ball to the right as an effect that does not indicate whether or not the game state will be controlled to a jackpot. For example, Patent Document 1 discloses a gaming machine that executes an effect that notifies the player of the launch mode so that the gaming ball is launched into the second starting hole that should be aimed during the time-saving mode. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-85876 A (Fig. 34) Summary of the Invention [Problem to be solved by the invention]
[0004] With regard to gaming machines that execute effects such as those described in Patent Document 1, there is room to improve the interest of effects that do not indicate whether or not the game will be controlled to a jackpot state (effects that notify the player to hit the game ball to the right).
[0005] This invention has been made in consideration of the above-mentioned circumstances, and aims to improve the interest of a presentation that does not suggest whether or not the game will be controlled to a jackpot game state. [Means for solving the problem]
[0006] (1) A gaming machine that can be controlled to an advantageous state that is advantageous to the player, A performance execution means is provided for executing a performance, The performance execution means A first special effect indicating whether or not the advantageous state will be achieved using at least one character from among a plurality of types of characters, and a plurality of types of special effects including a second special effect can be executed; After the special effect is executed, at least one of a plurality of types of announcements that inform the player of a specific event can be executed; In the first special effect, a first character can be displayed for the longest period of time among the plurality of types of characters, When the first character is displayed, a first dialogue voice corresponding to the first character can be output; In the second special effect, a second character can be displayed for the longest period of time among the plurality of types of characters, When the second character is displayed, a second line voice corresponding to the second character can be output; When a first guidance announcement among the plurality of types of guidance announcements is executed, a first voice message related to the guidance of the specific event can be output, When a second guidance announcement among the plurality of types of guidance announcements is executed, a second voice message related to the guidance of the specific event can be output, The first guidance announcement can be executed after the first special effect is executed, The second guidance announcement can be executed after the second special effect is executed, the first dialogue voice and the first message voice are composed of a voice of a first voice provider corresponding to the first character, the second dialogue voice and the second message voice are composed of a voice of a second voice provider corresponding to the second character, The performance execution means When an abnormal situation occurs, an abnormality notification voice composed of the voice of a special voice provider can be output, In the advantageous state, a song selected by the player from a plurality of types of songs including voices of different voice providers can be output, After the special effect is executed, when the game is controlled to the advantageous state, a specific piece of music including the voice of the first voice provider can be output without being selected by the player. the law of nature, the abnormality notification voice composed of the voice of the special voice provider has a lower intonation level than the first dialogue voice and the first message voice composed of the voice of the first voice provider; none of the plurality of types of music that can be output in the advantageous state includes the voice of the special voice provider; Gaming machine. (A) The gaming machine of this means is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance execution means (performance control CPU 120) capable of executing performances is provided, The performance execution means A first special effect indicating whether or not the advantageous state will be controlled using at least one character among a plurality of types of characters, and a plurality of types of special effects including a second special effect (SP Reach A1, SP Reach B1, SP Reach C1 using at least one character among Character A, Character B, Character X, and Character Y), After the special effect is executed, at least one of a plurality of types of notification notices (first notification notice effect to third notification notice effect) that notify the player of a specific event can be executed. In the first special effect (SP reach A1), among the plurality of types of characters, the first character (character A) can be displayed for the longest period of time, When the first character is displayed, a first dialogue voice (voice voice A "Go ahead!!") corresponding to the first character can be output, In the second special effect (SP reach B1), among the plurality of types of characters, the second character (character X) can be displayed for the longest period of time, When the second character is displayed, a second dialogue voice (a dialogue voice X "Doryaaango!!") corresponding to the second character can be output, When a first guidance notification (a first notification effect corresponding to character A) among the plurality of types of guidance notifications is executed, a first message sound (message sound A "Hit powerfully to the right!") related to the guidance of the specific event can be output, When a second guidance announcement (a first announcement effect corresponding to character X) among the plurality of types of guidance announcements is executed, a second message sound (message sound X "Hit right!!") related to the guidance of the specific event can be output, After the first special effect is executed, the first announcement can be executed (as shown in FIG. 9-23(A), the first announcement corresponding to character A is executed after SP reach A1), After the second special effect is executed, the second announcement can be executed (as shown in FIG. 9-23(B) , the first announcement effect corresponding to character X is executed after SP reach B1), The first dialogue voice and the first message voice are composed of the voice of a first voice provider corresponding to the first character (the dialogue voice A and the message voice A are composed of the voice of a voice provider AA corresponding to character A), The second dialogue voice and the second message voice are composed of the voice of a second voice provider corresponding to the second character (the dialogue voice X and the message voice X are composed of the voice of a voice provider XX corresponding to the character X). It is characterized by:
[0007] With this configuration, the announcement is made using a voice corresponding to a character appearing in a special effect that was being performed just before informing the player of a specific event, which makes it possible to attract the player's attention when informing the player of a specific event, and also reduces the monotony of the announcement, preventing the player from getting bored.
[0008] Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2]FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] 10 is a front view of the pachinko gaming machine 1 at the characteristic portion 152F. [Figure 8-2] FIG. 10 is a diagram showing a winning type table. [Figure 8-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-4] An explanatory diagram showing a hit determination table and a jackpot type determination table. [Figure 8-5] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-6] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-7] 10 is a flowchart showing the start port switch passing process. [Figure 8-8] 10 is a flowchart showing normal processing of special symbols. [Figure 8-9] This is a flowchart showing the processing before the small win is released. [Figure 8-10] This is a flowchart showing the processing during small win release. [Figure 8-11] This is a flowchart showing the small win end processing. [Figure 9-1] An explanatory diagram showing a jackpot type table. [Figure 9-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 9-3](1) and (2) are explanatory diagrams showing the display result determination table, (3) and (4) are explanatory diagrams showing the jackpot type determination table, and (5) is an explanatory diagram showing the jackpot type determination table via small jackpot. [Figure 9-4] FIG. 10 is an explanatory diagram showing an SP reach type table. [Figure 9-5] FIG. 10 is an explanatory diagram showing a table listing characters appearing in SP reach. [Figure 9-6] FIG. 2 is an explanatory diagram showing a notification effect list table in the first embodiment. [Figure 9-7] FIG. 2 is an explanatory diagram showing a first effect sound type table in the first embodiment. [Figure 9-8] FIG. 2 is an explanatory diagram showing a first effect sound type table in the first embodiment. [Figure 9-9] FIG. 10 is an explanatory diagram showing a second effect sound type table in the first embodiment. [Figure 9-10] FIG. 3 is an explanatory diagram showing an effect sound setting table in the first embodiment. [Figure 9-11] An explanatory diagram showing a specific example of a presentation corresponding to SP Reach A1 in normal mode. [Figure 9-12] An explanatory diagram showing a specific example of a presentation corresponding to SP Reach B1 in normal mode. [Figure 9-13] An explanatory diagram showing a specific example of a presentation corresponding to SP reach C1 in normal mode. [Figure 9-14] An explanatory diagram showing a specific example of a presentation corresponding to SP reach C1 in normal mode. [Figure 9-15] An explanatory diagram showing a specific example of a presentation corresponding to SP reach C1 in normal mode. [Figure 9-16] An explanatory diagram showing a specific example of a presentation corresponding to SP Reach A2 in the time-saving mode. [Figure 9-17] An explanatory diagram showing a specific example of a presentation corresponding to SP Reach B2 in time-saving mode. [Figure 9-18] An explanatory diagram showing a specific example of a presentation corresponding to SP Reach C2 in the time-saving mode. [Figure 9-19]An explanatory diagram showing a specific example of a presentation corresponding to SP Reach C2 in the time-saving mode. [Figure 9-20] An explanatory diagram showing a specific example of a presentation corresponding to a normal right-hit notification in the first embodiment. [Figure 9-21] An explanatory diagram showing a specific example of a presentation corresponding to a normal left-hit notification in the first embodiment. [Figure 9-22] 10 is an explanatory diagram showing a specific example of a presentation corresponding to an error notification in the first embodiment. FIG. [Figure 9-23] An explanatory diagram showing a specific example of a presentation corresponding to the right-hit notification at the start of a jackpot depending on the type of SP reach in the first embodiment. [Figure 9-24] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode of the time-saving mode in the first embodiment. [Figure 9-25] An explanatory diagram showing a specific example of story presentation during a jackpot in the first embodiment. [Figure 9-26] An explanatory diagram showing modified examples of the jackpot round presentation depending on whether the conditions are met. [Figure 9-27] An explanatory diagram showing a specific example of a pseudo-consecutive suggestion effect. [Figure 9-28] This is a time chart showing the playback output timing of each sound effect associated with a jackpot. [Figure 9-29] This is a time chart showing the playback output timing of each effect sound related to a left hit notification when an abnormal right hit is detected. [Figure 9-30] 10 is a time chart showing the timing of playback output of each sound effect related to a full tank notification. [Figure 9-31] FIG. 10 is an explanatory diagram showing a notification effect list table in the second embodiment. [Figure 9-32] FIG. 10 is an explanatory diagram showing a second effect sound type table in the second embodiment. [Figure 9-33] An explanatory diagram showing a specific example of a presentation corresponding to a normal right-hit notification in the second embodiment. [Figure 9-34]10(A) is an explanatory diagram showing a first notification effect table in the third embodiment, and FIG. 10(B) is an explanatory diagram showing a second notification effect table in the third embodiment. [Figure 9-35] An explanatory diagram showing a specific example of a presentation corresponding to a normal right-hit notification in the third embodiment. [Figure 9-36] FIG. 13 is an explanatory diagram showing a notification effect list table in the fourth embodiment. [Figure 9-37] (A) is an explanatory diagram showing a specific example of a presentation corresponding to a normal right-hit notification in the fourth embodiment, and (B) is an explanatory diagram showing a specific example of a presentation corresponding to a weak error notification in the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] (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.
[0011] (Configuration of Pachinko Machine 1) Figure 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 forms 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, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0012] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play 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 multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.
[0013] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0014] 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." Also, 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." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0015] 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 configured, for example, by an LCD (liquid crystal display device) or an organic EL (electroluminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0016] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0017] 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 that is currently 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.
[0018] 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.
[0019] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0021] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0022] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0023] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). 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.
[0024] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. 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 Figure 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.
[0025] 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, preventing game balls from entering (passing 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, making it easier for game balls to enter the large prize opening.
[0026] 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, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0027] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0028] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on 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 showing "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.
[0029] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0030] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0031] 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, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0032] Speakers 8L and 8R for playing 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.
[0033] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0034] At the lower right position of the gaming 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 gaming ball toward the gaming area by the ball-hitting device.
[0035] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning 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.
[0036] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0037] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on 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).
[0038] 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.
[0039] (Outline of game progress) The game ball is launched towards 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 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0040] In this normal game, if a specific normal symbol (a 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 (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "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 starting winning port is opened).
[0041] When a gaming 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.
[0042] 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.
[0043] In addition, if a 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 (when 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 suspended up to a specified upper limit number (for example, 4).
[0044] In 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, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined 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" symbol.
[0045] 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.
[0046] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0047] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.
[0048] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win 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.). Note that, like the large win types, small win types may also be set for "small wins."
[0049] 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.
[0050] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to 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 normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0051] In this embodiment, the time-saving state is controlled based on the display result of the special symbol variable display being a "jackpot." However, the present invention is not limited to this, and the time-saving state may be controlled based on a trigger other than the display result of the special symbol variable display being a "jackpot."
[0052] For example, a "miss with time reduction" may be provided as a display result of the special symbol variation display. When a missing symbol with time reduction is displayed, the system is controlled to time reduction state B (for example, a chance time with 7 time reductions) in which time reduction control is performed a first predetermined number of times. Also, when 500 variations occur in a low probability state without being controlled to a jackpot, the system is controlled to time reduction state C (for example, a play time with 99 time reductions) in which time reduction control is performed a second predetermined number of times. However, even if 500 variations occur again in a low probability state without being controlled to a jackpot after the end of time reduction state C, the system will not be controlled to time reduction state C again based on this.
[0053] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0054] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0055] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming 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 gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0056] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0057] 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 predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0058] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0059] (Progress of Effects, etc.) In the pachinko gaming machine 1, various effects (effects that notify the progress of the game or that liven up the game) are executed according to the progress of the game. These effects are explained below. Note that these effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0060] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on 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 statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0061] During the period from when the variable display of the decorative symbols starts to when it ends, 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 stopped and displayed form part of a jackpot combination, which will be described later.
[0062] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) 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 "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0063] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the 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 predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0064] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0065] 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 the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," 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 "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0066] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0067] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned 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 symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read 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.
[0068] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0069] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0070] 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 effect is executed).
[0071] (Board configuration) The pachinko gaming 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 other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.
[0072] 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 game (including management of reserved games), execution of regular game (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.
[0073] 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.
[0074] The CPU 103 executes a 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 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0075] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0076] 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).
[0077] 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 (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), 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.
[0078] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0079] 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 on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0080] 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, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0081] 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.
[0082] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (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.
[0083] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation 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).
[0084] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), and the like, and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0085] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. 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 to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0086] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0087] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0088] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0089] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0090] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0091] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0092] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0093] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0094] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (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 an accessible state.
[0095] 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.
[0096] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0097] 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 gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply interruption process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply interruption. This power supply interruption process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a process of protecting data in the RAM 102, and the like. The data protection process includes a process of adding 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, the status of various timers, etc.), as well as the status 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.
[0098] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine 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 outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0099] 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 initialization processing (step S8) is executed.
[0100] If it is determined that the data in 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 it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.
[0101] The CPU 103 then transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.
[0102] 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 CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0103] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, 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, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output 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 a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0104] 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). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation 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. (details will be described later).
[0105] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation 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 to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0106] 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 command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0107] Fig. 5 is a flowchart 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).
[0108] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0109] After executing the start winning determination 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 of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0110] 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 to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. 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 known as 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 (also called "consuming the order in which the balls enter").
[0111] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0112] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0113] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0114] 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 began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0115] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," 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 jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0116] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0117] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol 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 special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0118] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0119] The jackpot end process of step S117 is executed when the value of the special symbol 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 presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0120] 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 processing to set the large prize entry 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 completed.
[0121] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0122] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing 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 entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0123] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. 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 for 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 to return it to its initial position and control to perform predetermined operation checks.
[0124] Thereafter, it is determined whether or not the timer interrupt flag is on (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.
[0125] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning 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 acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0126] 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 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0127] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, 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 elements 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 the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0128] 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.
[0129] Fig. 7 is a flowchart 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 pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0130] 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.
[0131] The variable display start waiting process of step S170 is a process that is executed when the value of the effect 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 decorative patterns on 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 decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0132] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0133] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0134] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0135] The small win performance processing in step S174 is a process 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 gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0136] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0137] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should 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 jackpot performance processing is ended.
[0138] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0139] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0140] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0141] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0142] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0143] The programs and data for realizing the present invention are not limited to being distributed or provided to a 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 realizing 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.
[0144] 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, or by directly executing the game using the 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.
[0145] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0146] (Explanation of feature 152F) Next, the characteristic part 152F of this embodiment will be described. Regarding the characteristic part 152F, a technology for a pachinko game machine in which a setting value having different advantageous degrees for a player, such as the probability of winning a jackpot, can be set by a setting means will be described as follows. The game control microcomputer 100 (CPU 103) also functions as a setting means that can set one of a plurality of setting values having different advantageous degrees for a player as the setting value for the probability of winning a jackpot.
[0147] First, the setting values will be explained. The pachinko gaming machine 1 explained in this example is configured so that the probability of winning a jackpot can be changed according to the setting values by a person at the gaming parlor (such as a staff member at the gaming parlor) using a predetermined operating means such as a switch.
[0148] For example, the game control microcomputer 100 (CPU 103) executes a setting change process that allows the probability of winning a jackpot set in the pachinko gaming machine 1 to be changed in response to a setting change operation. This executes a setting change process that allows the probability of winning a jackpot to be changed by using a display result determination table corresponding to the setting value in the normal special symbol processing of the special symbol processing process. The setting value has six levels (multiple levels), for example, from 1 to 6, and the probability of winning a jackpot increases in the order of setting value 1 < setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. That is, when setting value 1 is set as the setting value, the player has the lowest advantage, and the advantage gradually increases in the order of setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. Note that the setting value need only be set to multiple levels, and is not limited to six levels. In this way, since the probability of winning a jackpot can be changed, the payout rate (number of balls paid out per unit time (number of winning balls)) also changes, so changing the setting value can also be said to change the payout rate.
[0149] For example, in the pachinko gaming machine of this embodiment, the probability of winning a jackpot changes depending on the setting value selected by the setting change operation when the power is turned on. Of the six setting values, for example, setting values 4 to 6 may be called high settings with a high probability of winning a jackpot, and setting values 1 to 3 may be called low settings with a low probability of winning a jackpot.
[0150] In addition, the probability of selecting a type of jackpot may be changed by setting values 1 to 6, just like the probability of winning a jackpot. The probability of selecting a type of variation pattern may be changed by setting values 1 to 6, just like the probability of winning a jackpot. The probability of selecting a variation pattern may be changed by setting values 1 to 6, just like the probability of winning a jackpot.
[0151] Regarding the feature section 152F, in a pachinko gaming machine capable of setting one of a plurality of setting values, when the machine is controlled to a jackpot gaming state, a reserved sequence may be executed in which reserved information determined to be controlled to a hit (jackpot or small hit) is stored in the reserved memory buffer RAM 122. Specifically, a reserved sequence refers to a series of consecutive hits (reserved consecutive wins) within the reserved information range in which the reserved information existing at the time of the jackpot occurrence contains reserved information that will be a hit in the future, and after the jackpot gaming state ends, the next hit occurs consecutively within the range of reserved information that existed at the time of the jackpot occurrence. Note that in the case of a small hit, a jackpot occurs via a small hit based on the occurrence of a V prize, so the reserved information for the small hit can be said to be reserved stored information for a hit that will be a jackpot in the future. When such a reserved sequence is executed, a notification effect may be executed to notify the player that a reserved sequence has occurred.
[0152] 8-1 is a front view of the pachinko gaming machine 1 in the characteristic portion 152F. In the pachinko gaming machine 1 in the characteristic portion 152F, the reference numerals and descriptions of the same configurations as those in the front view of the pachinko gaming machine 1 shown in FIG. 1 will be omitted, and only different parts will be described.
[0153] In the game area where the game balls that have been inserted can flow down, a first path among the paths along which the game balls flow down is mainly provided in the area to the left of the image display device 5 when viewed from the front, and a second path among the paths along which the game balls flow down, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.
[0154] Hitting a gaming ball into the left area (left gaming area) of the image display device 5 to make the gaming ball flow down the first path is called a left hit. Hitting a gaming ball into the right area (right gaming area) of the image display device 5 to make the gaming ball flow down the second path is called a right hit. The first path is a path that allows the gaming ball to flow down by hitting the gaming ball into the left side of the gaming area, so it may also be called a left hit path. Furthermore, the second path is a path that allows the gaming ball to flow down by hitting the gaming ball into the right side of the gaming area, so it may also be called a right hit path.
[0155] The first path and the second path may be separate paths, or may be paths that share a portion. The left and right game areas may be separated, for example, by the end face of the image display device 5 or the arrangement of game nails within the game area.
[0156] When a gaming ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and shot into the gaming area, if it is guided to the left gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the right gaming area. Also, when a gaming ball is guided to the right gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the left gaming area.
[0157] A winning ball device 6A having a first start winning hole formed therein is provided as a structure into which a gaming ball hit into the left gaming area of the gaming area can enter. The winning ball device 6A is disposed below the image display device 5. The winning ball device 6A is provided with a first start winning hole switch 22A for detecting a gaming ball that has entered the first start winning hole.
[0158] The structures through which game balls that are hit into the right game area of the game field can enter include a passing gate 41, a variable winning ball device 6B, and a V-determined winning device 87. The variable winning ball device 6B has a second start winning port through which game balls can enter. Furthermore, as switches for detecting game balls that have entered each of these ports, a gate switch 21 is provided inside the passing gate 41, a second start winning port switch 22B is provided inside the second start winning port, and a V-determined winning switch 87a, a V-determined winning switch 15a, and a V-determined discharge switch 15b are provided inside the V-determined winning device 87.
[0159] In the left game area, game nails are planted so that the game ball will be guided to the first start winning hole of the winning hole structure. Therefore, when aiming to have the game ball enter the first start winning hole, the player only needs to hit the game ball to the left. In the right game area, game nails are planted so that the game ball will be guided to the second start winning hole of the winning hole structure and the passing gate 41. Therefore, when aiming to have the game ball enter the second start winning hole and the passing gate 41, the player only needs to hit the game ball to the right.
[0160] The passing gate 41 is a gate structure through which a gaming ball can enter (pass). When a gaming ball passes through the passing gate 41, a normal symbol is displayed in a variable manner. The normal symbol will be described later. In the left gaming area, gaming pegs are planted so that the gaming ball is guided to the first start winning hole of the winning hole structure. Therefore, when aiming to have the gaming ball enter the first start winning hole, the player only needs to hit the gaming ball to the left. In the right gaming area, gaming pegs are planted so that the gaming ball is guided to the second start winning hole of the winning hole structure and the passing gate 41. Therefore, when aiming to have the gaming ball enter the second start winning hole and the passing gate 41, the player only needs to hit the gaming ball to the right.
[0161] The V-determining winning device 87 is a device for determining whether the game ball has V-entered, which is a condition for generating a big win when a small win occurs.
[0162] The V-determined winning device 87 is made of a transparent material, and the way the game ball passes through inside can be seen. The V-determined winning device 87 has a width at the top that allows the game ball to pass through in the front-to-back direction, and walls are provided on both sides (the front and back sides) of a passage that slopes from right to left and extends in the left-to-right direction, and a guide path along which the game ball is guided is formed. In the center of the guide path, an operating port is formed as an opening that repeatedly opens and closes for a predetermined period (for example, 0.1 second x 10 opening periods + 1 second closing period (interval period) x 9 times + 1 second ending period) when a small win occurs, allowing a total of approximately 10 or more game balls to enter during the predetermined open period. The passage of the game ball in the V-determination winning device 87 is provided with multiple protrusions that protrude alternately from both sides of the wall as deceleration means for slowing down the guided game ball, thereby creating a structure (hereinafter referred to as a deceleration structure) in which the game ball flows slowly into the passage above the operating port at the top of the V-determination winning device 87 when hit from the right.
[0163] In a small win game state, the opening control of V-determination winning device 87 is executed for a relatively long period of time until the entry of 10 game balls into V-determination winning device 87 is detected or until a predetermined period of time has elapsed. In V-determination winning device 87, the portion of the guideway where no operating port is formed forms a fixed passage called fixed portion 873. A movable portion 872 that can move back and forth on the operating port is provided at a position where the operating port can be opened and closed.
[0164] The movable part 872 is driven by the solenoid 22 and can move back and forth to open and close the operating port. When the operating port is closed due to the state of the movable part 872, the game ball can pass through the upper surfaces of the movable part 872 and the fixed part 873 as a guide path, and is guided along the guide path from the right end to the left end, dropping from the left end. When the operating port is open due to the operating state of the movable part 872, the operating port opens in the guide path, so that the game ball guided along the guide path can drop from the operating port into the inside of the V-determination winning device 87.
[0165] Inside V-determination winning device 87 (operation port), a V winning area 870 as a specific area is provided in the center of the left-right direction at the bottom of V-determination winning device 87 as a winning area where game balls entering from the operation port can win, and furthermore, a ramp is provided to guide all game balls entering from the operation port onto V winning area 870 via an inclined path. V winning area 870 has a V winning port through which game balls can enter, and can guide game balls entering from the V winning port downward.
[0166] At the top end of the winning opening (V winning opening) of V winning area 870, a plate-like opening / closing member (not shown) is provided that can switch V winning area 870 between an open state and a closed state. The opening / closing member is driven by solenoid 22 and can move back and forth to open and close V winning opening. When the V winning opening is opened by the opening / closing member, a gaming ball guided onto V winning area 870 can fall into V winning area 870. On the other hand, when the V winning opening is closed by the opening / closing member, a gaming ball guided onto V winning area 870 passes over the opening / closing member and is arranged to open near the downstream side of V winning area 870, allowing it to fall into a winning ball area (not shown) that can guide a game ball downward.
[0167] Specifically, the V winning area 870 of the V-determined winning device 87 is basically in an open state. In a small win game state in which the operating port of the V-determined winning device 87 is open, when one game ball enters the V winning area 870 and wins, the game ball is detected by the V-determined winning switch 87a provided in the V-determined winning area 870. In a small win game state, when one game ball is detected by the V-determined winning switch 87a, the opening / closing member is controlled to a closed state, and game balls guided onto the V-determined winning area 870 thereafter enter the winning ball area. Game balls that enter the winning ball area are detected by the V-determined winning switch 15a provided in the winning ball area. As a result, of the game balls that enter the V-determined winning device 87, one game ball is detected by the V-determined winning switch 87a, and subsequent game balls are detected by the V-determined winning switch 15a.
[0168] When the total number of balls detected by the V-judgment winning switch 87a and the V-judgment winning switch 15a reaches 10, the V-judgment winning device 87, which is opened during a small win game state, closes its operating port, making it impossible for game balls to enter. The V-judgment winning area 870 and the winning ball area are configured to merge below, and game balls that pass through the merged discharge passage and enter the V-judgment winning device 87 are discharged to a predetermined discharge path inside the game board 2. The discharge passage is provided with a V-judgment discharge switch 15b that can detect discharged game balls, and this switch detects all discharged game balls.
[0169] When a small win occurs and the operating port of the V-determination winning device 87 is opened, if a gaming ball enters the V-winning area 870 and is detected by the V-winning switch 87a within a predetermined valid period, the conditions for a big win are met, and the game is controlled to a big win gaming state. Such a gaming ball entering the V-winning area 870 is called a V-winning. In the pachinko gaming machine 1, as described above, during the period when a small win occurs and the operating port of the V-determination winning device 87 is opened, the structure and control are designed so that an average of about 10 gaming balls can enter the V-determination winning device 87 without requiring any special operation. Furthermore, the structure is designed so that when a gaming ball is allowed to enter the V-determination winning device 87, the gaming ball will always (100%) enter the V-winning area 870. In addition, in the pachinko game machine 1, when a small win occurs, a right-hit promotion notification is executed to instruct the player to hit to the right so that the player can easily hit the game ball into the V-determination winning device 87.
[0170] Therefore, when a small win occurs, unless the player does not fire the game ball during the opening period of the operating port of the V-determination winning device 87, or the player hits with the left, if the player hits with the right, the game ball will always (100%) enter the V winning area 870 and a big win will occur.
[0171] In this embodiment, an example is shown in which a game ball deceleration structure is provided in the V-determination winning device 87. However, instead of providing such a deceleration structure, an operating port that allows game balls to drop may be provided in a part of the game ball guide path in the V-determination winning device 87, and the operating port may be opened 10 times to allow about 10 game balls to enter the V-winning area 870 during the small win game state.
[0172] In the right game area, game nails are planted so that game balls are guided to the variable winning ball device 6B and the V-determination winning device 87. Therefore, when aiming to make the game ball enter the variable winning ball device 6B and the V-determination winning device 87, the player only needs to hit the game ball to the right.
[0173] It is also possible for a game ball hit into the left game area to have the possibility of entering either the variable winning ball device 6B or the V-determined winning device 87, but from the standpoint of playability, it is desirable that this possibility be extremely low compared to the possibility of a game ball hit into the right game area entering either of them.
[0174] Below the play area is provided a special variable winning ball device 7. In the special variable winning ball device 7, a game ball hit to the right is guided by a game nail planted in the right play area. In addition, the special variable winning ball device 7 is configured so that game balls cannot enter from the left play area due to the state of the game nails planted.
[0175] The special variable winning ball device 7 has a large winning opening whose front is covered by a rectangular door, and when a jackpot occurs, a solenoid causes the door to tilt forward around its base, revealing (opening) the large winning opening. A count switch 23 for detecting the game ball that has entered the special variable winning ball device 7 is provided inside. The winning route for the special variable winning ball device 7 is restricted by game pegs and other structures so that the game ball can enter the large winning opening only when it is shot into the right game area. However, it may also be possible for the game ball to enter the large winning opening regardless of whether it is shot into the left game area or the right game area.
[0176] In the above embodiment, an example was shown in which the special variable winning ball device 7 equipped with a large winning opening and the V-judgment winning device 87 for judging a V-win are different devices, but this is not limited to this form, and the special variable winning ball device 7 equipped with a large winning opening and the V-judgment winning device 87 for judging a V-win may also be a common device.
[0177] For example, a V-judgment winning device 87 for judging a V-win may be provided inside the special variable winning ball device 7 equipped with a large winning opening. In this case, the game ball that enters the large winning opening enters the V-judgment winning device 87 as it is.
[0178] A jackpot occurs when a jackpot symbol (jackpot display result) is derived and displayed on the first special symbol display device 4A, and when a jackpot symbol (jackpot display result) is derived and displayed on the second special symbol display device 4B. When a jackpot is determined by lottery based on a game ball entering the first starting winning slot, a jackpot symbol is derived and displayed on the first special symbol display device 4A. When a jackpot is determined by lottery based on a game ball entering the second starting winning slot, a jackpot symbol is derived and displayed on the second special symbol display device 4B.
[0179] A jackpot also occurs when a game ball that entered the V-judgment winning device 87 while the operating port of the V-judgment winning device 87 is open due to a small win gaming state enters the V-judgment area 870. Hereinafter, a game ball entering the V-judgment area 870 and being detected by the V-judgment winning switch 87a is referred to as a V-judgment. A small win is a win that opens the operating port of the V-judgment winning device 87 as a predetermined value award, and a jackpot can occur provided that the V-judgment winning device 87 has been entered. A gaming state in which the operating port of the V-judgment winning device 87 is opened is referred to as a "small win gaming state." A jackpot that occurs when a game ball enters the V-judgment area during a small win gaming state is referred to as a "jackpot via a small win." In contrast, a jackpot gaming state that is entered based on the display result of the special symbol variable display by the first special symbol display device 4A or the second special symbol display device 4B is referred to as a "jackpot due to a special symbol."
[0180] The jackpot game state is a specific game state (advantageous state) that is advantageous to the player as a predetermined value is awarded, and a repeat continuation control is performed in which the special variable prize ball device 7 repeats an open state and a closed state a predetermined number of times. In the repeat continuation control, the state in which the special variable prize ball device 7 is open (the big prize opening is open) is called a round. The repeat continuation control is also called round control.
[0181] In the jackpot gaming state, the special variable winning ball device 7 is set to an open state, and then set to a closed state when a predetermined end condition for the open state is met (an end condition for the open state being that a predetermined period (e.g., 29 seconds) has elapsed in the open state, or that a predetermined number of winning balls (e.g., 10) have been generated). When the end condition for the open state is met, a continuation right is generated, and the special variable winning ball device 7 is opened again. The generation of the continuation right is repeated until the number of times the device is opened in the jackpot gaming state reaches a predetermined upper limit of 15 rounds (final round).
[0182] The variable display of the first special symbol or second special symbol begins when the first start condition (first execution condition) or second start condition (second execution condition), which is the execution condition for the variable display, is met (for example, when the gaming ball passes through the first start entry slot or second start entry slot (including winning) as the start entry area), and then the start condition for the variable display is met (for example, when the variable display of the first special symbol and second special symbol is not being executed and a jackpot game is not being executed), and the display result (stopped symbol) is derived and displayed after the variable display time (change time) has elapsed. Note that the gaming ball passing through refers to the gaming ball passing through an area that has been predetermined as a winning area, such as a prize slot or gate, and is a concept that includes the gaming ball entering the prize slot (winning). Also, the derived display of the display result refers to the final stopped display (confirmed display) of the symbol (an example of identification information).
[0183] In addition, for variable displays where the game ball has entered a start area such as the first start winning slot and the second start winning slot but the start condition has not yet been met, storing information about variable displays where the start condition has not yet been met within a predetermined upper limit number is called reserved memory. The term reserved memory is also used to indicate (specify) the reserved and stored information. Reserved memory is also called start memory or start winning memory.
[0184] For the first special symbol, the variable display is executed based on the first reserved memory, which is a reserved memory based on the entry of the gaming ball into the first start winning slot. For the second special symbol, the variable display is executed based on the second reserved memory, which is a reserved memory based on the entry of the gaming ball into the second start winning slot. If a jackpot occurs while such a first reserved memory or second reserved memory exists, the reserved memory that existed before the jackpot occurs is maintained as is and is used for variable display after the jackpot gaming state ends.
[0185] When a second start winning occurs in the second start winning slot, even if there is a reserved memory of the first start winning, the variable display of the second special symbol based on the second start winning is executed with priority. In this way, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol (hereinafter referred to as "special 2 priority consumption" as appropriate).
[0186] In the above embodiment, an example was shown in which special 2 priority digestion was performed, but the present invention is not limited to this example, and special 2 priority digestion does not have to be performed.
[0187] For example, (A) the display of the first special pattern change may be executed in priority over the display of the second special pattern change (hereinafter referred to as "Special 1 priority consumption" as appropriate), or (B) the display of the first special pattern change and the display of the second special pattern change may be executed simultaneously (hereinafter referred to as "Special 1 and Special 2 simultaneous consumption" as appropriate).
[0188] Above the first special symbol display device 4A and the second special symbol display device 4B, there is provided a second reserve display device 25B consisting of four displays that display the number of valid winning balls that have entered the second start winning slot, i.e., the second reserve memory number. The second reserve display device 25B increases the number of lit displays by one each time there is a valid start winning. And, each time the variable display on the second special symbol display device 4B starts, the number of lit displays is decreased by one.
[0189] Further above the second reserve indicator 25B, there is provided a first reserve indicator 25A consisting of four indicators that display the number of valid winning balls that have entered the first start winning slot, i.e., the first reserve memory number. The first reserve indicator 25A increases the number of indicators that light up by one each time there is a valid start winning. And, each time the variable display on the first special pattern display device 4A starts, the number of indicators that light up is decreased by one.
[0190] In the pachinko gaming machine 1, the game state and presentation state are controlled so that the player can enjoy a variety of games by firing the game ball in either a "left shot" aimed at the left game area or a "right shot" aimed at the right game area depending on the game situation. The flow of the game after the player starts playing on the pachinko gaming machine 1 will be explained below.
[0191] When a player sits down at the pachinko gaming machine 1 and starts playing for the first time, he or she first plays by hitting the ball from the left so that the game ball will enter the first start winning hole. Then, the variable display of the first special symbol is executed, and if the display result shows a jackpot (a jackpot with a special symbol), the player switches from hitting the ball from the left to hitting the ball from the right, and plays the game, aiming for the special variable winning ball device 7 that opens. After the jackpot game state ends, a right-hit promotion notification is displayed on the screen of the image display device 5, encouraging the player to play by hitting the ball from the right. Specifically, a message such as "Aim to the right" is displayed on the screen of the image display device 5.
[0192] During the jackpot gaming state, the player plays by hitting the ball with the right hand to aim at the opened special variable winning ball device 7. During the jackpot gaming state, a right-hand hit promotion notification is issued. After the jackpot gaming state ends, if the time-saving state described below is entered, the player continues playing by hitting the ball with the right hand. After the jackpot gaming state ends, if the time-saving state is entered, a time-saving notification is issued on the screen of the image display device 5 to notify the player that the time-saving state will begin. In addition, during the time-saving state, a right-hand hit promotion notification is also issued. If the time-saving state is not entered after the jackpot gaming state ends, the player switches from hitting the ball with the right hand to hitting the ball with the left hand, and the game is played so that the ball will enter the first starting winning slot. Note that if the time-saving state is not entered, a left-hand hit promotion notification (also called a left-hand hit notification) may be issued on the screen of the image display device 5 to encourage the player to switch back to hitting the ball with the left hand.
[0193] During the time-saving state after the end of the jackpot game, the player plays by hitting the right side, aiming at the variable winning ball device 6B having the second start winning port. If the game ball enters the second start winning port and the display result is a jackpot (a jackpot with a special symbol), the player continues to hit the right side and aims at the special variable winning ball device 7. Also, if the game ball enters the second start winning port and the display result is a small win display result, the operating port of the V-determination winning device 87 is opened in the small win game state, so the player continues to hit the right side and aims at the V-determination winning device 87. At the start of the small win game state, a small win start notification is displayed on the screen of the image display device 5 to notify the player that the small win game state has begun. In addition, when the game is controlled to a small hit game state, a right-hit promotion notification is also made at a specific timing (depending on the game situation, at the start timing of the small hit display which is executed before the operating port of the V-judgment winning device 87 is opened in response to a small hit, or at a predetermined timing before the small hit display is executed).
[0194] When the operating port of the V-determination winning device 87 is open due to the small win gaming state, a gaming ball falls from the operating port into the V-determination winning device 87, enters the V-winning area 870 and is detected, causing a V-winning, resulting in a jackpot via a small win. When a V-winning occurs, a V-winning notification is displayed on the screen of the image display device 5 to notify that a V-winning has occurred. Furthermore, when the small win gaming state ends, a small win end notification is displayed on the screen of the image display device 5 to notify that the small win gaming state has ended. Then, after the small win ends, the game enters a jackpot gaming state and the special variable winning ball device 7 is opened, so the player continues to play by hitting the ball to the right, aiming for the special variable winning ball device 7.
[0195] Furthermore, when a game is played aiming at the V-determined winning device 87 during a small win game state, if the game ball does not enter the V-winning area 870 but enters a non-specific area other than the V-winning area 870, no big win occurs. When a V-winning does not occur during a small win game state, a V-winning failure notification is displayed on the screen of the image display device 5 to notify the player that the V-winning has failed. Furthermore, at the end of the small win game state, a small win end notification is displayed on the screen of the image display device 5 to notify the player that the small win game state has ended. After the end of the small win game state, while the time-saving state is continuing, the player continues to play by hitting the ball from the right and aiming at the variable winning ball device 6B. When the time-saving state ends, the player switches from hitting the ball from the right to hitting the ball from the left and plays the game so that the game ball will enter the first starting winning slot. At the end of the time-saving state, a time-saving end notification is displayed on the screen of the image display device 5 to notify the player that the time-saving state has ended, and a left-hand hit promotion notification is displayed to encourage the player to return to left-hand hitting and play.
[0196] FIG. 8-2 is a diagram showing a winning type table. The winning type table shows, for each winning type, the conditions for a winning jackpot, the control state (game state) after the winning jackpot, the number of times the jackpot is opened (number of rounds), and the opening time of each round in the winning jackpot. In this embodiment, the winning types are a 15R time-saving winning jackpot, a 4R time-saving winning jackpot, a 16(15)R time-saving winning jackpot via a small winning jackpot, a 9(8)R time-saving winning jackpot via a small winning jackpot, and a 5(4)R time-saving winning jackpot via a small winning jackpot. The number in parentheses for a small winning jackpot indicates the number of times the special variable winning ball device 7 opens.
[0197] A small win occurs when a gaming ball enters the second start winning slot provided in the variable winning ball device 6B and the second special symbol is displayed as a small win symbol. Whether the special symbol is displayed as a small win symbol is determined in advance by random number lottery (special symbol small win determination). When a small win occurs, the game enters a small win gaming state, and the operating port of the V-determination winning device 87 opens in an opening pattern of 10 openings and a 0.1-second opening time. The game control state after the small win gaming state ends (the jackpot probability, small win probability, and base, described below) is the same as before the small win. In a small win, prize balls are paid out for the gaming ball that entered the V-winning area 870 in the V-determination winning device 87 during the small win gaming state. Approximately 10 winning balls can be generated during the small win gaming state, and approximately 30 prize balls can be paid out depending on the winning balls.
[0198] If a game ball enters the operating port of the V-determination winning device 87 while the operating port is open and the game ball enters the V-entry area 870 inside the V-determination winning device 87 (V entry), a jackpot will occur. Such a jackpot via a small win is called a small win via jackpot. Small win via jackpots include 16 (15)R time-saving jackpots via small wins, 9 (8)R time-saving jackpots via small wins, and 5 (4)R time-saving jackpots via small wins, which have different numbers of rounds in the jackpot. A small win linked to a potential 16 (15)R time-saving jackpot is called a first small win. A small win linked to a potential 9 (8)R time-saving jackpot is called a second small win. A small win linked to a potential 5 (4)R time-saving jackpot is called a third small win.
[0199] On the other hand, a jackpot that occurs directly from the variable display of a special symbol without going through a small jackpot is called a symbol jackpot. Symbol jackpots include the 15R symbol time-saving jackpot, which occurs directly based on the variable display of the first or second special symbol, and the 4R symbol time-saving jackpot.
[0200] Thus, jackpots include symbol jackpots that occur directly based on the variable display of the first or second special symbol, and small jackpots that occur via V-winning via small jackpots based on the variable display of the second special symbol. Symbol jackpots and small jackpots are jackpots that are controlled to a time-saving state after the jackpot game state ends, and are called time-saving jackpots. In this embodiment, the advantageous state that is advantageous to the player also includes the opening of the special variable winning ball device 7.
[0201] A 15R time-saving jackpot is a jackpot in which the large prize entry port opens 15 times (15R). A 4R time-saving jackpot is a jackpot in which the large prize entry port opens four times (4R). A 16(15)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined entry device 87 opens once (0.1 seconds x 10 times), and then the large prize entry port opens 15 times (15R) on the condition of a V entry. Although the entry device opens for 16 rounds, the large prize entry port actually opens only 15 times, and players feel that the opening of the large prize entry port is the same type of jackpot as a 15R time-saving jackpot. A 9(8)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined entry device 87 opens (0.1 seconds x 10 times), and then the large prize entry port opens eight times (8R) on the condition of a V entry. A 5 (4)R time-saving jackpot via a small jackpot is a jackpot in which the V-determining winning device 87 opens once (0.1 seconds x 10 times), and then the large winning port opens four times (4R) on the condition that a V is won.The winning device opens for five rounds, but the large winning port actually opens four times, and the player feels that the opening of the large winning port is the same type of jackpot as a 4R time-saving jackpot with a pattern.
[0202] The time-saving state after a 4R time-saving jackpot has two end conditions: one in which the second special symbol is displayed once, and one in which the first and second special symbols are displayed five times in total. The number of times the time-saving end condition, in which the second special symbol is displayed once, is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. When the second special symbol is displayed once, a small win occurs at a rate of approximately 1 / 7. Therefore, the end condition, in which the second special symbol is displayed once, is set to the number of times that a small win via a jackpot may occur when the second special symbol is displayed once.
[0203] The number of times the second special symbol is displayed as a variable display count for the time-saving end condition is set as follows: In the case of a 4R time-saving jackpot, the time-saving state (including the electric support state) is basically continued until the variable display of the second special symbol is completed once, but in order to display the variable display of the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41, opening the variable winning ball device 6B, and in that state to make the game ball enter the variable winning ball device 6B, and it takes time to make the game ball enter the variable winning ball device 6B, so that the reserved first special symbol may be displayed first.
[0204] Therefore, the termination condition of five total times of variable display of the first special symbol and the second special symbol is a condition for ensuring that one variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, can be executed even if the variable display of the first special symbol based on the reserved memory based on the first start winning (up to four of which can be stored) begins immediately after the start of the time-saving state, before the variable display start condition of the second special symbol is met. By doing this, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from being stopped in the time-saving state due to the variable display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.
[0205] After a jackpot other than a 4R time-saving jackpot, two end conditions are set: one in which the second special symbol is displayed seven times, and the other in which the first and second special symbols are displayed 11 times in total. The seven-time end condition for the time-saving state is set based on the fact that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. The second special symbol variable display generates a small win at a rate of approximately 1 / 7. Therefore, the end condition of seven times the second special symbol is displayed is set to a number of times that significantly increases the likelihood of a small win occurring when the second special symbol variable display is executed compared to a 4R time-saving jackpot. This allows players to focus on the occurrence of a small win and increases the player's anticipation for a small win occurring.
[0206] Furthermore, the termination condition of 11 times in total of the number of times the first special symbol and the second special symbol are displayed is to ensure that even if the display of the first special symbol based on the reserved memory based on the first start winning (up to four symbols can be stored) starts immediately after the start of the time-saving state before the condition for starting the display of the second special symbol is met, the display of the second special symbol, which is likely to result in a jackpot advantageous to the player, for seven times can be displayed. This prevents the number of times the second special symbol, which is likely to result in a jackpot advantageous to the player, changes during the time-saving state from decreasing due to the display of the first special symbol based on the reserved memory based on the first start winning immediately after the start of the time-saving state.
[0207] In this embodiment, in the low base state, which is the normal state, the first start winning hole is configured to allow entry from the first path, so it is more advantageous for the player to have the game ball flow down the first path in terms of starting the winning than if the game ball flowed down the second path. On the other hand, in an advantageous state such as a jackpot game state, the special variable winning ball device 7 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the winning at the time of the jackpot than if the game ball flowed down the first path. Also, in a specific state such as a small jackpot game state, the V-determined winning device 87 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the jackpot than if the game ball flowed down the first path.
[0208] In addition to this comparison of advantages, it is also possible to adopt a configuration in which, for example, other winning ports (for example, other variable winning ports (which may be for starting winning or non-starting winning) are provided on the first path and the second path, and in the normal low base state, it is easier to win at the variable winning port via the first path than via the second path, and in other states such as the high base state, jackpot game state, and small jackpot game state, it is easier to win at the variable winning port via the second path than via the first path, such that in the normal state it is more advantageous for the player if the gaming medium flows down the first path, and in other game states it is more advantageous for the player if the gaming medium flows down the second path.
[0209] Figure 8-3 is an explanatory diagram showing each random number. In Figure 8-3, the type of random number, update range, use, and addition conditions are shown. Each random number is used as follows.
[0210] (1) Random R: A random counter used to determine whether a jackpot or a small jackpot is reached. Random 1 is updated at 10 MHz, starting from 0 and increasing up to its upper limit of 65,535, before starting again from 0. (2) Random 1: Determines the type of jackpot (one of the following types: 15R time-limited jackpot, 4R time-limited jackpot, 16(15)R time-limited jackpot via small jackpot, 9(8)R time-limited jackpot via small jackpot, and 5(4)R time-limited jackpot via small jackpot) and the jackpot symbol (for determining the jackpot type and jackpot symbol). (3) Random 2: Determines the type (type) of fluctuation pattern (for determining the fluctuation pattern type). (4) Random 3: Determines the fluctuation pattern (fluctuation time) (for determining the fluctuation pattern). (5) Random 4: Determines whether a win based on a normal symbol occurs (for determining a normal symbol hit). (6) Random 5: Determines the initial value of Random 5 (for determining the initial value of Random 5).
[0211] In this embodiment, the specific game state jackpots include multiple types: a 15R time-saving jackpot, a 4R time-saving jackpot, a 16(15)R time-saving jackpot via a small jackpot, a 9(8)R time-saving jackpot via a small jackpot, and a 5(4)R time-saving jackpot via a small jackpot. Therefore, when a jackpot is determined based on the value of the random number for determining a jackpot (Random R), or when a small jackpot is determined, the type of jackpot is determined to be one of these jackpot types based on the value of the random number for determining a jackpot type (Random 1). However, in the case of a jackpot via a small jackpot, the determined jackpot is invalid unless a V win occurs. Furthermore, when the type of jackpot is determined, the jackpot symbol is also determined based on the value of the random number for determining a jackpot type (Random 1). Therefore, Random 1 is also the random number for determining a jackpot symbol. In addition, when it is determined that it is a small win type, the small win symbol is also determined at the same time. Therefore, Random 1 is also a random number for determining the small win symbol.
[0212] In addition, the fluctuation pattern is first determined using a random number (random 2) for determining the fluctuation pattern type, and then determined to be one of the fluctuation patterns included in the determined fluctuation pattern type using a random number (random 3) for determining the fluctuation pattern. In this way, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process. A fluctuation pattern type is a grouping of multiple fluctuation patterns according to the characteristics of their fluctuation modes. One or multiple fluctuation patterns belong to a fluctuation pattern type.
[0213] In this embodiment, the fluctuation patterns are classified into normal fluctuation pattern types, which are fluctuation pattern types that do not involve a reach, and reach fluctuation pattern types, which are fluctuation pattern types that involve a reach.
[0214] 8-4 is an explanatory diagram showing the first special symbol hit determination table, the second special symbol hit determination table, and various big win type determination tables. These tables are stored in the ROM 101.
[0215] Figure 8-4(A) is an explanatory diagram showing the first special symbol hit determination table. The first special symbol hit determination table is a data table for determining a jackpot for the first special symbol, and is a table in which a jackpot determination value to be compared with random R is set. The "probability" shown in Figure 8-4(A) indicates the probability (percentage) of a jackpot.
[0216] The probability of winning the first special symbol varies depending on the setting. Setting 1 is 1 / 199, setting 2 is 1 / 190, setting 3 is 1 / 180, setting 4 is 1 / 170, setting 5 is 1 / 160, and setting 6 is 1 / 150. Therefore, the probability of winning is highest in the following order: setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.
[0217] Figure 8-4(B) is an explanatory diagram showing the second special symbol hit determination table. The second special symbol hit determination table is a data table for determining a big hit and a small hit for the second special symbol, and is a table in which a big hit determination value and a small hit determination value to be compared with random R are set. The upper part of Figure 8-4(B) is the big hit determination table section, and the lower part of Figure 8-4(B) is the small hit determination table section. The "probability" shown in the upper part of Figure 8-4(B) indicates the probability (percentage) of a big hit, and the "probability" shown in the lower part of Figure 8-4(B) indicates the probability (percentage) of a small hit.
[0218] The probability of a jackpot for the second special symbol varies depending on the setting. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the probability of a jackpot increases in the following order: setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. In contrast, the probability of a small jackpot for the second special symbol is set to 1 / 7.35 regardless of the setting. A small jackpot may also be set for the first special symbol. In such cases, it is desirable to make the probability of a small jackpot for the first special symbol lower than that for the second special symbol. For example, the probability of a small jackpot for the first special symbol could be set to 1 / 100.
[0219] When a start winning entry into the first start winning entry slot (first start winning entry) or a start winning entry into the second start winning entry slot (second start winning entry) is detected, the CPU 103 extracts a count value (random R) from the random number circuit 124 at a predetermined timing. For the first start winning entry, the extracted value is compared with the jackpot determination values set in the first special symbol winning determination table. If the extracted value matches any of the jackpot determination values, a jackpot is determined for the first special symbol. For the second start winning entry, the extracted value is compared with the jackpot determination values set in the second special symbol winning determination table. If the extracted value matches any of the jackpot determination values, a jackpot is determined for the second special symbol. If the extracted value does not match any of the jackpot determination values, the extracted value is compared with the small jackpot determination values set in the second special symbol winning determination table. If the extracted value matches any of the small jackpot determination values, a small jackpot is determined for the second special symbol. Deciding to make it a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).
[0220] In addition, determining whether to get a big win or not means determining whether to transition to a big win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the first special symbol or the second special symbol the big win symbol. In addition, determining whether to get a small win or not means determining whether to transition to a small win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the second special symbol the small win symbol.
[0221] Figures 8-4(C), (D), and (E) are explanatory diagrams showing the jackpot type determination table stored in ROM 101. Figure 8-4(C) is a first special symbol jackpot type determination table used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot by the first special symbol. Figure 8-4(D) is a second special symbol jackpot type determination table used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot by the second special symbol.
[0222] In the first special symbol jackpot type determination table of Figure 8-4(C), a numerical value to be compared with the value of Random 2 for jackpot type determination, a jackpot determination value corresponding to each of "15R time-shortened jackpot" and "4R time-shortened jackpot", is set. In the second special symbol jackpot type determination table of Figure 8-4(D), a numerical value to be compared with the value of Random 1, a jackpot determination value corresponding to "15R time-shortened jackpot".
[0223] Also, as shown in Figures 8-4(C) and (D), the jackpot type determination value is also used as a determination value (jackpot pattern determination value) to determine the jackpot patterns of the first special pattern and the second special pattern. For example, the determination value corresponding to an "8R time-saving jackpot" is also set as a determination value corresponding to the jackpot pattern "3". The determination value corresponding to a "15R time-saving jackpot" is also set as a determination value corresponding to the jackpot pattern "7".
[0224] Using these various jackpot type determination tables, the CPU 103 determines the type of jackpot corresponding to the jackpot type determination value that matches the value of Random 1 as the jackpot type, and determines the jackpot symbol that matches the value of Random 1 as the jackpot symbol. This simultaneously determines the jackpot type and the jackpot symbol that corresponds to the jackpot type.
[0225] The small hit via jackpot type determination table in Figure 8-4(E) is a numerical value that is compared with the value of Random 2 for jackpot type determination, and jackpot determination values corresponding to "small hit via 16 (15) R time-saving jackpot", "small hit via 9 (8) R time-saving jackpot", and "small hit via 5 (4) R time-saving jackpot" are set. However, the jackpot type determined by the small hit via jackpot type determination table is a temporary jackpot type linked to each of the first small hit (16 (15) R time-saving jackpot), second small hit (9 (8) R time-saving jackpot), and third small hit (5 (4) R time-saving jackpot), and is invalid if no V entry occurs during small hit gameplay.
[0226] 8-5 and 8-6 are explanatory diagrams showing an example of the content of a presentation control command transmitted by the game control microcomputer 100. In FIGS. 8-5 and 8-6, the relationship between specific command data for the presentation control command, the command name, and the command specification is shown. As shown in FIGS. 8-5 and 8-6, the game control microcomputer 100 transmits various presentation control commands to the presentation control CPU 120 according to the game control status.
[0227] The main commands in Figures 8-5 and 8-6 will be explained below. Command 80XX(H) is a presentation control command (variation pattern command) that specifies the variation pattern to be displayed on the image display device 5 in response to the variable display of the special symbol (each corresponding to variation pattern XX). When a unique number is assigned to each of multiple variation patterns, there is a variation pattern command that corresponds to each variation pattern identified by that number. "(H)" indicates a hexadecimal number. In addition, the presentation control command that specifies the variation pattern is also a command for specifying the start of variation. Therefore, when the presentation control CPU 120 receives command 80XX(H), it controls the presentation display device to start a presentation that corresponds to the variable display of the special symbol.
[0228] Commands 8C01(H) to 8C06(H) are display result designation commands that indicate display results including miss display results, big hit types, big hit display results for each small hit type, and small hit display results.
[0229] Command 8D01(H) is a first symbol change command that indicates that the first special symbol change display should begin. Command 8D02(H) is a second symbol change command that indicates that the second special symbol change display should begin. Command 8F00(H) is a symbol determination command that indicates that the first and second special symbol changes should end.
[0230] Commands A001 to A005(H) are hit start designation commands that designate the start of a big hit gaming state for each type of big hit.
[0231] Command A1XX(H) is a command specifying whether the large prize opening is currently open for the number of times (rounds) indicated by XX. Command A2XX(H) is a command specifying whether the large prize opening is closed for the number of times (rounds) indicated by XX.
[0232] Commands A301 to A305(H) are win end designation commands that designate the end of the jackpot gaming state for each type of jackpot.
[0233] Command A401(H) is a first start winning designation command that specifies that a first start winning has occurred. Command A402(H) is a second start winning designation command that specifies that a second start winning has occurred.
[0234] Command B000(H) is a normal state designation command that designates the game state to be normal state (low base state). Command B001(H) is a first time-shortened state designation command that designates the game state to be first time-shortened state (high base state). Command B002(H) is a second time-shortened state designation command that designates the game state to be second time-shortened state (high base state).
[0235] Command C0XX(H) is a first reserved memory number specification command that specifies the first reserved memory number. The "XX" in command C0XX(H) indicates the first reserved memory number. Command C1XX(H) is a second reserved memory number specification command that specifies the second reserved memory number. The "XX" in command C0XX(H) indicates the second reserved memory number.
[0236] In this embodiment, when the game control microcomputer 100 subtracts the number of reserved memories, it sends a reserved memory number designation command that specifies the number of reserved memories after subtraction, but this is not limited to this, and it is also possible to use a reserved memory number subtraction designation command that specifies that the number of reserved memories should be subtracted by 1 for each of the first reserved memory number and the second reserved memory number.
[0237] Commands C2XX(H) and C3XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as a jackpot judgment, a jackpot type judgment, and a fluctuation pattern type judgment, when a ball is started to enter the first starting winning slot or the second starting winning slot. Of these, command C2XX(H) is a designation command that indicates the winning judgment results, such as whether or not it will be a jackpot, whether or not it will be a small jackpot, and the type of jackpot. Furthermore, command C3XX(H) is a fluctuation type command that indicates the judgment result (the fluctuation pattern type judgment result) of the winning judgment results, which is the range of judgment values the value of the fluctuation pattern type judgment random number falls within.
[0238] Command C401(H) is a command specifying that the first small win should begin. Command C402(H) is a command specifying that the second small win should begin. Command C403(H) is a command specifying that the third small win should begin. Command C501(H) is a command specifying that the first small win should end. Command C502(H) is a command specifying that the second small win should end. Command C503(H) is a command specifying that the third small win should end. Command C601(H) is a V winning specification command specifying that a V winning has occurred. Command C602(H) is a V winning ball detection specification command specifying that a winning ball (including both a V winning ball and a winning ball other than a V winning ball) into the V determination winning device 87 has been detected.
[0239] In the game control microcomputer 100, a first reserved memory buffer for storing reserved memory information of the first special symbol is provided in the RAM 102. A storage area corresponding to the upper limit of the first reserved memory number (4 in this example) is secured in the first reserved memory buffer. The first reserved memory buffer stores a hardware random number for determining a jackpot (Random R), and software random numbers for determining a jackpot type (Random 1), a variation pattern type determination random number (Random 2), and a variation pattern determination random number (Random 3).
[0240] For the second special symbol, a second reserved memory buffer for storing reserved memory information for the second special symbol is provided in RAM 102. A storage area corresponding to the upper limit of the second reserved memory number (4 in this example) is secured in the second reserved memory buffer. The second reserved memory buffer stores a hardware random number for determining a jackpot (Random R), and software random numbers for determining a jackpot type (Random 1), a fluctuation pattern type determination random number (Random 2), and a fluctuation pattern determination random number (Random 3).
[0241] Based on a win at the first start winning port, CPU 103 executes a process of extracting random number values from each of the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the first reserve memory buffer. Specifically, based on a win at the first start winning port, these random number values are extracted and saved (stored) in the first reserve memory buffer. Also, based on a win at the second start winning port, CPU 103 executes a process of extracting random number values from each of the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the second reserve memory buffer. Specifically, based on a win at the second start winning port, these random number values are extracted and saved (stored) in the second reserve memory buffer.
[0242] In this way, storing information about the start winning in the reserved memory buffer may be referred to as "reserved and stored." The random number for determining the variation pattern type (Random 2) and the random number for determining the variation pattern (Random 3) may be extracted when the special symbol begins to vary, rather than being extracted at the time of the start winning and stored in the reserved memory buffer in advance.
[0243] FIG. 8-7 is a flowchart showing the start port switch passing process executed as part of the process of S101. In the start port switch passing process, CPU 103 first checks whether first start port switch 22A is on or not (S1211). If first start port switch 22A is not on, the process proceeds to S1221. If first start port switch 22A is on, CPU 103 checks whether the first reserved memory number has reached the upper limit (specifically, whether the value of the first reserved memory number counter for counting the first reserved memory number is 4 or not) (S1212). If the first reserved memory number has reached the upper limit, the process proceeds to S1221.
[0244] If the first reserved memory number has not reached the upper limit, CPU 103 increments the value of the first reserved memory number counter by 1 (S1213). Next, CPU 103 executes a process of extracting values from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the first reserved memory buffer (S1214). In the process of S1214, a random number for determining a jackpot (Random R), a random number for determining a jackpot type (Random 1), a random number for determining a fluctuation pattern type (Random 2), and a random number for determining a fluctuation pattern (Random 3) are extracted and stored in the storage area.
[0245] Next, the CPU 103 executes a winning performance process to determine in advance at the time of the starting winning the result of the change display and the type of the change pattern when a change based on the starting winning of the detected first special symbol is subsequently executed (S1215).
[0246] In this embodiment, when a start winning occurs in the first start winning slot or the second start winning slot, and the various data obtained at the time of the start winning is stored as reserved memory information, and then the start condition for the variable display is established, at the timing when the variable display starts, in the special pattern normal processing (S110), based on the reserved memory information, for the special pattern (first special pattern or second special pattern) that starts the variable display, a decision is made as to whether the variable display result is a jackpot display result or not, and the jackpot type is decided based on the jackpot determination value and jackpot type determination value set corresponding to the various random number values described above. Then, in the variable pattern setting processing (S111), the variable pattern (including the decision of the variable pattern type) is decided based on the variable pattern type determination value and variable pattern determination value set corresponding to the various random number values described above.
[0247] On the other hand, apart from such a determination, at the timing before the variable display based on the start winning into the first start winning port or the second start winning port is started, specifically, at the timing when the game ball starts winning into the first start winning port or the second start winning port (the timing when the reserved memory information is stored), the reserved memory information that stores various data obtained at the time of the start winning is read in advance, and based on the read-ahead reserved memory information, a determination is made in advance as to whether or not there will be a jackpot, whether or not there will be a small jackpot, the type of jackpot, and the type of variation pattern is determined based on the jackpot determination value, jackpot type determination value, and variation pattern type determination value set in correspondence with the various random number values described above, and a winning time performance process is executed to make a pre-reading determination. By doing so, the performance control CPU 120 can predict the result of the variable display in advance before the variable display of the performance pattern is executed, and based on the various determination results at the time of the start winning, it is possible to execute a pre-reading performance such as a pre-reading notice that warns of a jackpot (possibility of a jackpot) during the variable display of the performance pattern.
[0248] Then, based on the determination result of the winning performance processing, CPU 103 performs control to send a symbol designation command to performance control CPU 120 (S1216), and also performs control to send a variation type command to performance control CPU 120 (S1217). Also, CPU 103 performs control to send a first start winning designation command to performance control CPU 120 (S1218), and also performs control to set the value of the first reserved memory number counter to EXT data and send a first reserved memory number designation command to performance control CPU 120 (S1219).
[0249] By executing the processing of S1216 and S1217, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start entry is made in the first start entry port.
[0250] In addition, in this embodiment, by executing the processing of S1216 to S1219, when a start winning occurs in the first start winning port, a set of four commands, namely, a pattern designation command, a variation type command, a first start winning designation command, and a first pending memory number designation command, are sent all at once within one timer interrupt.
[0251] Next, CPU 103 checks whether second start port switch 22B is on or not (S1221). If second start port switch 22B is not on, the process ends. If second start port switch 22B is on, CPU 103 checks whether the second reserved memory number has reached the upper limit (specifically, whether the value of the second reserved memory number counter for counting the second reserved memory number is 4 or not) (S1222). If the second reserved memory number has reached the upper limit, the process ends.
[0252] If the second reserved memory number has not reached the upper limit, CPU 103 increments the value of the second reserved memory number counter by 1 (S1223). Next, CPU 103 executes a process of extracting values from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the second reserved memory buffer (S1224). In the process of S1224, a random number for determining a jackpot (Random R), a random number for determining a jackpot type (Random 1), a random number for determining a fluctuation pattern type (Random 2), and a random number for determining a fluctuation pattern (Random 3) are extracted and stored in the storage area.
[0253] Next, CPU 103 executes a winning effect process similar to the winning effect process described in S1215 for the detected start winning of the second special symbol (S1225). Then, CPU 103 controls to send a symbol designation command to performance control CPU 120 based on the determination result of the winning effect process (S1226), and controls to send a variable type command to performance control CPU 120 (S1227). CPU 103 also controls to send a second start winning designation command to performance control CPU 120 (S1228), and controls to set the value of the second reserved memory number counter to EXT data and send a second reserved memory number designation command to performance control CPU 120 (S1229).
[0254] By executing the processing of S1226 and S1227, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start entry is made in the second start entry port.
[0255] In addition, in this embodiment, by executing the processing of S1226 to S1229, when a start winning occurs in the second start winning port, a set of four commands, namely, a pattern designation command, a variation type command, a second start winning designation command, and a second pending memory number designation command, are sent all at once within one timer interrupt.
[0256] 8-8 is a flowchart showing the normal special symbol processing (S110) in the special symbol process. In the normal special symbol processing, the CPU 103 checks whether there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (S51). If there is no reserved memory data in either the first reserved memory buffer or the second reserved memory buffer, the process ends.
[0257] If there is no reserved data in the reserved memory buffer in S51, the process ends after performing a process (S80) for sending a customer waiting demo designation command. On the other hand, if there is reserved data in the first reserved memory buffer or the second reserved memory buffer in S51, the CPU 103 checks whether there is reserved data in the second reserved memory buffer (S52). If there is reserved data in the second reserved memory buffer, the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) is set to data indicating "2" (S54). On the other hand, if there is no reserved data in the second reserved memory buffer, the special symbol pointer is set to data indicating "1" (S53).
[0258] In this embodiment, depending on whether data indicating "1" or "2" is set in the special symbol pointer, the display of the first special symbol on the first special symbol display device 4A and the display of the second special symbol on the second special symbol display device 4B are performed using a common processing routine. When data indicating "1" is set in the special symbol pointer, the display of the first special symbol on the first special symbol display device 4A is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "2" is set in the special symbol pointer, the display of the second special symbol on the second special symbol display device 4B is performed based on the reserved memory data stored in the second reserved memory buffer.
[0259] Under the control of S52 to S54, if there is at least one second reserved memory data in the second reserved memory buffer, the variable display of the second special pattern display device 4B based on the data of the second reserved memory is executed in priority to the variable display of the first special pattern display device 4A based on the data of the first reserved memory.
[0260] Next, CPU 103 reads out each random number value stored in the storage area in RAM 102 corresponding to the reserved memory number=1 indicated by the special symbol pointer, and stores it in the reserved memory buffer of RAM 102 (S55). Specifically, when the special symbol pointer indicates "first," CPU 103 reads out each random number value stored in the storage area in the first reserved memory buffer corresponding to first reserved memory number=1, and stores it in the random number buffer of RAM 102. Also, when the special symbol pointer indicates "second," CPU 103 reads out each random number value stored in the storage area in the second reserved memory buffer corresponding to second reserved memory number=1, and stores it in the random number buffer of RAM 102.
[0261] Then, the CPU 103 subtracts 1 from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer points to "first," the CPU 103 subtracts 1 from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. Also, when the special symbol pointer points to "second," the CPU 103 subtracts 1 from the count value of the second reserved memory number counter, and erases the contents of the storage area in the second reserved memory buffer.
[0262] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.
[0263] Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first reserved memory number are extracted always matches the order of the first reserved memory numbers = 1, 2, 3, 4. Also, the order in which the random number values stored in the respective storage areas corresponding to each second reserved memory number are extracted always matches the order of the second reserved memory numbers = 1, 2, 3, 4.
[0264] Furthermore, the CPU 103 performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (S59). In this case, if the special symbol pointer is set to a value indicating "first", the CPU 103 performs control to transmit the first reserved memory number designation command. Furthermore, if the special symbol pointer is set to a value indicating "second", the CPU 103 performs control to transmit the second reserved memory number designation command.
[0265] In the normal special symbol processing, first, data indicating "1" indicating that processing is to be performed on the first start winning slot, i.e., data indicating "1" indicating that processing is to be performed on the first special symbol, or data indicating "2" indicating that processing is to be performed on the second start winning slot, i.e., data indicating "2" indicating that processing is to be performed on the second special symbol, is set in the special symbol pointer. Then, in subsequent processing in the special symbol process processing, processing is performed according to the data set in the special symbol pointer. Therefore, commonality can be achieved between the case where the first special symbol is the target and the case where the second special symbol is the target.
[0266] Next, CPU 103 reads Random R (random number for determining a jackpot) from the random number buffer and executes the jackpot determination module (S61). In this case, CPU 103 reads the random number for determining a jackpot that was extracted in S1214 of the start port switch passing process or S1224 of the start port switch passing process and stored in the reserved memory buffer or random number buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process that compares a predetermined jackpot determination value or small jackpot determination value with the random number for determining a jackpot, and if they match, determines that a jackpot or small jackpot has occurred. In other words, it is a program that executes a jackpot determination process or a small jackpot determination process.
[0267] In the jackpot determination process, if the first special symbol matches one of the jackpot determination values shown in Figure 8-4(A), or if the second special symbol matches one of the jackpot determination values shown in Figure 8-4(B), it is determined that the special symbol has been determined to be a jackpot. If it is determined to be a jackpot (Y in S61), the process proceeds to S71. Determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot gaming state, but also determining whether or not to set the stopped symbol on the special symbol display as a jackpot symbol.
[0268] If it is determined in S61 that a jackpot has occurred (Y in S61), a jackpot flag indicating a jackpot is set (S71).
[0269] Next, it is determined whether the special symbol pointer indicates "1st" or not (S72). If the special symbol pointer is "1st", the first special symbol jackpot type determination table of FIG. 8-4(C) is selected (S73), and the process proceeds to S75. On the other hand, if the special symbol pointer is not indicating "1st" (if it is indicating "2nd"), the second special symbol jackpot type determination table of FIG. 8-4(D) is selected (S74), and the process proceeds to S75.
[0270] In S75, using the jackpot type determination table selected in S73 or S74, the jackpot type corresponding to the value that matches the random number (Random 1) for determining the jackpot type stored in the random number buffer area is determined as the jackpot type (S75), and the process proceeds to S81.
[0271] Also, if the value of the random number (Random R) for determining a jackpot in S61 does not match any of the jackpot determination values (N in S61), it is checked whether the data set in the special symbol pointer indicates "second" to determine whether the jackpot determination target is the variable display of the second special symbol (S76). If the data set in the special symbol pointer in S76 is not data indicating "second" (the variable display of the first special symbol), the process proceeds to S82, which will be described later. On the other hand, if the data set in the special symbol pointer in S76 is data indicating "second" (the variable display of the second special symbol), the second special symbol hit determination table in FIG. 8-4(B) is used to determine whether the value of the random number (Random R) for determining a jackpot matches any of the small hit determination values, thereby performing the small hit determination process (S77). That is, if the value of the random number for determining a big win (random R) matches any of the small win determination values shown in Figure 8-4 (B) (Y in S77), it is determined that the second special symbol is a small win. Then, if it is determined that it is a small win (Y in S77), a small win flag indicating a small win is set (S78).
[0272] After setting the small hit flag, the small hit via jackpot type determination table of FIG. 8-4(E) is selected (S79), and the jackpot type corresponding to the value that matches the value of the random number (Random 1) for jackpot type determination stored in the random number buffer area is determined as the type of jackpot via small hit (S80). Then, proceed to S81. On the other hand, if the value of the random number (Random R) for small hit determination does not match any of the small hit determination values in S77 (N in S77), proceed to S82 described later.
[0273] In S81, data indicating the type of jackpot determined in S75 or S80 is stored in the jackpot type buffer in RAM 102 (S81), and the process proceeds to S82. For example, if the jackpot type is a "15R time-saving jackpot with a symbol," "01" is set in the jackpot type buffer as data indicating the jackpot type, and if the jackpot type is a "4R time-saving jackpot with a symbol," "02" is set in the jackpot type buffer as data indicating the jackpot type. On the other hand, if the jackpot type is a "16 (15)R time-saving jackpot via a small jackpot," "03" is set in a temporary jackpot type buffer separate from the jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 9 (8)R time-saving jackpot via a small jackpot, "04" is set in the temporary jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 5(4)R time-limited jackpot via a small hit, "05" is set in the provisional jackpot type buffer as data indicating the jackpot type. Of these, data indicating a 16(15)R time-limited jackpot via a small hit, a 9(8)R time-limited jackpot via a small hit, and a 5(4)R time-limited jackpot via a small hit are invalid data that will not result in a jackpot if no V entry occurs in the small hit game state, and are provisionally set.
[0274] In S82, the stopping symbol of the special symbol is set (S78). Specifically, if neither the big win flag nor the small win flag is set, the stopping symbol of the special symbol is set to "-", which is a losing symbol. If the small win flag is set, the stopping symbol of the special symbol is determined to be one of "1", "5", or "9", which is the small win symbol according to the small win type selected and determined in S80. If the big win flag is set, the stopping symbol of the special symbol is determined to be one of "3" or "7", which is the big win symbol according to the big win type selected and determined in S75. Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (S79).
[0275] FIG. 8-9 is a flowchart showing the small win opening pre-processing (S118). In the small win opening pre-processing, the CPU 103 controls the solenoid 22 based on the opening mode of the small win to operate the movable part 872 to the open state, thereby starting the opening operation of the operating port of the V-determination winning device 87 (S411). Next, the CPU 103 transmits a small win start command indicating that the small win game state is about to start to the performance control CPU 120 (S412). Next, the CPU 103 sets the V-determination winning number counter as a counting means to use the number of winnings in the V-winning area 870 in the small win opening state as the end condition of the opening state (S413). Specifically, in S413, the counter value of the V-determination winning number counter is set to "10" to set it to count down the number of V-winnings. Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (S119) (S414).
[0276] FIG. 8-10 is a flowchart showing the small win release process (S119) in the special symbol process. During the small win release process, the CPU 103 updates the small win release control timer by subtracting 1 (S430). Next, in S435 (described later), it is checked whether the count value of the V-judgment winning number counter, which counts the number of V winning balls, is "0" (S431). The V-judgment winning number counter is set to "10" in S413 of FIG. 8-9, and when 10 V-judgment winning balls are counted, the count value becomes "0". If the count value of the V-judgment winning number counter is "0" in S430, the process proceeds to S441. On the other hand, if the count value of the V-judgment winning number counter is not "0" in S430, it is checked whether the small win release control timer has timed out (timer value = 0) (S432).
[0277] If the small win opening control timer has timed out in S432, the process proceeds to S441. On the other hand, if the small win opening control timer has not timed out in S432, the solenoid 22 is controlled in accordance with the time count of the small win opening control timer based on the opening mode of the small win, so that the movable part 872 is operated to the open state, and the operation port of the V determination winning device 87 is opened and closed (S433).
[0278] Next, to determine whether a V win has been detected, which occurs when a gaming ball enters the V winning area 870, which is in an open state inside the V-determining winning device 87, through the V winning opening, the V winning switch 87a is determined to be in an ON state (S434). If the V winning switch 87a is in an ON state in S434, a V winning has been detected, and a V winning flag, which is set when a V winning is detected, is set (S435). Then, processing is performed to send a V winning ball detection command (S436). This allows the performance control CPU 120 to recognize that a V winning ball has been detected, and to recognize the number of V winnings. Next, the solenoid is driven to operate the opening / closing member, which changes the V winning opening of the V winning area 870 from an open state to a closed state (S437), and the process proceeds to S439. As a result, when the first game ball that enters the V-determination winning device 87 wins a V prize, the V-winning port of the V-winning area 870 is closed, and all game balls that enter the V-determination winning device 87 thereafter are guided to the winning ball area and detected by the V-determination winning switch 15a.
[0279] On the other hand, if the V winning switch 15a is not in the ON state in S434, it means that a V winning has not been detected, and it is determined whether the V winning determination switch 15a is in the ON state (S438). If the V winning switch 15a is in the ON state in S438, the process proceeds to S439, and if the V winning switch 15a is not in the ON state in S438, the process ends.
[0280] In S439, the count value of the V-judgment winning number counter, which was set to "10" in S413 of Fig. 8-9, is counted down by "-1" (S439), and a process is performed to send a V-judgment winning ball detection designation command (S440). As a result, the performance control CPU 120 can recognize that a V-judgment winning ball that has entered the judgment winning device 87 has been detected after the V-judgment winning ball has been detected, and can recognize the number of game balls that have entered the judgment winning device 87.
[0281] When the count value of the V-judgment winning number counter is "0" in S431, this means that the number of V-judgment winnings of small wins has reached the upper limit, thereby establishing the small win release termination condition. When the small win release control timer times out in S432, this means that the small win release termination condition has been established due to the end of the small win release control. In these cases, the CPU 103 controls the solenoid 22 to operate the movable part 872 to a closed state, thereby closing the operating port of the V-judgment winning device 87 (S441). When the count value of the V-judgment winning number counter is "0," the V-judgment winning device 87 is forcibly closed in accordance with the count value of the V-judgment winning number counter, even if it is in the middle of opening in accordance with the small win release mode. When the small win release control timer times out, the V-judgment winning device 87 is closed in accordance with the end of the small win release control in the small win release mode.
[0282] Next, data corresponding to the specific period that is the V winning valid period after the V determination winning device 87 is closed is set in the V winning valid period timer (S442), the value of the special symbol process flag is updated to a value corresponding to the small win end processing (S120) (S443), and the processing ends. This starts the timing of the specific period that is the V winning valid period after the V determination winning device 87 is closed. Note that by setting the specific period that is the V winning valid period in this way, the gaming ball can be detected even if it passes through the V winning area later than the normal passing time for some reason. In addition, because the specific period is set, even if someone tries to fraudulently win a V winning area, only that period will be detected, so fraud can be prevented.
[0283] 8-11 is a flowchart showing the small win end process (S120) in the special symbol process. In the small win end process, the CPU 103 updates the V winning validity period timer by subtracting 1 (S441), and checks whether the V winning validity period timer has timed out (timer value = 0) (S442).
[0284] If the V winning validity period timer has not timed out in S442, it is determined whether the V winning flag, which is set in S434 or S445 when a V winning is detected, has been set (S443). If the V winning flag has been set, processing is terminated. On the other hand, if the V winning flag has not been set, it is determined whether the V winning switch 87a is in the on state (S444) to determine whether a V winning, which occurs when a gaming ball enters the V winning area 870 during the V winning validity period, has been detected. If the V winning switch 87a is not in the on state in S444, processing is terminated. On the other hand, if the V winning switch 87a is in the on state in S444, it means that a V winning has been detected during the V winning validity period, and the V winning flag indicating that a V winning has been detected is set (S445). Then, processing is performed to send a V winning designation command (S446), and processing is terminated. This allows the performance control CPU 120 to recognize that a V winning has occurred.
[0285] If the V winning validity period timer has timed out in S442, processing is performed to send a small win end designation command (S447). This allows the performance control CPU 120 to recognize that the small win has ended. Next, by changing the state of the solenoid 22, control is performed to open the opening / closing member and return the V winning area 870 (V winning port) to an open state (S447A). Next, CPU 103 determines whether the V winning flag is set (S448). If the V winning flag is set in S448, it is determined that a big win has occurred, and the big win flag is set (S449).
[0286] As mentioned above, in the small win game state, if you hit the ball to the right in accordance with the right hit promotion notification described below, you can make the game ball enter the V-determination winning device 87 with approximately 100% probability, and the game ball that enters the V-determination winning device 87 will always V-enter into the V-entry area 870, and based on this, the V-entry flag will be set with approximately 100% probability (S435 in Figure 8-10), and the big win flag will be set in S449, and the game will be controlled to the big win game state.
[0287] Next, the CPU 103 formally stores the data indicating the jackpot type via the small jackpot stored in the temporary jackpot type buffer in S81 in response to the determination that the V win has resulted in a regular jackpot (S450). Then, it resets the time-saving flag that was set at that time (S451).
[0288] Next, CPU 103 transmits a jackpot start 3 command, a jackpot start 4 command, or a jackpot start 5 command according to the jackpot type corresponding to the data stored in S450 (S452). This allows the performance control CPU 120 to recognize that a jackpot game state has started. Next, a value corresponding to the jackpot display time (the time during which the occurrence of a jackpot is notified, for example, on the image display device 5) is set in the jackpot entry control timer (S453).
[0289] Also, referring to the jackpot opening pattern data stored in ROM101, opening pattern data indicating opening modes such as the number of openings (for example, 15 times, 8 times, or 4 times), opening time (for example, 29 seconds), interval time (time for closing the large prize opening between rounds), etc. according to the type of jackpot is set in a predetermined memory area formed in RAM102 (S454). Of such data, the data on the number of openings is set in an opening counter for counting the number of openings. Then, the value of the special symbol process flag is updated to a value corresponding to the jackpot opening pre-processing (S114) (S455), and the processing ends. As a result, when a V winning occurs in the small jackpot gaming state, the game transitions to the jackpot gaming state.
[0290] If the V winning flag is not set in S448, the big win game state does not occur, so the data indicating the big win type via small win stored in the big win temporary type buffer in S81 is erased (S456), the value of the special symbol process flag is updated to the value corresponding to the special symbol normal processing (S110) (S457), and the processing ends. As a result, when a V winning does not occur in the small win game state, the game does not transition to the big win game state.
[0291] [Feature Part 01TM] Next, the [feature part 01™] will be explained with reference to Figs. 9-1 to 9-37. In this embodiment, when a variable display is being executed and a reach effect (such as an SP reach effect) that indicates whether the display result will be a "jackpot" is executed, the dialogue sounds of the characters that mainly appear in this reach effect are played and output from the speakers 8L, 8R. Also, when an announcement effect that guides / notifies the player of a specific event (such as a normal operation method announcement that notifies the player of a game method (right hit, left hit, etc.), or an error announcement that notifies the player of the occurrence of an error) is executed, a message sound related to these announcement effects is played and output from the speakers 8L, 8R in a voice that is the same as the voice of the character in the reach effect described above.
[0292] [Jackpot type table] FIG. 9-1 is a diagram showing a jackpot type table. The jackpot type table shows, for each type of jackpot, the conditions for a jackpot (jackpot), the control state (game state) after the jackpot (small jackpot, jackpot), the number of times the ball opens (number of rounds), and the opening time of each round in the jackpot. In this embodiment, the jackpot types include a 10R time-saving jackpot with a pattern, a 3R time-saving jackpot with a pattern, a 10(9)R time-saving jackpot via a small jackpot, and a 3(2)R time-saving jackpot via a small jackpot. The number in parentheses for a jackpot via a small jackpot indicates the number of times the special variable winning ball device 7 (large winning opening) opens.
[0293] A small win occurs when a gaming ball enters the second start winning slot provided in the variable winning ball device 6B and the second special symbol is displayed as a small win symbol. Whether the special symbol is displayed as a small win symbol is determined in advance by random number lottery (special symbol small win determination). When a small win occurs, the game enters a small win gaming state, and the operating port of the V-determination winning device 87 opens in an opening pattern of 10 openings and a 0.1-second opening time. The game control state after the small win gaming state ends (the jackpot probability, small win probability, and base, described below) is the same as before the small win. In a small win, prize balls are paid out for the gaming ball that entered the V-winning area 870 in the V-determination winning device 87 during the small win gaming state. Approximately 10 winning balls are set to occur during the small win gaming state, and prize balls are set to be paid out according to the winning balls.
[0294] When a game ball is made to enter the operating port of the V-determination winning device 87 while the operating port is open, and the game ball enters the V-winning area 870 inside the V-determination winning device 87 (V-winning), a jackpot occurs. A jackpot that occurs via such a small jackpot is called a small jackpot via jackpot. Small jackpots include a "10 (9) R time-saving jackpot via small jackpot" and a "3 (2) R time-saving jackpot via small jackpot," which have different numbers of rounds in the jackpot.
[0295] In this example, the small hit that can be a "10 (9) R time-saving big hit" is called the "first small hit." The small hit that can be a "3 (2) R time-saving big hit" is called the "second small hit."
[0296] On the other hand, a jackpot that occurs directly from the variable display of a special symbol, without going through a minor jackpot, is called a symbol jackpot. Symbol jackpots include the "10R symbol time-saving jackpot" and the "3R symbol time-saving jackpot," which occur directly based on the variable display of the first or second special symbol. Hereinafter, the "10R symbol time-saving jackpot" will be referred to as the "10R symbol jackpot" as appropriate, and the "3R symbol time-saving jackpot" will be referred to as the "3R symbol jackpot" as appropriate.
[0297] Thus, jackpots include symbol jackpots that occur directly based on the variable display of the first or second special symbol, and small jackpots that occur by V entry via a small jackpot based on the variable display of the second special symbol. Symbol jackpots and small jackpots are jackpots that are controlled to a time-saving state after the end of the jackpot game state, and are called time-saving jackpots. In this embodiment, advantageous states that are advantageous to the player also include the opening of the special variable winning ball device 7. Hereinafter, "10R symbol time-saving jackpots" and "10(9) time-saving jackpots via small jackpots" will be referred to as "10R jackpots" as appropriate.
[0298] A 10R time-saving jackpot is a jackpot in which the large prize opening opens 10 times (10R). A 3R time-saving jackpot is a jackpot in which the large prize opening opens three times (3R). A 10(9)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined prize-winning device 87 opens once (0.1 seconds x 10 times), and then the large prize opening opens nine times (9R) on the condition of a V entry. Although the prize-winning device opens for 10 rounds, the large prize opening is actually opened only nine times, and the player feels that the opening of the large prize opening is the same type of jackpot as a 10R time-saving jackpot. A 3(2)R time-saving jackpot via a small jackpot is a jackpot in which the V-determining winning device 87 opens once (0.1 seconds x 10 times), and then the large winning opening opens twice (2R) on the condition that a V is won.The winning device opens for three rounds, but the large winning opening actually opens only twice, and the player feels that the opening of the large winning opening is the same type of jackpot as a 3R time-saving jackpot with a pattern.
[0299] The time-saving state after a 3R time-saving jackpot is set to two end conditions: one in which the second special symbol is displayed once, and another in which the first and second special symbols are displayed five times in total (not shown). The number of times for the time-saving end condition, in which the second special symbol is displayed once, is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. When the second special symbol is displayed once, a small win occurs at a rate of approximately 1 / 7. Therefore, the end condition, in which the second special symbol is displayed once, is set to the number of times that a small win via a jackpot may occur when the second special symbol is displayed once.
[0300] The number of times the second special symbol is displayed as a variable display count for the time-saving end condition is set as follows: In the case of a symbol 3R time-saving jackpot, the time-saving state (including the electric support state) basically continues until the variable display of the second special symbol is completed once, but in order to display the variable display of the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41 to open the variable winning ball device 6B, and in that state the game ball must enter the variable winning ball device 6B, and it takes time to make the game ball enter the variable winning ball device 6B, so that the first special symbol that has been reserved and stored may be displayed first.
[0301] Therefore, the termination condition of five total times of variable display of the first special symbol and the second special symbol is a condition for ensuring that one variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, can be executed even if the variable display of the first special symbol based on the reserved memory based on the first start winning (up to four of which can be stored) begins immediately after the start of the time-saving state, before the variable display start condition of the second special symbol is met. By doing this, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from being stopped in the time-saving state due to the variable display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.
[0302] Furthermore, after a jackpot of a 10R time-saving jackpot, a 10(9)R time-saving jackpot via a small jackpot, or a 3(2)R time-saving jackpot via a small jackpot, two end states are set: one where the second special symbol is displayed seven times, and another where the total number of times the first and second special symbols are displayed 11 times (not shown). The seven times setting for the time-saving state end condition is set taking into account that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. When the second special symbol is displayed, a small jackpot occurs at a rate of approximately 1 / 7. Therefore, the end condition of seven times the second special symbol is displayed is set so that the probability of a jackpot via a small jackpot is significantly higher when the second special symbol is displayed. This makes it possible to draw the player's attention to the occurrence of a big win via a small win, and also to increase the player's sense of expectation regarding the occurrence of a big win via a small win.
[0303] In addition, the termination condition of 11 times in total for the first special pattern and the second special pattern is for the same reason as in the case of a 3R time-saving jackpot, that is, even if the display of the first special pattern changes due to reserved memory based on the first start winning of which up to four can be stored before the jackpot game state, immediately after the start of the time-saving state, before the condition for starting the display of the second special pattern changes is met, it is possible to reliably display the display of the second special pattern changing seven times, which is likely to be determined as a jackpot advantageous to the player.
[0304] In this embodiment, in the low base state, which is the normal state, the first start winning hole is configured to allow entry from the first path, so it is more advantageous for the player to have the game ball flow down the first path than the second path in terms of starting the winning. On the other hand, in an advantageous state such as a jackpot game state, the special variable winning ball device 7 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the jackpot than the first path in terms of winning the jackpot. Also, in a special state such as a small jackpot game state, the V-determined winning device 87 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the jackpot than the first path in terms of winning the jackpot.
[0305] In addition to this comparison of advantages, it is also possible to adopt a configuration in which, for example, other winning ports (for example, another variable winning port (which may be for a starting winning or a non-starting winning)) are provided on the first path and the second path, and in the normal low base state, it is easier to win at the variable winning port via the first path than via the second path, and in other states such as the high base state, jackpot game state, and small jackpot game state, it is easier to win at the variable winning port via the second path than via the first path, such that in the normal state it is more advantageous for the player if the gaming medium flows down the first path, and in other game states it is more advantageous for the player if the gaming medium flows down the second path.
[0306] [Random value] FIG. 9-2 is an explanatory diagram illustrating random number values counted on the main board 11. As shown in FIG. 9-2, in this embodiment, the main board 11 is controlled to count the following numerical data: a random number value MR1 for determining the special symbol display result; a random number value MR2 for determining the jackpot type; a random number value MR3 for determining the variation pattern; a random number value MR4 for determining the normal symbol display result; and a random number value MR5 for determining the initial value of MR4. Note that other random number values may be used to enhance the gaming effect. These random number values MR1-MR5 may be counted by software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built into the gaming control microcomputer 100 or may be configured as a random number circuit chip separate from the gaming control microcomputer 100. Random numbers used to control the progress of the game are also referred to as gaming random numbers.
[0307] In this embodiment, the random number values MR1 to MR5 are used as values within the ranges shown in Figure 9-2, but the present invention is not limited to this, and the ranges of these random number values MR1 to MR5 may be different depending on the setting values set in the pachinko game machine 1.
[0308] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to execute various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 executes a random number generation program to generate all of the various random numbers used on the main board 11 side.
[0309] The ROM 101 provided in the game control microcomputer 100 stores not only a game control program but also various table data used to control the progress of the game. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variable pattern table storing a plurality of variable patterns that become variable display modes of each symbol in variable displays such as special symbols and normal symbols.
[0310] [Display result judgment table] 9-3(1) and 9-3(2) are explanatory diagrams showing the display result determination table for the first special symbol and the display result determination table for the second special symbol. These tables are stored in the ROM 101.
[0311] Figure 9-3(1) is an explanatory diagram showing the display result determination table for the first special symbol (hereinafter referred to as the "display result determination table [for first special symbol]" where appropriate). The display result determination table [for first special symbol] is a data table for determining a jackpot for the first special symbol, and is a table in which a jackpot determination value is set that is compared with the random number value MR1. The "probability" shown in Figure 9-3(1) indicates the probability (percentage) of a jackpot. In this example, the probability of winning the first special symbol is 1 / 199.
[0312] Figure 9-3(2) is an explanatory diagram showing the display result determination table for the second special pattern (hereinafter referred to as the "display result determination table [for second special pattern]" where appropriate). The display result determination table [for second special pattern] is a data table for determining a big hit and a small hit for the second special pattern, and is a table in which a big hit determination value and a small hit determination value are set to be compared with the random number value MR1. In Figure 9-3(2), the upper row is the big hit determination table section, and the lower row is the small hit determination table section. The "probability" shown in the upper row indicates the probability (percentage) of a big hit, and the "probability" shown in the lower row indicates the probability (percentage) of a small hit.
[0313] In this example, the probability of a big win for the second special symbol is 1 / 199. The probability of a small win for the second special symbol is set to 1 / 7.35. A small win may also be set for the first special symbol. In such a case, it is desirable to set the probability of a small win for the first special symbol lower than for the second special symbol. For example, the probability of a small win for the first special symbol may be set to 1 / 100.
[0314] When a start winning entry into the first start winning entry slot (first start winning entry) or a start winning entry into the second start winning entry slot (second start winning entry) is detected, the CPU 103 samples the count value (random number value MR1) of the random number circuit 104 at a predetermined timing. For the first start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the [first special symbol] display result determination table. If the extracted value matches any of the jackpot determination values, the CPU 103 determines that a jackpot has been awarded for the first special symbol. For the second start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the [second special symbol] display result determination table. If the extracted value matches any of the jackpot determination values, the CPU 103 determines that a jackpot has been awarded for the second special symbol. If the extracted value does not match any of the jackpot determination values, the CPU 103 compares the extracted value with the small jackpot determination values set in the [second special symbol] display result determination table. If the extracted value matches any of the small jackpot determination values, the CPU 103 determines that a small jackpot has been awarded for the second special symbol. Deciding to make it a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).
[0315] In addition, determining whether to get a big win or not means determining whether to transition to a big win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the first special symbol or the second special symbol the big win symbol. In addition, determining whether to get a small win or not means determining whether to transition to a small win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the second special symbol the small win symbol.
[0316] [Jackpot type determination table] Figures 9-3(3), (4), and (5) are explanatory diagrams showing the jackpot type determination table stored in ROM 101. Figure 9-3(3) is a jackpot type determination table for the first special symbol used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot using the first special symbol. Figure 9-3(4) is a jackpot type determination table for the second special symbol used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot using the second special symbol. Figure 9-3(5) is a jackpot type determination table for the second special symbol via small jackpot when a small jackpot is determined to be a jackpot using the second special symbol.
[0317] The jackpot type determination table for the first special pattern in Figure 9-3(3) (hereinafter referred to as the "jackpot type determination table [for the first special pattern]") contains a number to be compared with the value of the random number value MR2 for determining the jackpot type, and jackpot determination values corresponding to each of the "10R pattern time-shortened jackpot" and the "3R pattern time-shortened jackpot" are set.
[0318] In addition, Figure 9-3(3) also shows the number of time-saving controls executed after a jackpot corresponding to each of the "10R time-saving jackpot" and "3R time-saving jackpot." The "10R time-saving jackpot" has seven time-saving controls, and the "3R time-saving jackpot" has one time.
[0319] In this example, in the jackpot type determination table [for the first special symbol], of the MR2 determination value range of 0 to 299, 0 to 8 are assigned to a "10R pattern time-shortened jackpot" (3%), and 9 to 299 are assigned to a "3R pattern time-shortened jackpot" (97%).
[0320] The jackpot type determination table for the second special pattern in Figure 9-3(4) (hereinafter referred to as the ``jackpot type determination table [for second special pattern]'' as appropriate) contains a jackpot determination value that is compared with the value of the random number value MR2 for jackpot type determination and corresponds to a ``pattern 10R time-shortened jackpot.''
[0321] In addition, Figure 9-3(4) also shows the number of time-saving controls executed after a jackpot corresponding to the "10R time-saving jackpot." The number of time-saving controls for the "10R time-saving jackpot" is 7.
[0322] In this example, in the jackpot type determination table [for second special symbol], of the range of MR2 determination values 0 to 299, 0 to 299 is assigned to "10R symbol time-saving jackpot" (100%).
[0323] The small hit via jackpot type determination table for the second special pattern in Figure 9-3(5) (hereinafter referred to as the "small hit via jackpot type determination table [for second special pattern]") contains a numerical value to be compared with the value of the random number value MR2 for determining the jackpot type, and jackpot determination values corresponding to "10(9)R time-shortened jackpot via small hit" and "3(2)R time-shortened jackpot via small hit" are set.
[0324] Also, Figure 9-3(5) shows the number of time-saving controls executed after a jackpot corresponding to each of the "10(9)R time-saving jackpot via small jackpot" and "3(2)R time-saving jackpot via small jackpot." The number of time-saving controls for the "10(9)R time-saving jackpot via small jackpot" is 7, and the number of time-saving controls for the "3(2)R time-saving jackpot via small jackpot" is 7.
[0325] In this example, in the small hit via jackpot type determination table [for the second special pattern], of the MR2 determination value range of 0 to 299, 0 to 149 is assigned to ``10 (9) R time-shortened jackpot via small hit'' (50%), and 150 to 299 is assigned to ``3 (2) R time-shortened jackpot via small hit'' (50%).
[0326] [Direction mode] Next, a game flow in this embodiment will be described. In this example, the game state is controlled to the normal state (low probability / low base state), and the presentation mode when the first flag and the second flag described later are not set is set to [normal mode], the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), and the presentation mode when the first flag described later is set is set to [challenge mode], and the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), and the presentation mode when the second flag described later is set is set to [rush mode] (hereinafter referred to as "time-saving mode" or "powerful RUSH" as appropriate).
[0327] [Game Flow] The game flow in this embodiment will be described below (not shown). (1) When the game state is controlled to the normal state (low probability / low base state) and the first flag and the second flag described below are not set, the presentation mode is set to [normal mode].
[0328] (2) In the state of (1) described above, when a variable display showing a "jackpot" is executed, the game is controlled to a jackpot game state. In this embodiment, the jackpot types of the first special symbol are a "3R time-saving jackpot" and a "10R time-saving jackpot."
[0329] (3) When the jackpot ends when the jackpot type in (2) above is a "pattern 3R time-saving jackpot," the CPU 120 for effect control sets the effect mode to [challenge mode] when (3A-I) the first flag is set, the game state is controlled to the time-saving state (low probability / high base state), and one variable display is executed, and when (3A-II) the first flag is set, the game state is controlled to the normal state (low probability / low base state), and a pending memory (a variable display whose execution is pending (in this example, up to four)) corresponding to the starting winning that occurred at (3A-I) is executed.
[0330] In the state of (3), when one variable display in the time-saving state in which all display results are "misses" and the reserved memory (variable displays whose execution is reserved (up to four in this example)) corresponding to the start winning that occurred at this time is executed, the state is controlled to (1). In this example, when the state is controlled from (3) to (1), the state is controlled to (1A) (presentation mode is [normal mode]).
[0331] (4) When the jackpot type (5) described below is a "3R jackpot" or a "10R jackpot", and the jackpot ends, the CPU 120 for effect control sets the effect mode to [Rush mode] ([Time-saving mode], [Powerful RUSH]) when (4A-I) the second flag is set, the game state is controlled to a time-saving state (low probability / high base state), and seven variable displays are executed, and when (4A-II) the second flag is set, the game state is controlled to a normal state (low probability / low base state), and pending memory (variable displays whose execution is pending (up to four in this example)) corresponding to the starting winning that occurred at (4A-I) is executed.
[0332] In state (4), when all display results are "misses" and seven variable displays in the time-saving state and the pending memory corresponding to the start winning that occurred at this time (variable displays whose execution is pending (up to four in this example)) are executed, the system is controlled to state (1).
[0333] (5) When the presentation mode is [Challenge Mode] (see (3)), or when the presentation mode is [Rush Mode] (see (4)), if the display result in any of the variable displays becomes a “Big Hit” or a “Small Hit,” the game will be controlled to a big hit game state (including a big hit game state via a small hit).
[0334] [Rush mode (time-saving mode) effect mode] In this embodiment, "A mode," "B mode," and "C mode" are provided as presentation modes when controlled in rush mode (time-saving mode). "A mode" is a presentation mode in which character A (hereinafter referred to as "character A" as appropriate) mainly appears, "B mode" is a presentation mode in which character X (hereinafter referred to as "character X" as appropriate) mainly appears, and "C mode" is a presentation mode in which character A mainly appears (see Figure 9-24).
[0335] "A Mode" and "B Mode" are presentation modes that mainly use the characters that appear (Character A, Character X) to announce the final display result through the stages of (1) [indicating whether a reach will be made or not] → (2) [indicating whether it will develop into a super reach or not] → (3) [indicating whether it will be a big hit (small hit) or not].
[0336] On the other hand, "C mode" is a presentation mode in which the display result is announced (suggested) by executing a presentation in which the main character A, who appears at any time during the variable display period, is displayed together with character A [suggesting whether or not the patrol lamp can be made to light up], without going through the steps (1) to (3) above.
[0337] For example, if character A performs an attack action on a patrol light and the patrol light lights up, the display result of the change is reported as a "big hit" or a "small hit." If the patrol light does not light up, the display result of the change is not reported as a "big hit" or a "small hit." In this example, character A can perform another attack action on the patrol light within the change display period, so even if the patrol light does not light up, it does not mean that the display result of the change is not a "big hit" or a "small hit." Although the display result of the previous attack action on the patrol light was not reported as a "big hit" or a "small hit," if the patrol light lights up when another attack action is performed on the patrol light, the display result may be reported as a "big hit" or a "small hit." This method of reporting the display result is referred to as a "one-shot notification" in this example, and "Mode C" is appropriately referred to as a "one-shot notification mode."
[0338] In this embodiment, the player can select which presentation mode to play in the rush mode. For example, in the final round of a jackpot round game (the third round for a 3R jackpot, or the tenth round for a 10R jackpot), a jackpot final round game image is displayed on the image display device 5. This jackpot final round game image has a first selection section (A mode) on the left side of the screen, a second selection section (B mode) in the center of the screen, and a third selection section (C mode) on the right side of the screen. The player can select one of the presentation modes shown in the first to third selection sections of this jackpot final round game image by operating the operation section (in this example, push button 31B) (see Figure 9-24).
[0339] [Fluctuating patterns with super reach] In this embodiment, in a variation pattern accompanied by a super reach ("super reach miss", "super reach jackpot"), a super reach effect is executed to notify whether or not a "jackpot" has been won, and the final display result is fixed and stopped. Hereinafter, the super reach effect will be referred to as a "super reach", "SP reach effect", "SP effect", "SP reach", etc. as appropriate.
[0340] <Battle effects> In this embodiment, among the variation patterns accompanied by super reach, in the variation patterns accompanied by "SP reach C1" or "SP reach C2", after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter referred to as "battle effect" as appropriate) is executed to notify whether or not a "jackpot" has been won by a battle between an ally character and an enemy character (see Figures 9-13 to 9-15). Hereinafter, the ally character in the battle effect will be referred to as a "main character" or "battle main character" as appropriate.
[0341] If the final display result is a "miss," an effect is executed in which the ally character is defeated by the enemy character (defeat effect). On the other hand, if the final display result is a "jackpot," an effect is executed in which the ally character wins against the enemy character (victory effect).
[0342] In this embodiment, the battle effects are divided into a battle effect [short] with a short effect execution period (hereinafter referred to as "first battle effect" as appropriate), and a battle effect [long] with a long effect execution period (hereinafter referred to as "second battle effect" as appropriate) (see Figure 9-4). In this embodiment, when the effect mode is normal mode, the battle effect [long] can be executed, and when the effect mode is time-saving mode, the battle effect [short] can be executed.
[0343] In this embodiment, the time-saving mode is set so that the rate at which a variation pattern with a short variation display period is selected is higher than in the normal mode (not shown). In the time-saving mode, in which a variation pattern with a short variation display period is mainly executed, the number of variations per unit time increases, so jackpots occur at shorter intervals than in the normal mode. In the time-saving mode, in which a variation pattern with a short variation display period is frequently selected, it is difficult to ensure the execution period of the battle performance [long], so as described above, the battle performance in the time-saving mode is executed as a battle performance [short] rather than a battle performance [long].
[0344] <Challenge performance> In this embodiment, among the variation patterns involving super reaches, in variation patterns involving "SP reach A1" or "SP reach B1", after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter referred to as "challenge effect" as appropriate) is executed in which a character (hereinafter referred to as "main character" or "challenge main character" as appropriate) challenges the player to destroy a rock, thereby notifying the player of whether or not they have won a jackpot (see Figures 9-11 and 9-12).
[0345] If the final display result is a "miss," an effect is executed in which the character fails the challenge (failure effect). On the other hand, if the final display result is a "jackpot," an effect is executed in which the character succeeds in the challenge (success effect).
[0346] In this embodiment, the challenge performance includes a first challenge performance in which the challenging character is a friendly character, and a second challenge performance in which the challenging character is an enemy character. In addition to the challenging character, characters who support the challenging character (hereinafter referred to as "supporting characters," "supporting characters," "partner characters," or "partner characters") also appear in the challenge performance.
[0347] <Annihilation Scene> In this embodiment, among the variation patterns involving super reaches, in variation patterns involving "SP reach A2" and "SP reach B2", after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter referred to as "annihilation effect" as appropriate) is executed to notify whether or not a "jackpot" has been won by a character (hereinafter referred to as "main character" or "annihilation main character" as appropriate) attacking to annihilate a group of enemy characters Z (hereinafter referred to as "enemy character Z group" or "character Z group" as appropriate) (see Figures 9-16 and 9-17).
[0348] If the final display result is a "miss," an effect is executed in which the enemy character group Z is not annihilated (annihilation failure effect). On the other hand, if the final display result is a "jackpot," an effect is executed in which the enemy character group Z is annihilated (annihilation success effect).
[0349] In this embodiment, the annihilation effect includes a first annihilation effect in which the character attacking the enemy character group Z is an ally character, and a second annihilation effect in which the character attacking the enemy character group Z is an enemy character.
[0350] [SP Reach Type Table] FIG. 9-4 is an explanatory diagram showing a specific example of the SP reach type table. Figure 9-4 has the following items: "SP reach type," "Performance execution period," "Performance content," "Appearing characters," "Character display period (ms)," "Voice source of dialogue sound," "Music to be output," "Jackpot conditions," and "Expected jackpot probability." Here, "Music to be output" refers to the music to be played when the display result of each SP performance is notified (jackpot notification) that it will be a "jackpot." Note that matters and concepts not explained in detail in the explanation of Figure 9-4 will be explained later.
[0351] [[Normal Mode] SP Reach Type Table] FIG. 9-4(A) is an explanatory diagram showing a SP reach type table for the normal mode (hereinafter, appropriately referred to as the "[Normal mode] SP reach type table"). The "[Normal mode] SP reach type table" is the SP reach type table when the production mode is the normal mode.
[0352] <SP reach type: SP reach A1> As shown in FIG. 9-4(A), when the "SP reach type" is "SP reach A1", the "production execution period" is "60000 (ms)", the "production content" is "The first challenge production of Character A main", the "appearing characters" are "Character A" and "Character B", the "display period of the character (ms)" is "Character A: 60000 (ms)" and "Character B: 30000 (ms)", the "voice sound source of the dialogue" are "Character A" and "Character B", the "output music" is "none", the "jackpot condition" is "Character A succeeds in the challenge", and the "jackpot expectancy" is "30%".
[0353] Specifically, when the SP reach type is "SP reach A1", Character A appears as the main character, and Character B appears as the supporting character, and it is notified whether or not the main character Character A wins the jackpot by performing a challenge to break a rock. When Character A succeeds in the challenge, it is notified that the display result of the variable display becomes "jackpot". The jackpot expectancy (challenge success probability) of this "SP reach A1" is set to 30%. Among the production execution period of "SP reach A1": 60000 (ms), Character A is displayed on the image display device 5 for a period of 60000 (ms), and Character B is displayed on the image display device 5 for a period of 30000 (ms). In "SP reach A1", there is a scene where each character talks, and the music output when the jackpot notification is given is not set.
[0354] <SP reach type: SP reach B1> As shown in Fig. 9-4(A), when the "SP Reach Type" is "SP Reach B1", the "Performance Execution Period" is "60000 (ms)", the "Performance Content" is "The Second Challenge Performance of Character X Main", the "Appearing Characters" are "Character X" and "Character Y", the "Display Period of Characters (ms)" are "Character X: 60000 (ms)" and "Character Y: 30000 (ms)", the "Voice Sound Source of Dialogue" are "Character X" and "Character Y", the "Output Music" is "None", the "Jackpot Condition" is "Character X succeeds in the challenge", and the "Jackpot Expectation" is "20%".
[0355] Specifically, when the SP Reach Type is "SP Reach B1", Character X appears as the main character, and Character Y appears as the supporting character. It is notified whether Character X, the main character, wins the jackpot by performing a challenge to break a rock. When Character X succeeds in the challenge, it is notified that the display result of the variable display becomes "Jackpot". The jackpot expectation (challenge success probability) of this "SP Reach B1" is set to 20%. During the performance execution period of "SP Reach B1": 60000 (ms), Character X is displayed on the image display device 5 for a period of 60000 (ms), and Character Y is displayed on the image display device 5 for a period of 30000 (ms). In "SP Reach B1", there is a scene where each character speaks dialogue, and the music output when the jackpot notification is made is not set.
[0356] <SP Reach Type: SP Reach C1> As shown in Fig. 9-4(A), when the "SP Reach Type" is "SP Reach C1", the "Performance Execution Period" is "120000 (ms)", the "Performance Content" is "The Battle Performance [Long] between Character A and Character X", the "Appearing Characters" are "Character A" and "Character X", the "Display Period of Characters (ms)" are "Character A: 120000 (ms)" and "Character X: 100000 (ms)", the "Voice Sound Source of Dialogue" are "Character A" and "Character X", the "Output Music" is "Music V [With Singing]", the "Jackpot Condition" is "Character A wins against Character X", and the "Jackpot Expectation" is "70%".
[0357] Specifically, when the SP reach type is "SP reach C1", character A appears as an ally character (main character), character X appears as an enemy character, and it is notified whether character A and character X win the jackpot by engaging in battle. When character A wins the battle, it is notified that the display result of the variable display becomes "jackpot". The jackpot expectation level (battle victory probability) of this "SP reach C1" is set to 70%. During the production execution period of "SP reach C1": 120000 (ms), character A is displayed on the image display device 5 over a period of 120000 (ms), and character X is displayed on the image display device 5 over a period of 100000 (ms). In "SP reach C1", there are scenes where each character speaks lines, and the music output when the jackpot notification is made is set to "Music V [with singing]".
[0358] [SP reach type table for time-saving mode: Mode A] FIG. 9-4(B) is an explanatory diagram showing the SP reach type table for the time-saving mode: Mode A (hereinafter, appropriately referred to as the "SP reach type table for [time-saving mode: Mode A]"). The SP reach type table for [time-saving mode: Mode A] is the SP reach type table when the production mode is Mode A in the time-saving mode.
[0359] <SP reach type: SP reach A2> As shown in FIG. 9-4(B), when the "SP reach type" is "SP reach A2", the "production execution period" is "30000 (ms)", the "production content" is "the first annihilation production with character A as the main", the "appearing characters" are "character A" and "character Z group", the "display period of the character (ms)" is "character A: 30000 (ms)" and "character Z group: 15000 (ms)", the "voice sound source of the lines" are "character A" and "narrator", the "output music" is "none", the "jackpot condition" is "character A successfully annihilates", and the "jackpot expectation level" is "50%".
[0360] Specifically, when the SP reach type is "SP reach A2", character A appears as the main character, and character group Z appears as the target to be annihilated. It is notified whether or not the main character, character A, wins a big prize by performing an attack action to annihilate character group Z. When character A successfully annihilates character group Z, it is notified that the display result of the variable display becomes "big prize". The big prize expectancy (annihilation success probability) of this "SP reach A2" is set to 50%. During the production execution period of "SP reach A2": 30000 (ms), character A is displayed on the image display device 5 over a period of 30000 (ms), and character group Z is displayed on the image display device 5 over a period of 15000 (ms). In "SP reach A2", there is a scene where character A speaks a line, and no music is set to be output when a big prize notification is made. The "big prize" at this time includes "big prize via small prize".
[0361] <SP reach type: SP reach B2> As shown in FIG. 9-4(B), when the "SP reach type" is "SP reach B2", the "production execution period" is "30000 (ms)", the "production content" is "the second annihilation production with character X as the main", the "appearing characters" are "character X" and "character group Z", the "display period of the character (ms)" is "character X: 30000 (ms)" and "character group Z: 15000 (ms)", the "voice sound source of the line" is "character X" and "narrator", the "output music" is "none", the "big prize condition" is "character X successfully annihilates", and the "big prize expectancy" is "40%".
[0362] Specifically, when the SP reach type is "SP reach B2", character X appears as the main character, and character group Z appears as the target to be annihilated. It is notified whether the main character, character X, wins the jackpot by performing an attack action to annihilate character group Z. When character X successfully annihilates character group Z, it is notified that the display result of the variable display becomes "jackpot". The jackpot expectation level (annihilation success probability) of this "SP reach B2" is set to 40%. During the production execution period of "SP reach B2": 30000 (ms), character X is displayed on the image display device 5 over a period of 30000 (ms), and character group Z is displayed on the image display device 5 over a period of 15000 (ms). In "SP reach B2", there is a scene where character X speaks a line, and there is no set music output when a jackpot notification is made.
[0363] <SP reach type: SP reach C2> As shown in FIG. 9-4(B), when the "SP reach type" is "SP reach C2", the "production execution period" is "60000 (ms)", the "production content" is "battle production [short] between character A and character X", the "appearing characters" are "character A" and "character X", the "display period of characters (ms)" are "character A: 60000 (ms)" and "character X: 40000 (ms)", the "voice sound source of the lines" are "character A" and "character X", the "output music" is "Music V [with singing]", the "jackpot condition" is "character A wins against character X", and the "jackpot expectation level" is "90%".
[0364] Specifically, when the SP reach type is "SP reach C2," character A appears as an ally character (main character) and character X appears as an enemy character, and a battle between character A and character X is conducted to notify whether or not a jackpot has been won. When character A wins the battle, it is notified that the display result of the variable display will be "jackpot." The jackpot expectation rate (probability of winning the battle) for this "SP reach C2" is set to 90%. Of the 60,000 (ms) duration of the "SP reach C2" performance, character A is displayed on the image display device 5 for 60,000 (ms), and character X is displayed on the image display device 5 for 40,000 (ms). In "SP reach C2," each character has a scene where they speak, and the music that is output when a jackpot is notified is set to "Music V [with vocals]."
[0365] In this example, of all the SP reaches in normal mode, The total display period for character A is 60000 + 120000 = 180000 (ms) The total display period of character B is 30000 = 30000 (ms) The total display period for character X is 60000 + 100000 = 160000 (ms) The total display period of character Y is 30000 = 30000 (ms) In all SP reaches in normal mode, the total display period is longer due to the relationship Character B = Character Y < Character X < Character A. In other words, in all SP reaches in normal mode, Character A's display period is the longest. This is the same for time-saving mode, so explanation will be omitted.
[0366] [SP Reach Character List Table] FIG. 9-5 is an explanatory diagram showing a specific example of the SP reach character list table. Figure 9-5 has the following items: "Character," "Character Setting," "Gender," "Personality," "Unique Phrase," "Unique Ending Phrase," and "Audio Material." Note that matters and concepts not explained in detail in the explanation of Figure 9-5 will be explained later.
[0367] In this embodiment, "character setting" indicates the character setting (role: protagonist, rival, companion, etc.) in the content that is tied up with this pachinko game machine 1 (hereinafter referred to as "tie-up content" as appropriate), "gender" indicates the gender of the character in that content (male, female, unknown gender, etc.), and "personality" indicates the personality of the character in that content (hot-blooded, violent, playful, mean, etc.).
[0368] In this embodiment, the "protagonist" as a character setting in this pachinko game machine 1 is synonymous with the "protagonist" as the original character setting of the tie-up content, and as shown in Figure 9-4, the "protagonist" is the character that is displayed for the longest period of time in the SP reach, or the character that is responsible for successful challenges and battle victories in the SP reach.
[0369] In addition, in selectable effects (for example, when selecting the time-saving mode effect mode described below), the character corresponding to the default selected state (object, option) is set as the "protagonist."
[0370] In this embodiment, a "key phrase" is set, which is a phrase that a character utters in a specific scene and can leave an impression on the player about the character and its lines (message). The "key phrase" corresponding to each character is called a "unique key phrase."
[0371] In this embodiment, the specific scene in which the "unique phrase" is uttered is set to a scene that is advantageous to the player. Specifically, if it is within the variable display period, it is a scene in which a performance with a high probability of winning is being executed, or if it is during a big win (small win), it is a scene in which a big win game (small win game) is about to start.
[0372] In addition, "ending phrases" are set, which are phrases that are uttered in most scenes when a character speaks lines (messages) and are the character's catchphrases. The "ending phrases" that correspond to a character are called "unique ending phrases." These "unique ending phrases" do not include commonly spoken phrases such as "It's...", "It's...", or "It's...".
[0373] Although the "proper ending phrase" is an example of a phrase that corresponds to the ending of a line, it is not limited to this form, and the "proper ending phrase" may be a phrase other than the ending of a line. For example, an initial phrase at the beginning of a line may be considered a "proper ending phrase." In this case, it will be referred to as a "proper initial phrase" as appropriate.
[0374] Furthermore, the sound source of a character's lines is referred to as "audio material." When the lines are recorded as human speech, the person who recorded the speech is referred to as the "voice provider." The lines may also be generated by a voice different from that of a human. For example, the lines may be generated by voice synthesis software, which is software that reads out any lines in a synthesized voice. In this case, the "audio material" becomes "synthetic voice software." In this embodiment, "voice" will be referred to as "sound," "sound," etc., as appropriate.
[0375] As shown in Figure 9-5, "Character A" has the "character setting" of "protagonist," the "gender" of "female," the "personality" of "hot-blooded," the "unique phrase" of "powerfully," the "unique ending phrase" of "~hmm," and the "audio material" of "audio provider AA."
[0376] Furthermore, "Character B" has the "character setting" of "companion of the protagonist," the "gender" of "female," the "personality" of "playful," no "unique defining phrase," the "unique ending phrase" of "~Nana," and the "audio material" of "audio provider BB."
[0377] Furthermore, "Character X" has the "character setting" of "rival of the protagonist," the "gender" of "male," the "personality" of "violent," no "unique defining phrase," the "unique ending phrase" of "~ngo," and the "audio material" of "audio provider XX."
[0378] Furthermore, "Character Y" has a "character setting" of "rival friend," a "gender" of "male," a "personality" of "mean," no "unique defining phrase," a "unique ending phrase" of "~chuu," and an "audio material" from "audio provider YY."
[0379] In this way, the voice of character A is composed of the voice of voice provider AA, the voice of character B is composed of the voice of voice provider BB, the voice of character X is composed of the voice of voice provider XX, and the voice of character Y is composed of the voice of voice provider YY. In other words, in this pachinko gaming machine 1, the voice composed of the voice of voice provider AA is recognized by the player as the voice of character A, the voice composed of the voice of voice provider BB is recognized as the voice of character B, the voice composed of the voice of voice provider XX is recognized as the voice of character X, and the voice composed of the voice of voice provider YY is recognized as the voice of character Y.
[0380] In this embodiment, it is possible to output and play back audio composed of voices by voice providers who do not correspond to the characters. For example, "announcers," "narrators," and "singers not corresponding to characters" are provided as voice providers who are not related to the characters appearing in the content tied up with this pachinko gaming machine 1. The "singers not corresponding to characters" will be described in Figures 9-7 and 9-8.
[0381] The "announcer" is a different character from the characters that appear in tie-up content (characters that appear in reach effects, etc.), and is the audio material for the message audio related to effects that do not suggest the likelihood of a jackpot in this pachinko game machine 1.
[0382] For example, the announcer is a different entity from the characters that appear in the tie-up content, and is the audio material for the message voice that corresponds to strong error notifications and power-on notifications, among other effects that do not suggest the likelihood of a jackpot.
[0383] Furthermore, the "narrator" is a different entity from the characters that appear in tie-up content (characters that appear in reach effects, etc.), and is the audio material for the message audio (dialogue audio) that is executed during effects that suggest the likelihood of a jackpot in this pachinko game machine 1, as well as for effects that do not suggest the likelihood of a jackpot.
[0384] For example, the narrator is a different entity from the characters appearing in the tie-up content, and serves as the audio material for the lines spoken that correspond to the narration performance described below during the SP reach.
[0385] [Special prize entrance] In this embodiment, a special variable winning ball device with a large winning opening is installed inside the V-judgment winning device 87 for judging a V-win. Therefore, the special variable winning ball device with a large winning opening and the V-judgment winning device 87 for judging a V-win are a common device, and this device will be referred to as the "special variable winning ball device" as appropriate, and the large winning opening and V winning opening inside this special winning ball device will be referred to as the "special winning opening" as appropriate.
[0386] [Announcement performance] In this embodiment, it is possible to execute a notification effect that notifies the player of a specific event. This notification effect differs from an effect that suggests the likelihood of a jackpot, and is an effect that notifies (guides) the player of information related to the operation method, errors, and power-on, as described below. In the notification effect, an image related to the notification of a specific event (hereinafter referred to as a "message image," "notification image," "guide image," etc., as appropriate) can be displayed on the image display device 5, and a sound related to the notification of a specific event (hereinafter referred to as a "message voice," "notification voice," "guide voice," etc., as appropriate) can be output and played from the speakers 8L, 8R. Hereinafter, the notification effect will be referred to as a “guidance effect” as appropriate. “Guidance of a specific event” is an example shown below, but is not limited to these examples and may be other examples.
[0387] <Normal operation method notification> In this embodiment, a normal operation method notification is performed to notify (guide) the player on how to operate the operation means (in this example, the hitting operation handle 30) so that the player can play the game without being at a disadvantage. The normal operation method notification includes a normal right-hand hit notification and a normal left-hand hit notification. Details of the normal right-hand hit notification and the normal left-hand hit notification are provided below.
[0388] (Normal right-hand hit notification) Right-hit notification at the start of a jackpot: When a jackpot game (including a small jackpot game) starts, the player is notified (guided) to hit the right to make the game ball enter the special winning hole during the jackpot game. Hereinafter, this will be referred to as "right-hit notification at the time of a jackpot" as appropriate. - Right-hand hit notification at the start of time-saving play: When time-saving play begins, the player is notified (guided) to hit the ball to the right so that it enters the second start winning hole during time-saving play. Hereinafter, this will be referred to as "right-hand hit notification at time-saving play" as appropriate.
[0389] (Normally left-handed hit notification) Left-hit notification when right-hit ends: When right-hit (jackpot play, time-saving play, etc.) ends and the game state is controlled to normal mode, the player is notified (guided) to hit left so that the game ball enters the first start winning hole. Hereinafter, this will be referred to as "normal left-hit notification" as appropriate.
[0390] <Error notification> In this embodiment, when an abnormal situation occurs in a pachinko game, an error notification is made to notify (guide) the player of this. There are two types of error notification: a weak error notification and a strong error notification. Details of the weak error notification and the strong error notification are described below.
[0391] (Weak error notification) - Full tray error notification: When an upper tray full error is detected, in which the ball supply tray (upper tray) is full of game balls, the player is notified (guided) to remove the game balls from the ball supply tray. Hereinafter, this will be referred to as a "full tray notification" as appropriate. - Abnormal left-hand hit notification: When a right-hand hit is made while the game state is controlled in normal mode and an abnormal right-hand hit error is detected, the player is notified (guided) to hit the ball to the left so that the game ball enters the first starting winning slot. - Abnormal right-hand hit notification: If a left-hand hit is made during a jackpot game or a time-saving game and an abnormal left-hand hit error is detected, the player will be notified (guided) to hit the ball to the right so that the game ball will enter the special winning slot or the second start winning slot.
[0392] (Strong error notification) Door open error notification: When a door (game machine frame) opening error is detected, the system notifies (informs) the player that the door (game machine frame) is open and notifies (informs) the player to close the door (game machine frame). Magnetic detection error notification: When a magnetic error is detected, a notification is sent to let you know that a magnetic error has been detected.
[0393] In this embodiment, among the error notifications, the weak error notification is an error notification that is issued in a situation where an error is relatively likely to occur due to a player's operational error or a malfunction of the gaming machine's equipment. On the other hand, among the error notifications, the strong error notification is an error notification that is issued in a situation where an intentional fraudulent play is performed by a specific person, including the player, unlike a player's operational error or a malfunction of the gaming machine's equipment.
[0394] <Power-on notification> In this embodiment, when the power is turned on in the pachinko gaming machine 1, a power-on notification is made to notify (guide) the player of this fact. The power-on notification includes a power-on initialization notification and a power-on restoration notification. Details of the power-on initialization notification and the power-on restoration notification are provided below.
[0395] (Initialization notification when power is turned on) · Initialization notification when power is turned on: When the power is turned on in the pachinko game machine 1, if initialization processing is being performed (RAM clear: executed), the player is notified that power is being turned on with initialization.
[0396] (Power recovery notification when power is turned on) -Recovery notification when power is turned on: When the power is turned on in the pachinko game machine 1 and recovery processing is being executed (RAM clear: not executed), the player is notified that power has been turned on without initialization.
[0397] [1st alarm performance to 10th alarm performance] In this embodiment, the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, and tenth notification effects can be executed as notification effects.
[0398] The first notification effect is a right-hit notification effect at the start of a jackpot, which corresponds to the right-hit notification at the start of a jackpot among normal right-hit notifications. The second notification effect is a right-hit notification effect at the start of time-saving mode, which corresponds to the right-hit notification at the start of time-saving mode among normal right-hit notifications. The third notification effect is a left-hit notification effect at the end of a right-hit notification, which corresponds to the left-hit notification at the end of a right-hit notification among normal left-hit notifications.
[0399] The fourth notification effect is a full tank error notification effect corresponding to a full tank error notification among weak error notifications. The fifth notification effect is a left-hit notification effect when an abnormal right hit is detected, corresponding to an abnormal left-hit notification among weak error notifications. The sixth notification effect is a right-hit notification effect when an abnormal left hit is detected, corresponding to an abnormal right-hit notification among weak error notifications. The seventh notification effect is a gaming machine frame open error notification effect corresponding to a gaming machine frame open error among strong error notifications. The eighth notification effect is a magnetic detection error notification effect corresponding to a magnetic detection error among strong error notifications.
[0400] The ninth notification effect is a power-on initialization notification effect corresponding to the power-on initialization notification among the power-on notifications. The tenth notification effect is a power-on restoration notification effect corresponding to the power-on restoration notification among the power-on notifications.
[0401] [First embodiment] FIG. 9-6 is an explanatory diagram illustrating a specific example of the notification effect list table in the first embodiment. FIG. 9-6 has the following items: "Type of notification effect," "Audio material," and "Message audio content."
[0402] As shown in Figure 9-6, in the first notification performance, when the audio material is "Audio provider AA (corresponding to character A)", the message audio content is Character A "Hit powerfully to the right, hmm!!", and when the audio material is "Audio provider XX (corresponding to character X)", the message audio content is Character X "Hit to the right, ngo!!".
[0403] In addition, the second notification performance has audio material from "Audio provider AA (compatible with character A)" and the message audio content is Character A's "Mumu, powerfully hitting to the right!!"
[0404] For the third notification, the audio material is "Audio provider AA (compatible with character A)" and the message audio is Character A's "Turn the steering wheel back to the left, hmm!!"
[0405] For the fourth notification, the audio material is "Audio provider AA (compatible with character A)" and the message audio is Character A's "Pull out the balls, hmm!!"
[0406] For the fifth notification, the audio material is from "Audio provider AA (compatible with character A)" and the message audio is from character A: "You have to hit it left, hmm!!"
[0407] For the sixth notification, the audio material is from "Audio provider AA (compatible with character A)" and the message audio is from character A: "You have to hit right, hmm!!"
[0408] The seventh notification performance has audio material provided by "Audio provider MM (announcer compatible)" and the message audio content is "The door is open" by the announcer.
[0409] For the eighth notification, the audio material is provided by "Audio provider MM (announcer compatible)" and the message audio is "An abnormal magnetic field has been detected" by the announcer.
[0410] The ninth notification performance has the audio material provided by "Audio provider MM (announcer compatible)" and the message audio content being "Initializing" from the announcer.
[0411] The 10th notification performance has the audio material provided by "Audio provider MM (announcer support)" and the message audio is "Restoration in progress" from the announcer.
[0412] [Sound Effects Table] Figures 9-7 to 9-9 are explanatory diagrams of specific examples of the effect sound type table in the first embodiment. The effect sound type table is a storage area for playing back sound data, and is provided in a storage unit provided in the audio control board. Figures 9-7 to 9-9 provide "CH," "effect sound type (data storage area)," "effect sound configuration," "playback output content," "audio material," "character corresponding to audio provider," and "related effects, related status." Note that various effects and effect modes not described in detail in the explanation of Figures 9-7 to 9-9 will be described later.
[0413] In this example, among the effect sounds, effect sounds related to music are referred to as first effect sounds, and effect sounds other than music are referred to as second effect sounds. 9-7 and 9-8 are explanatory diagrams of a specific example of the first effect sound type table (hereinafter referred to as the "music effect sound type table") in the first embodiment. Also, FIG. 9-9 is an explanatory diagram of a specific example of the second effect sound type table (hereinafter referred to as the "non-music effect sound type table") in the first embodiment.
[0414] As shown in Figures 9-7 to 9-9, the sound effect type table is composed of 29 or more channels such as "CH:MU00" to "CH:MU17", "CH:DI00" to "CH:DI04", "CH:ME00" to "CH:ME02", and "CH:SE00" to "CH:SE02".
[0415] The sound data of the effect sounds output by the speakers 8L and 8R can be classified into "stereo data" with a relatively large amount of data and "monaural data" with a relatively small amount of data. In this example, the music is "stereo data," and the effect sounds other than the music (dialogue sounds, sound effects, error notification sounds) are "monaural data."
[0416] In the audio playback area, two consecutive channels for storing "stereo data" may or may not constitute a "paired CH." In this case, "monaural data" is stored in one channel of this "paired CH."
[0417] <Sound effects related to music> In this embodiment, sound data for effect sounds related to music is set to be played back on one of "CH:MU00" to "CH:MU17." When it is time to play back the sound data for effect sounds, the sound data is stored on a specified channel from "CH:MU00" to "CH:MU17," and is erased from that channel when playback is complete.
[0418] In this embodiment, a musical piece is composed of accompaniment sounds and vocal sounds, including at least the accompaniment sounds. The accompaniment sounds are sounds generated using software that generates musical instruments or sounds that imitate musical instruments, and the vocal sounds are sounds generated using software that generates human voices or sounds that imitate human voices. In the sound effects related to a musical piece, the vocal sound material is referred to as the audio provider.
[0419] In this embodiment, two patterns are provided for each song: one that includes vocal sounds, and one that does not. Songs with patterns that include vocal sounds are referred to as "song name," "song name [with vocals]," "song name [with vocals]," etc. as appropriate. Songs with patterns that do not include vocal sounds are referred to as "song name [without vocals]," "song name [without vocals]," "song name [Instrumental]," "song name [Inst]," "song name [Instrumental]," etc. as appropriate.
[0420] "CH:MU00" stores the following sound effect type: "Song A [with vocals]", sound effect composition: "Song data A1", playback output content: "Singing sound A", "Accompaniment sound A", audio material: "Audio provider DD", audio provider compatible characters: none, related modes, related effects: "Selectable in normal mode and time-saving mode", and "SP reach C1".
[0421] In this way, song A [with vocals] is a song that the player can select at will in normal mode and time-saving mode (the same applies to CH:MU01 to MU07, so explanation will be omitted), and is a song that is played and output from speakers 8L and 8R as background music in the first half of SP Reach C1.
[0422] Furthermore, no character is set corresponding to the voice provider DD, which is the voice material for song A [with vocals]. Such a voice provider is referred to as a "character-incompatible singer" as appropriate. In this example, if there is no voice provider or if the singer is a character-incompatible singer, "none" is stored as the voice provider-compatible character. The same applies to CH:MU01 to MU13, MU15, and MU17, so explanations will be omitted.
[0423] "CH:MU01" stores the following sound effect type: "Song A [No Vocals]", sound effect configuration: "Song Data A2", playback output content: "Accompaniment Sound A", audio material: none, voice provider compatible characters: none, related modes, related effects: "Selectable in normal mode and time-saving mode", and "Normal mode [Default Song]". In this way, Song A [No Vocals] is the default song that is automatically played when the player does not select a song in normal mode.
[0424] In this example, for songs consisting only of accompaniment sounds, the audio material is not specified, but this simply indicates that there is no audio provider who composes the singing sounds, and it is assumed that there is some audio material that composes the accompaniment sounds.
[0425] "CH:MU02" stores the following sound effect type: "Song B [with vocals]", sound effect composition: "Song data B1", playback output content: "Singing sound B", "Accompaniment sound B", audio material: audio provider EE, audio provider compatible characters: none, related modes, related effects: "selectable in normal mode and time-saving mode".
[0426] "CH:MU03" stores the following sound effect type: "Song B [no singing]", sound effect composition: "Song data B2", playback output content: "Accompaniment sound B", audio material: none, voice provider compatible characters: none, related modes, related effects: "selectable in normal mode and time-saving mode".
[0427] "CH:MU04" stores the following sound effect type: "Song C [with vocals]", sound effect configuration: "Song data C1", playback output content: "Singing sound C", "Accompaniment sound C", audio material: audio provider FF, audio provider compatible characters: none, related modes, related effects: "selectable in normal mode and time-saving mode", "SP reach C2". Thus, song C [with vocals] is the song that is played as background music in the first half of SP reach C2.
[0428] "CH:MU05" stores the following sound effect type: "Song C [No Vocals]", sound effect configuration: "Song Data C2", playback output content: "Accompaniment Sound C", audio material: none, voice provider compatible characters: none, related modes, related effects: "Selectable in normal mode and time-saving mode", and "Time-saving mode [Default Song]". In this way, Song C [No Vocals] is the default song that is automatically played when the player does not select a song in time-saving mode.
[0000] "CH:MU06" stores the following sound effect type: "Song D [with vocals]", sound effect composition: "Song data D1", playback output content: "Singing sound D", "Accompaniment sound D", audio material: audio provider GG, audio provider compatible characters: none, related modes, related effects: "selectable in normal mode and time-saving mode".
[0429] "CH:MU07" stores the following: sound effect type: "Song D [no singing]", sound effect composition: "Song data D2", playback output content: "accompaniment sound D", audio material: none, voice provider compatible characters: none, related modes, related effects: "selectable in normal mode and time-saving mode".
[0430] "CH:MU08" stores the following sound effect type: "Music S [with vocals]", sound effect configuration: "Music data S1", playback output content: "Singing sound S", "Accompaniment sound S", sound material: "Sound provider HH", sound provider compatible character: none, related mode, related effect: "selectable in jackpot round play". Thus, Song S [with vocals] is a song that the player can select at will in the jackpot round (the same applies to CH:MU09 to MU17, so explanations will be omitted).
[0431] "CH:MU09" stores the following sound effect type: "Music S [no singing]", sound effect composition: "Music data S2", playback output content: "Accompaniment sound S", audio material: none, audio provider compatible characters: none, related modes, related effects: "selectable during jackpot round play".
[0432] "CH:MU10" stores the following sound effect type: "Music T [with vocals]", sound effect composition: "Music data T1", playback output content: "Singing sound T", "Accompaniment sound T", audio material: "Audio provider II", audio provider compatible characters: none, related modes, related effects: "Can be selected during jackpot round play".
[0433] "CH:MU11" stores the following sound effect type: "Song T [no singing]", sound effect composition: "Song data T2", playback output content: "Accompaniment sound T", audio material: none, audio provider compatible characters: none, related modes, related effects: "selectable during jackpot round play".
[0434] "CH:MU12" stores the following sound effect type: "Music U [with vocals]", sound effect composition: "Music data U1", playback output content: "Singing sound U", "Accompaniment sound U", audio material: "Audio provider JJ", audio provider compatible characters: none, related modes, related effects: "Can be selected during jackpot round play".
[0435] "CH:MU13" stores the following sound effect type: "Music U [no singing]", sound effect composition: "Music data U2", playback output content: "Accompaniment sound U", audio material: none, audio provider compatible characters: none, related modes, related effects: "selectable during jackpot round play".
[0436] "CH:MU14" stores the following sound effect type: "Music V [with vocals]", sound effect composition: "Music data V1", playback output content: "Singing sound V", "Accompaniment sound V", audio material: "Audio provider AA", character corresponding to audio provider: Character A, related mode, related effect: "Can be selected during jackpot round play".
[0437] In this way, Song V [with vocals] is a default song that is automatically played when the player does not select a song during the jackpot round game. Also, Song V [with vocals] is a song that is played as background music when the victory effect is executed in SP Reach C1 (see Figure 9-8: not shown, Figure 9-28).
[0438] Also, since the sound source material for song V [with vocals] is from audio provider AA, the player will perceive song V [with vocals] as being sung by character A (the same is true for song W [with vocals] in CH:MU16, so explanation will be omitted).
[0439] "CH:MU15" stores the following sound effect type: "Song V [No singing]", sound effect composition: "Song data V2", playback output content: "Accompaniment sound V", audio material: none, audio provider compatible characters: none, related modes, related effects: "Can be selected during jackpot round play".
[0440] "CH:MU16" stores the following sound effect type: "Music W [with vocals]", sound effect composition: "Music data W1", playback output content: "Singing sound W", "Accompaniment sound W", audio material: "Audio provider AA", character corresponding to audio provider: Character A, related mode, related effect: "Can be selected during jackpot round play".
[0441] "CH:MU17" stores the following sound effect type: "Music W [no singing]", sound effect composition: "Music data W2", playback output content: "Accompaniment sound W", audio material: none, audio provider compatible characters: none, related modes, related effects: "selectable during jackpot round play".
[0442] <Sound effects other than music> In this embodiment, sound data for sound effects other than music is set to be played back as one of the following: dialogue sounds: "CH:DI00" to "CH:DI04", message sounds: "CH:ME00" to "CH:ME02", and sound effects: "CH:SE00" to "CH:SE02". When it is time to play back the sound data for the sound effects, it is stored in a specified channel from among "CH:DI00" to "CH:DI04", "CH:ME00" to "CH:ME02", or "CH:SE00" to "CH:SE02", and is erased from that channel when playback is complete.
[0443] (Sound effects related to dialogue) "CH:DI00" stores the sound effect type: "Dialogue sound A", sound effect composition: "Dialogue audio data A", playback output content: "Dialogue audio A1", "Dialogue audio A2", etc., audio material: "Audio provider AA", character corresponding to the audio provider: Character A, related modes, related effects: "SP reach A1", "SP reach C1", "SP reach A2", "SP reach C2", "pseudo consecutive suggestion effect", "pseudo consecutive effect", etc.
[0444] "CH:DI01" stores the sound effect type: "Dialogue sound B", sound effect composition: "Dialogue audio data B", playback output content: "Dialogue audio B1", "Dialogue audio B2", etc., audio material: "Audio provider BB", voice provider corresponding character: Character B, related mode, related effect: "SP reach A1", etc.
[0445] "CH:DI02" stores the sound effect type: "dialogue sound X", sound effect composition: "dialogue audio data X", playback output content: "dialogue audio X1", "dialogue audio X2", etc., audio material: "audio provider XX", character corresponding to the audio provider: character X, related mode, related effects: "SP reach B1", "SP reach C1", "SP reach B2", "SP reach C2", etc.
[0446] "CH:DI03" stores the sound effect type: "dialogue sound Y", sound effect composition: "dialogue voice data Y", playback output content: "dialogue voice Y1", "dialogue sound Y2", etc., audio material: "audio provider YY", voice provider corresponding character: character Y, related mode, related effect: "SP reach B1", etc.
[0447] "CH:DI04" stores the following: sound effect type: "dialogue sound N", sound effect composition: "dialogue audio data N", playback output content: "dialogue audio N1", "dialogue sound N2", etc., audio material: "audio provider NN", voice provider compatible character: none (narrator), related mode, related effect: "SP reach A1", etc.
[0448] (Message sound effects) "CH:ME00" stores the sound effect type: "Message sound A", sound effect composition: "Message audio data A", playback output content: "Message audio A1", "Message audio A2", etc., audio material: "Audio provider AA", character corresponding to audio provider: Character A, related mode, related effects: "1st notification effect" to "6th notification effect", etc.
[0449] "CH:ME01" stores the sound effect type: "Message sound X", sound effect composition: "Message audio data X", playback output content: "Message audio X1", "Message audio X2", etc., audio material: "Audio provider XX", character corresponding to audio provider: Character X, related mode, related effect: "First notification effect", etc.
[0450] "CH:ME02" stores the sound effect type: "Message sound M", sound effect composition: "Message audio data M", playback output content: "Message audio M1", "Message audio M2", etc., audio material: "Audio provider MM", voice provider compatible character: None (announcer), related modes, related effects: "7th announcement effect" to "10th announcement effect", etc.
[0451] (Sound effects related to sound effects) "CH:SE00" stores the sound effect type: "Sound effect MA", sound effect composition: "Sound effect data MA", playback output content: "Sound effect MA1", "Sound effect MA2", etc., audio material: none, audio provider compatible characters: none, related modes, related effects: "1st notification effect" to "6th notification effect", etc.
[0452] "CH:SE01" stores the sound effect type: "Sound effect MX", sound effect composition: "Sound effect data MX", playback output content: "Sound effect MX1", "Sound effect MX2", etc., audio material: none, voice provider compatible characters: none, related modes, related effects: "First notification effect", etc.
[0453] "CH:SE02" stores the sound effect type: "Sound effect MM", sound effect composition: "Sound effect data MM", playback output content: "Sound effect MM1", "Sound effect MM2", etc., audio material: none, audio provider compatible characters: none, related modes, related effects: "7th announcement effect" to "10th announcement effect", etc.
[0454] [Sound effects setting table] 9-10 are explanatory diagrams of specific examples of the effect sound setting table in the first embodiment. In the effect sound setting table, "basic volume," "channel setting ratio," "volume value," and "output volume" are set according to the effect sound type: "music," "dialogue sound," "message sound," and "sound effect."
[0455] The sound effect type "music" is a general term for the sound effects related to the music from "CH:MU00" to "CH:MU17" shown in Figures 9-7 and 9-8, the sound effect type "dialogue sound" is a general term for the sound effects related to the dialogue sounds from "CH:DI00" to "CH:DI04" shown in Figure 9-9, the sound effect type "message sound" is a general term for the sound effects related to the message sounds from "CH:ME00" to "CH:ME02" shown in Figure 9-9, and the sound effect type "sound effect" is a general term for the sound effects related to "CH:SE00" to "CH:SE02" shown in Figure 9-9.
[0456] The "basic volume" is a value that indicates the volume of the sound data itself. The basic volume can be set according to the priority of the notification to the player. In this example, the basic volume can be set between "1" and "5." The higher the basic volume value, the higher the sound pressure level of the output sound (the more emphasized the output sound).
[0457] As shown in Figures 9-10, the basic volume varies depending on the type of sound effect. Specifically, the "message sound (strong error notification)" and "sound effect (strong error notification)" have the maximum basic volume of "5." On the other hand, the sound data for sound effect other than the "message sound (strong error notification)" and "sound effect (strong error notification)" have a basic volume of "4" or less ("3" or "4"). This is because sound effect is less likely to be directly related to a player's fraudulent behavior than a strong error (such as a gaming machine slot opening error or a magnetic detection error), and therefore has a lower priority for notifying the player.
[0458] Furthermore, among the sound data for sound effects other than the "Message Sound (Strong Error Notification)" and "Sound Effect (Strong Error Notification)," the basic volume differs depending on the type of sound effect. In this example, the basic volume of sound effects related to music is "3." On the other hand, the basic volume of sound effects related to effects other than music is "4."
[0459] However, the present invention is not limited to this configuration, and multiple basic volumes may be set for the sound data of the effect sound.
[0460] For example, among the effect sounds related to music, the basic volume of a music piece [without vocals] may be "3" and the basic volume of a music piece [with vocals] may be "4."
[0461] The "Channel Setting Ratio" is the volume value assigned to each channel. The channel setting ratio can be set for each channel from "1" (maximum volume, which is 100% of the reference output volume) to "0" (all muted, which is 0%).
[0462] The "volume value" is the upper limit (volume value) of the volume that can be output by the pachinko gaming machine 1. In this example, the master volume can be set between "1" and "5." This volume value can be set to any value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect keys provided on the pachinko gaming machine 1).
[0463] "Output volume" is the volume of the sound played back and output from speakers 8L and 8R. The output volume is determined based on the "basic volume", "channel setting ratio", and "volume value" contained in the sound data. The output volume is a numerical value obtained by multiplying the "basic volume", "channel setting ratio", and "volume value". In this example, the output volume can be set between "0" and "25".
[0464] As shown in Figures 9-7 to 9-9 and 9-10, sounds related to strong error notifications that have a high priority and should be notified to the player (hereinafter referred to as "strong error notification sounds") are played back and output on the fixed channels "CH:ME02" and "CH:SE02." Unlike the other channels, these fixed channels "CH:ME02" and "CH:SE02" play back and output sounds with a fixed maximum output volume of "25."
[0465] Specifically, in "CH:ME02" and "CH:SE02," the channel setting ratio is always fixed at the maximum value of "1 (100%)," and the volume value is always fixed at the maximum value of "5" without accepting any specified operation by the player (for example, operating the up or down buttons of the effect key provided on the pachinko game machine 1).
[0466] Additionally, among the message sounds and sound effects, sounds other than those related to strong error notifications that are not as important as strong error notifications but have a high priority of being notified to the player are played back and output on the fixed channels "CH:ME00" and "CH:ME01," as well as "CH:SE00" and "CH:SE01." Unlike the other channels, these fixed channels "CH:ME00" and "CH:ME01," as well as "CH:SE00" and "CH:SE01," play back and output at a fixed output volume of "20."
[0467] Specifically, for "CH:ME00" and "CH:ME01", as well as "CH:SE00" and "CH:SE01", the channel setting ratio is always fixed at the maximum value of "1 (100%)", and the volume value is always fixed at the maximum value of "5" without accepting any specified operation by the player (for example, operating the up and down buttons of the effect key provided on the pachinko gaming machine 1).
[0468] <Fade, Mute> Next, we will explain fade (fade out, fade in) and mute, which are processes that change the "output volume." These fade out, fade in, and mute are performed by changing the "output volume" in conjunction with changing the "channel setting ratio" shown in Figure 9-10.
[0469] Here, in the fade-out, the channel setting ratio of the effect sound being played back is gradually reduced from "1 (100%)" to "0 (0%)", thereby gradually reducing the output volume to "0". In the fade-in, the channel setting ratio of the effect sound being played back is gradually increased from "0 (0%)" to "1 (100%)", thereby gradually increasing the output volume to the maximum value.
[0470] Furthermore, in the mute mode, the channel setting ratio of the effect sound being played back is set to "0 (0%)", thereby setting the output volume of the effect sound being played back to "0". Note that while the mute mode is being executed, the output volume is "0", but the effect sound itself is being played back. Note that when an error notification sound with a high priority that should be notified to the player is being output, all other channels may be muted.
[0471] Thus, with fade-out, the output volume of the effect sound being played back is gradually reduced and eventually becomes "0" (for example, 1 (100%) → 0.5 (50%) → 0 (0%)), whereas with mute, the output volume of the effect sound being played back is immediately reduced to "0" (for example, 1 (100%) → 0 (0%)). In other words, mute is a control that reduces the output volume of the effect sound (to 0) in a shorter time than fade-out, and is a control that reduces the output volume to a greater extent per unit time.
[0472] [Decorative designs, small designs] In the first embodiment, the CPU 120 for effect control starts the variable display of the decorative symbol in the central area of the screen in response to the start of the variable display of the special symbol, and starts the variable display of the small symbol in the upper left area of the screen. In addition, in the case of a variable pattern accompanied by a super reach, the variable display of the SP symbol corresponding to the decorative symbol may be executed in the upper right area of the screen.
[0473] Then, in response to the completion of the special symbol variable display and the derived display of the display result, if the variable pattern is not accompanied by a super reach, the combination of decorative symbols that will be the display result is fixed and stopped in the central area of the screen, and the combination of small symbols that will be the display result is fixed and stopped in the upper left area of the screen. Also, if the variable pattern is accompanied by a super reach, the combination of small symbols that will be the display result is fixed and stopped in the upper left area of the screen.
[0474] When the variation pattern is that of a super reach (SP reach), the CPU 120 for controlling the effects hides or reduces the display of the decorative symbol combination that has become a reach state at the timing when the reach state develops into an SP reach (the timing when the game transitions to a battle or challenge effect). Regarding the small symbols, they are continuously displayed in a variable manner in the upper left area of the screen without changing the display mode before and after the development of the SP reach. In the following example of the effects, the explanation of the decorative symbols and small symbols is omitted.
[0475] [Example of SP Reach] Examples of the effects of each SP reach in the first embodiment will be described with reference to Figs. 9-11 to 9-19.
[0476] In the diagram of [Feature 01™], for the sake of convenience in explaining the rendering example, the rendering sounds are shown as being reproduced and output from speakers 8L and 8R near (to the right, below, etc.) the image display device 5. The actual positional relationship between each device (image display device 5, speakers 8L and 8R) is as shown in Figure 8-1.
[0477] Furthermore, in the diagram of [This Feature Section 01™], in order to clearly explain the features of the effect example, the effect sounds that are reproduced and output from the speakers 8L and 8R near the image display device 5 are illustrated, but the effect sounds illustrated here are only a part of the effect sounds that are actually reproduced and output from the speakers 8L and 8R, and other effect sounds may also be reproduced and output. For example, even if at least two or more types of effect sounds from the speakers 8L and 8R are reproduced and output from the speakers 8L and 8R, if it is desired to clearly show that the dialogue sounds or message sounds are being reproduced and output, only "dialogue sounds are being reproduced and output from the speakers 8L and 8R" or "message sounds are being reproduced and output from the speakers 8L and 8R" may be illustrated.
[0478] Also, when a piece of music is being played and output in addition to the dialogue voice or message sound from speakers 8L and 8R, the dialogue voice or message sound shall be played and output with a higher playback output priority than the music.
[0479] <Performance example of SP Reach A1> Figs. 9-11 are explanatory diagrams showing an example of the performance image and performance sound of each performance related when "SP Reach A1" is executed.
[0480] As shown in Fig. 9-11(1), at the timing when it should be developed into a super reach (SP Reach A1), the performance control CPU 120 executes the first challenge performance and causes the image display device 5 to display the first challenge screen (1) CA1. The first challenge screen (1) is an image including character A, a rock image, and the characters "Yume Yume Challenge".
[0481] At this time, the performance control CPU 120 causes the speakers 8L and 8R to play and output the dialogue voice of character A (voice provider A.A) saying the line "Yume Yume Challenge!!".
[0482] Next, as shown in Fig. 9-11(2), the performance control CPU 120 continues to execute the first challenge performance and causes the image display device 5 to display the first challenge screen (2) CA2. The first challenge screen (2) is an image including character A, character B, and a rock image. At this time, character B is performing a talking action.
[0483] At this time, the performance control CPU 120 causes the speakers 8L and 8R to play and output the dialogue voice of character B (voice provider B.B) saying the line "Fight, Nana!!". Also, the performance control CPU 120 causes a telop display corresponding to this dialogue voice (in this example, "Fight, Nana!!") to be displayed at the lower part of the screen of the image display device 5.
[0484] Next, as shown in FIGS. 9-11(3), the production control CPU 120 continuously executes the first challenge production and causes the image display device 5 to display the first challenge screen (3) CA3. The first challenge screen (3) is an image including character A performing an action of attacking a rock. At this time, character A is also performing a talking action.
[0485] At this time, the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the voice of character A (voice provider A.A) saying the line "Let's go, Mumu!!". Also, the production control CPU 120 causes a telop display (in this example, "Let's go, Mumu!!") corresponding to this line to be displayed at the lower part of the screen of the image display device 5.
[0486] In this state, if the display result is "big win", it proceeds to the successful production (not shown) shown in FIGS. 9-11(4A), and if the display result is "miss", it proceeds to the failed production (not shown) shown in FIGS. 9-11(4B).
[0487] <Example of production for SP reach B1> FIG. 9-12 is an explanatory diagram showing an example of production images and production sounds of each production related when "SP reach B1" is executed.
[0488] As shown in FIGS. 9-12(1), at the timing when it should be developed into a super reach (SP reach B1), the production control CPU 120 executes the second challenge production and causes the image display device 5 to display the second challenge screen (1) CX1. The second challenge screen (1) is an image including character X, a rock image, and the characters "Bingo Challenge".
[0489] At this time, the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the voice of character X (voice provider X.X) saying the line "Bingo Challenge!!".
[0490] Next, as shown in FIGS. 9-12(2), the production control CPU 120 continuously executes the second challenge production and causes the image display device 5 to display the second challenge screen (2) CX2. The second challenge screen (2) is an image including the character X, the character Y, and a rock image. At this time, the character Y is performing a talking action.
[0491] At this time, the production control CPU 120 causes the speaker 8L, 8R to reproduce and output the voice of the character Y (voice provider Y.Y) saying the line "I'm gonna do it!!". Also, the production control CPU 120 causes a caption display (in this example, "I'm gonna do it!!") corresponding to this voice line to be displayed at the lower part of the screen of the image display device 5.
[0492] Next, as shown in FIGS. 9-12(3), the production control CPU 120 continuously executes the second challenge production and causes the image display device 5 to display the second challenge screen (3) CX3. The first challenge screen (3) is an image including the character X performing an action of attacking the rock. At this time, the character X is also performing a talking action.
[0493] At this time, the production control CPU 120 causes the speaker 8L, 8R to reproduce and output the voice of the character X (voice provider X.X) saying the line "Doryaanngo!!". Also, the production control CPU 120 causes a caption display (in this example, "Doryaanngo!!") corresponding to this voice line to be displayed at the lower part of the screen of the image display device 5.
[0494] In this state, if the display result is "big win", it proceeds to a success production (not shown) as shown in FIGS. 9-12(4A), and if the display result is "loss", it proceeds to a failure production (not shown) as shown in FIGS. 9-12(4B).
[0495] <Production example of SP Reach C1> FIGS. 9-13 to 9-15 are explanatory diagrams showing an example of the production images and production sounds of each production related when "SP Reach C1" is executed.
[0496] As shown in Figure 9-13 (1), at the timing when the game should develop into a Super Reach (SP Reach C1), the performance control CPU 120 executes the battle performance [Long] and displays the first battle screen (1) BL1 on the image display device 5. The first battle screen (1) is an image including character A, character X, and the letters "VS."
[0497] At this time, the performance control CPU 120 executes the narration performance described below, and plays back and outputs the line "If you defeat Boingo, you'll win the jackpot!!" in the voice of a narrator (voice provider NN) from speakers 8L and 8R (hereinafter, the line sound composed of the narrator's voice will be referred to as "line sound N" as appropriate).
[0498] (Narration direction) In this embodiment, at a predetermined timing during the SP reach, a narration effect can be executed in which a narrator's voice is played back and output from speakers 8L and 8R to explain detailed information about the SP reach. The detailed information about the SP reach explained in the narration effect includes information such as "what kind of character or story will result in a 'jackpot' in that SP reach" and "the current status of the character or story in that SP reach."
[0499] In this embodiment, the narration is performed when the SP Reach begins. At the beginning of the SP Reach, a narrator, different from the character, explains how the characters and story in the SP Reach will result in a "jackpot," allowing the player to easily imagine how the SP Reach will unfold.
[0500] Next, as shown in FIG. 9-13(2), the performance control CPU 120 continues to execute the battle performance [long] and displays the first battle screen (2) BL2 on the image display device 5. The first battle screen (2) is an image including character A striking a pose. At this time, character A is also performing a speaking action.
[0501] At this time, the performance control CPU 120 causes the voice of character A (voice provider AA) to play back and output the line "Yume-chan has arrived, hmm!!" from speakers 8L and 8R. The performance control CPU 120 also causes a caption corresponding to this line (in this example, "Yume-chan has arrived, hmm!!") to be displayed at the bottom of the screen of the image display device 5.
[0502] Next, as shown in FIG. 9-13(3), the performance control CPU 120 continues to execute the battle performance [long] and displays the first battle screen (3) BL3 on the image display device 5. The first battle screen (3) is an image including characters A and X glaring at each other, a building background image positioned behind the characters, and a tree background image positioned in front of the characters. At this time, character A is also performing a speaking action.
[0503] At this time, the performance control CPU 120 causes the voice of character A (voice provider AA) to play back and output the line "We won't lose, Mumu!!" from speakers 8L and 8R. The performance control CPU 120 also causes a caption corresponding to this line (in this example, "We won't lose, Mumu!!") to be displayed at the bottom of the screen of the image display device 5.
[0504] Next, as shown in FIG. 9-14(4), the performance control CPU 120 continues to execute the battle performance [long] and causes the image display device 5 to display the first battle screen (4) BL4. The first battle screen (4) is an image including characters A and X running and attacking each other, a building background image positioned behind the characters, and a tree background image positioned in front of the characters. At this time, character A is also performing a speaking action.
[0505] At this time, the performance control CPU 120 causes the voice of character A (voice provider AA) to play back and output the line "Take this, Mumu!!" from speakers 8L and 8R. The performance control CPU 120 also causes a caption corresponding to this line (in this example, "Take this, Mumu!!") to be displayed at the bottom of the screen of the image display device 5.
[0506] Next, as shown in FIG. 9-14(5), the performance control CPU 120 continues to execute the battle performance [long] and causes the image display device 5 to display the first battle screen (5) BL5. The first battle screen (5) is an image of Character A and Character X running and attacking each other, viewed from the upper left rear of Character X, and includes a background image of a building placed to the right of the characters and a background image of a tree placed to the left of the characters. At this time, Character A is also performing a speaking action.
[0507] At this time, the performance control CPU 120 continuously reproduces and outputs the line sound "Take this, Mumu!!" in the voice of character A (voice provider AA) from speakers 8L and 8R. In addition, the performance control CPU 120 continuously displays a caption corresponding to this line sound (in this example, "Take this, Mumu!!") at the bottom of the screen of the image display device 5.
[0508] Next, as shown in FIG. 9-14(6), the performance control CPU 120 continues to execute the battle performance [long] and causes the image display device 5 to display the first battle screen (6) BL6. The first battle screen (6) is an image of Character A and Character X running and attacking each other, viewed from the building background image side, and includes a tree background image positioned behind the characters. At this time, Character X is also performing a speaking action.
[0509] At this time, the performance control CPU 120 causes the speaker 8L, 8R to play back and output the line sound "Woooongo!!" in the voice of character X (voice provider XX). The performance control CPU 120 also causes the image display device 5 to display a caption corresponding to this line sound (in this example, "Woooongo!!") at the bottom of the screen.
[0510] Next, as shown in FIG. 9-14(7), the performance control CPU 120 continues to execute the battle performance [long] and causes the image display device 5 to display the first battle screen (7) BL7. The first battle screen (7) is an image of Character A and Character X running and attacking each other, viewed from the upper left rear of Character A, and includes a background image of a tree placed to the right of the character and a background image of a building placed to the left of the character. At this time, Character X is also performing a speaking action.
[0511] At this time, the performance control CPU 120 continuously reproduces and outputs the dialogue sound "Woooongo!!" in the voice of character X (voice provider XX) from speakers 8L and 8R. In addition, the performance control CPU 120 continuously displays a caption corresponding to this dialogue sound ("Woooongo!!" in this example) at the bottom of the screen of the image display device 5.
[0512] Next, as shown in FIG. 9-15(8), the performance control CPU 120 continues to execute the battle performance [long] and displays the first battle screen (8) BL8 on the image display device 5. The first battle screen (8) is an image including characters A and X running and attacking each other, a building background image positioned behind the characters, and a tree background image positioned in front of the characters. At this time, character A is also performing a speaking action.
[0513] At this time, the performance control CPU 120 causes the voice of character A (voice provider AA) to play back and output the line sound "Let's go!!" from speakers 8L and 8R. The performance control CPU 120 also causes a caption display (in this example, "Let's go!!") corresponding to this line sound to be displayed at the bottom of the screen of the image display device 5.
[0514] In this example, the presentation images shown in Figures 9-14(4) to 9-15(8) are scenes in which Character A and Character X run towards each other while performing attack actions. By adopting this type of configuration, the anticipation can gradually build up until the display results are announced in the battle presentation.
[0515] Next, as shown in FIG. 9-15(9), the performance control CPU 120 continues to execute the battle performance [long] and displays the first battle screen (9) BL9 on the image display device 5. The first battle screen (9) is an image including a close-up of character A performing the final attack action. At this time, character A is also performing a speaking action.
[0516] At this time, the performance control CPU 120 causes the speakers 8L and 8R to play and output a line sound including the unique catchphrase "Powerfully go Mumu!!" in the voice of character A (voice provider AA). The performance control CPU 120 also causes a caption display (in this example, "Powerfully go Mumu!!") corresponding to this line sound to be displayed at the bottom of the screen of the image display device 5.
[0517] Next, as shown in Fig. 9-15 (10), at the timing when the operation prompt display in the variable pattern should be displayed, the performance control CPU 120 continues to execute the battle performance [long] and displays the first battle screen (10) BL10 on the image display device 5. The first battle screen (10) is an image including a close-up of character A and character X performing the final attack action.
[0518] At this time, the CPU 120 for performance control superimposes the first operation prompting display BT1 on the first battle screen (10) BL10 in the center of the screen of the image display device 5, urging the player to operate the operation unit (in this example, the push button 31B).
[0519] In this example, the first operation prompt display BT1 is formed by adding the words "PRESS!!" and a downward arrow above an object that resembles push button 31B, and adding a time bar that indicates the validity period of the operation below the object that resembles push button 31B. Here, because character A and character X are displayed in the background of the first operation prompt display BT1, the player operates the operation unit in the hope that character A will defeat character X by operating the operation unit.
[0520] In addition, when the first operation promotion display is shown, a voice of "Push it!!" may be reproduced and output from the speakers 8L and 8R. The voice material of "Push it!!" may be a character or a narrator. The same applies to the second operation promotion display described later.
[0521] In this state, when the display result is "big win", it proceeds to the victory effect (not shown) shown in FIG. 9-15(11A), and when the display result is "loss", it proceeds to the defeat effect (not shown) shown in FIG. 9-15(11B).
[0522] <Example of the effect of SP Reach A2> FIG. 9-16 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related when "SP Reach A2" is executed.
[0523] As shown in FIG. 9-16(1), at the timing when it should be developed into a super reach (SP Reach A2), the effect control CPU 120 executes the first annihilation effect and causes the image display device 5...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means includes: A first special effect indicating whether or not the advantageous state is controlled using at least one of the plurality of types of characters, and a plurality of types of special effects including a second special effect can be executed; After the special effect is executed, at least one of a plurality of types of announcements that inform the player of a specific event can be executed; In the first special effect, a first character can be displayed for the longest period of time among the plurality of types of characters; When the first character is displayed, a first speech voice corresponding to the first character can be output; In the second special performance, a second character can be displayed for the longest period of time among the plurality of types of characters; When the second character is displayed, a second speech voice corresponding to the second character can be output; when a first guidance announcement among the plurality of types of guidance announcements is executed, a first voice message related to the guidance of the specific event can be output; when a second guidance announcement among the plurality of types of guidance announcements is executed, a second voice message related to the guidance of the specific event can be output; The first guidance announcement can be executed after the first special performance is executed, After the second special performance is executed, the second guide announcement can be executed, the first dialogue voice and the first message voice are composed of a voice of a first voice provider corresponding to the first character, the second dialogue voice and the second message voice are composed of a voice of a second voice provider corresponding to the second character, The performance execution means includes: When an abnormal situation occurs, an abnormality notification voice composed of a special voice provider's voice can be output, In the advantageous state, a piece of music selected by a player from a plurality of pieces of music including voices of different voice providers can be outputted; When the special effect is executed and the game is controlled to be in the advantageous state, a specific piece of music including the voice of the first voice provider can be output without being selected by the player; the abnormality notification voice composed of the voice of the special voice provider has an intonation level lower than that of the first dialogue voice and the first message voice composed of the voice of the first voice provider; The gaming machine in which none of the multiple types of music that can be output in the advantageous state includes the voice of the special voice provider.
Citation Information
Patent Citations
Game machine
JP2010207534A
Game machine
JP2013085876A
Game machine
JP2013192899A
Game machine
JP2018143533A
Game machine
JP2021078756A