Gaming Machines
By introducing a performance execution mechanism into the game console, displaying specific images and performing special performance, the problem of not being able to effectively improve the gaming experience in the prior art is solved, and the effect of increasing player interest and participation is achieved.
Patent Information
- Application Number
- JP2022172365
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-27
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2039-11-20
AI Technical Summary
Existing game consoles cannot effectively improve game experience and player interest when displaying specific images.
Introducing performance execution mechanisms in gaming consoles, increasing game performance and player participation by displaying specific images in game mode changes and performing special performances within a specific time period.
By increasing the performance effects and special performance in the game, players' interest and participation in the game are improved and the gaming experience is enhanced.
Smart Images

Figure 0007655561000001 
Figure 0007655561000002 
Figure 0007655561000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in pachinko gaming machines, which are a type of gaming machine, when a jackpot display result is displayed in a pattern changing game, a jackpot game is awarded in which a special ball entrance is opened, and a presentation is implemented to heighten the anticipation of a jackpot.
[0003] Among such pachinko gaming machines, for example, there is one, as disclosed in Patent Document 1, that displays a specific image such as a specific background image during a specific period spanning multiple consecutive pattern change games, and indicates the likelihood of a jackpot based on the number of pattern change games in which the specific image is displayed. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2012-75523 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such gaming machines, it is desirable to increase interest in the game by improving the presentation effect of the presentation in which the specific image is displayed. The present invention has been made in consideration of the problems existing in the conventional technology, and has an object to provide a gaming machine which can increase the interest in the game. [Means for solving the problem]
[0006] The gaming machine that solves the above problem is a gaming machine in which a jackpot game is awarded after a jackpot display result is displayed in a symbol variation game, and is equipped with an effect execution means that executes effects, and the effects executed by the effect execution means include a specific effect that is executed in a specific period that is a part of the period in which one symbol variation game is executed, and a special effect that can be executed when the specific effect is started, and the specific period includes a first specific period and a second specific period having a control time longer than the first specific period, and the specific effect can be executed in the first specific period and in the second specific period, and when executed in the first specific period, it is an effect that can display different specific images until a predetermined time has elapsed since control in the first specific period and when executed in the second specific period, it is an effect that has a higher jackpot expectation rate than when executed in the first specific period, and it is executed when a first execution condition is established and when a second execution condition is established. a pseudo consecutive effect may be started, the special effect is an effect that displays the same special image when the specific effect is executed in the first specific period and when it is executed in the second specific period, the specific effect is an effect that variably displays an image indicating a jackpot expectation rate, and when it is executed in the second specific period, it is an effect that is more likely to change to an image with a higher jackpot expectation rate than when it is executed in the first specific period, a pseudo consecutive effect can be executed when the specific effect is executed, the pseudo consecutive effect is an effect that can execute multiple unit effects during one pattern variation game, and one unit effect is an effect from the start of the pattern variation display to the time when the pattern is temporarily stopped and displayed, the number of times that the unit effects are continuously executed in the pseudo consecutive effect executed when the specific effect is executed is greater when the specific effect is executed in the second specific period than when the specific effect is executed in the first specific period, and when the unit effects are continuously executed in the pseudo consecutive effect executed when the specific effect is executed,When a pattern that can be specified as the unit performance being continuously executed is temporarily stopped and displayed, and the unit performance is executed multiple times in succession during one execution of a pattern change game, there are cases where the specific performance is executed during the execution of the unit performance that is executed first among the multiple consecutive unit performances and during the execution of the unit performance that is executed after the unit performance that is executed first, and cases where the specific performance is not executed during the execution of the unit performance that is executed first among the multiple consecutive unit performances, and the specific performance is executed during the execution of the unit performance that is executed after the unit performance that is executed first. In the case where the unit performance is executed multiple times in succession during execution of one symbol variation game, one of the specific performances can be executed across multiple consecutive unit performances, and the image indicating the jackpot expectation displayed during the specific performance may be displayed in a changing manner across multiple consecutive unit performances. The gist of the present invention is as follows. Effect of the Invention
[0007] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a schematic diagram showing a pachinko gaming machine. [Diagram 2] FIG. 2 is a diagram showing the electrical configuration of a pachinko game machine. [Diagram 3] FIG. [Figure 4] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Diagram 5] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 6] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 7] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 8] FIG. [Figure 9] 13(a) to (d) are diagrams showing presentation modes based on presentation patterns. [Figure 10] FIG. [Figure 11] 13(a) to (f) are diagrams showing the presentation modes of the presentation blocks. [Figure 12]13A and 13B are diagrams showing the control mode of a special zone. [Figure 13] FIG. 11 is a diagram showing a read-ahead command setting process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [First embodiment] An embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0010] As shown in Fig. 1, a pachinko gaming machine 10 serving as a gaming machine includes a frame 11. The frame 11 is a member for mounting various components such as a game board 20. The pachinko gaming machine 10 is equipped with a launch handle 16. For example, the launch handle 16 is provided on the front side of the frame body 11. In the pachinko gaming machine 10, game balls (game media) are launched toward a game area 21 of a game board 20 with strength according to the amount of operation (amount of rotation) of the launch handle 16. In other words, the pachinko gaming machine 10 is configured so that the launch strength of the game balls can be adjusted by operating the launch handle 16.
[0011] The pachinko game machine 10 is equipped with a decorative lamp 17. For example, the decorative lamp 17 is provided on the front side of the frame body 11. The decorative lamp 17 has a built-in light-emitting body (not shown) and is configured to be able to emit light, blink, and turn off by the light-emitting body. The decorative lamp 17 executes an effect of emitting light, blinking, and turning off (hereinafter referred to as a light-emitting effect) as one of the effects.
[0012] The pachinko game machine 10 is equipped with a speaker 18. For example, the speaker 18 is provided on the front side of the frame body 11. The speaker 18 is a device that outputs sound, and executes a performance (hereinafter referred to as a sound performance) that outputs sounds such as human or animal voices, sound effects, and music as one of the performances.
[0013] The pachinko gaming machine 10 is provided with an operation button 19 at a position operable by a player on the front side of the frame 11. The operation button 19 as an operation means is used, for example, during a performance.
[0014] The pachinko gaming machine 10 includes an information display device 22. For example, the information display device 22 is provided at a position on the gaming board 20 that is visible to the player. The information display device 22 notifies various information indicating the control state of the pachinko gaming machine 10.
[0015] The information display device 22 includes a first special symbol display section 22a. The first special symbol display section 22a is configured to be capable of displaying one or more types of first special symbols. The first special symbol display section 22a is capable of executing a first special symbol variation game (first variation game) in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "first special symbol variation game" may be abbreviated to "first special game."
[0016] The information display device 22 includes a second special symbol display section 22b. The second special symbol display section 22b is configured to be capable of displaying one or more types of second special symbols. The second special symbol display section 22b is capable of executing a second special symbol change game (second change game) in which a predetermined symbol is changed and displayed, and the second special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "second special symbol change game" may be abbreviated to "second special game."
[0017] In the following description, when the first special symbol changing game and the second special symbol changing game are not distinguished from each other, they may be collectively referred to as "special symbol changing games (symbol changing games)" and the special symbol changing game may be referred to as "special game." The first special symbol and the second special symbol are symbols for notifying the result of a lottery (a big win lottery to be described later) that is internally executed in the pachinko game machine 10.
[0018] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "determined stop display" means a state in which the pattern is definitively displayed and the type of the displayed pattern does not change. In this specification, "determined stop display" and "derive" have the same meaning when it comes to patterns. The special patterns that can be derived in the first special pattern display section 22a and the second special pattern display section 22b include a jackpot pattern as a jackpot display result and a miss pattern as a miss display result. When a jackpot pattern is derived in a special game, the player can recognize that it will be a jackpot. When a miss pattern is derived in a special game, the player can recognize that it will be a miss.
[0019] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed in preference to the first special game. In this embodiment, when the jackpot lottery is won, a jackpot pattern is derived in the special game, and the jackpot game is awarded after the special game ends. In other words, the jackpot game (winning game) is a game that is awarded on the condition that the jackpot lottery is won, and is a game that is awarded after the jackpot display result is displayed in the special game. As will be described in detail later, the jackpot game is a game in which a large number of prize balls can be won, and is therefore an advantageous game (state) for the player.
[0020] The information display device 22 includes a first special hold display section 22c. The first special hold display section 22c displays information that allows the user to recognize the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of first special games that are on hold is indicated as the "first special hold number." The information display device 22 includes a second special hold display section 22d. The second special hold display section 22d displays information that allows the user to recognize the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of second special games that are on hold is indicated as the "second special hold number." For example, the maximum values of the first special hold number and the second special hold number are each "4."
[0021] The information display device 22 includes a normal symbol display section 22e. The normal symbol display section 22e is configured to be capable of displaying one or more types of normal symbols. The normal symbol display section 22e is capable of executing a normal symbol variable game (normal variable game) in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. In the following description, the normal symbol variable game is abbreviated to "normal game". The normal symbols that can be derived to the normal symbol display section 22e include a normal winning symbol and a normal losing symbol. When a normal winning symbol is derived in the normal game, the player can recognize that a normal winning has occurred. When a normal losing symbol is derived in the normal game, the player can recognize that a normal losing has occurred. In this embodiment, when a winning lottery for a normal symbol is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. As will be described in more detail later, normal winning gameplay is advantageous to the player because it makes it easier to establish the reservation conditions for the second special game.
[0022] The information display device 22 includes a regular hold display section 22f. The regular hold display section 22f displays information that indicates the number of regular games (number of regular hold games) that have been held because the hold condition has been met but the execution condition has not yet been met. For example, the maximum number of regular holds is "4."
[0023] Next, the game board 20 will be described. The game board 20 has a surface side (front side) of the game board 20 divided into a substantially circular shape by rails, forming a game area 21. The pachinko game machine 10 also has a center frame 26 decorated with various ornaments in the substantially center of the game area 21. The center frame 26 has an opening 26a.
[0024] The pachinko gaming machine 10 is equipped with an effect display device 27 as an effect execution means for executing an effect. The effect display device 27 is equipped with a display area 27r in which an image is displayed. The effect display device 27 is attached to the game board 20 so that the player can view the display area 27r through the opening 26a of the center frame 26. The effect display device 27 executes an effect (hereinafter, referred to as a display effect) in which an image (picture) imitating a predetermined character or letter is displayed as one of the effects.
[0025] In this embodiment, the display effects that the effect display device 27 can execute include an effect pattern change game in which effect patterns are variably displayed in multiple rows and a combination of effect patterns is ultimately derived. In the following explanation, the effect pattern change game is abbreviated to "effect game." The effect patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.
[0026] The effect game is started with the start of the special game and is ended with the end of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. For example, the big win symbol combination by the effect symbols is a symbol combination in which the effect symbols of all columns are the same, such as "333" or "777". When a losing symbol is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. For example, the losing symbol combination by the effect symbols is a symbol combination in which the effect symbols of at least some columns are different from the effect symbols of the other columns, such as "787" or "556". In the effect game, the effect symbols may be stopped once before being displayed as a fixed stop. In this specification, the term "temporarily stopped display" refers to a temporary stop state before the performance pattern is displayed in a definite stopped state, for example, a state in which the performance pattern is displayed in a fluctuating manner.
[0027] The performance game may include a reach performance that is performed by forming a reach. A reach is a state in which the same performance symbol is temporarily displayed in a specific column (the first column and the third column in this embodiment) among multiple columns, and a performance symbol in a column other than the specific column (the second column in this embodiment) is continuously displayed in a variable manner. For example, the reach performance may include multiple types of reach performances in which the characters that appear and the actions of the performance symbols are different.
[0028] The pachinko game machine 10 is provided with a first start port 28 that opens to the game area 21 below the center frame 26. The first start port 28 is always open so that game balls can enter. The first start port 28 is capable of receiving game balls. The pachinko game machine 10 is provided with a first start sensor SE1 that detects game balls that have entered the first start port 28. For example, the first start sensor SE1 is provided in a passage through which the game balls that have entered the first start port 28 pass. In this embodiment, when the first start sensor SE1 detects a game ball, a reservation condition (first reservation condition) for the first special game can be established, and a payout condition for prize balls is established. In this way, the first start sensor SE1 detects the entry of a game ball into the first start port 28 (a game ball that has entered the first start port 28). Furthermore, the first special game may be executed (can be executed) when a gaming ball enters the first starting hole .
[0029] The pachinko game machine 10 is provided with a second start port 29 that opens to the game area 21 below the center frame 26. A game ball can enter the second start port 29. The pachinko game machine 10 is provided with a second start sensor SE2 that detects a game ball that has entered the second start port 29. For example, the second start sensor SE2 is provided in a passage through which the game ball that has entered the second start port 29 passes. In this embodiment, when the game ball is detected by the second start sensor SE2, the reservation condition (second reservation condition) of the second special game can be established, and the payout condition of the prize ball is established. In this way, the second start sensor SE2 detects the entry of a game ball into the second start port 29 (a game ball that has entered the second start port 29). In addition, the second special game may be executed (can be executed) when a game ball enters the second start port 29.
[0030] The pachinko gaming machine 10 is provided with a normal variable member 30 that can be operated in an open state (permitted state) and a closed state (restricted state) in the game area 21. The open state is a state in which the game ball can be inserted into the second starting hole 29 or it is easy to insert the game ball into the second starting hole 29. The closed state is a state in which the game ball cannot be inserted into the second starting hole 29 or it is difficult to insert the game ball into the second starting hole 29. The pachinko gaming machine 10 is provided with a normal actuator A1 (shown in FIG. 2) that operates the normal variable member 30. The normal variable member 30 is operated to the open state during a normal winning game. In this way, the normal variable member 30 operates so that the second starting hole 29 can be inserted into an open state and a closed state.
[0031] The pachinko gaming machine 10 has a large prize opening 31 that opens into the gaming area 21 at the lower right of the center frame 26. The pachinko gaming machine 10 has a special prize sensor SE3 that detects a gaming ball that has entered the large prize opening 31. For example, the special prize sensor SE3 is provided in a passage through which the gaming ball that has entered the large prize opening 31 passes. In this embodiment, when a gaming ball is detected by the special prize sensor SE3, a condition for paying out a prize ball is established.
[0032] The pachinko game machine 10 is provided with a special variable member 32 that can be operated in an open state (permitted state) and a closed state (restricted state) in the game area 21. The open state is a state in which the game ball can be inserted into the large prize opening 31 or is easy to insert. The closed state is a state in which the game ball cannot be inserted into the large prize opening 31 or is difficult to insert. The pachinko game machine 10 is provided with a special actuator A2 (shown in FIG. 2) that operates the special variable member 32. The special variable member 32 is operated to the open state in a big win game. In this way, the special variable member 32 operates so that the large prize opening 31 can be inserted into the open state and the closed state. In other words, a big win game is a game in which the large prize opening 31 is opened (the large prize opening 31 is opened).
[0033] The pachinko gaming machine 10 is provided with a gate 33 through which a gaming ball can pass (enter) at the right side of the center frame 26 in the gaming area 21. The gate 33 is provided with a gate sensor SE4 (shown in FIG. 2) through which a gaming ball can enter and which detects a gaming ball passing through the gate 33. In this embodiment, when a gaming ball is detected by the gate sensor SE4, a reserve condition for the normal game may be established.
[0034] The pachinko gaming machine 10 is provided with a general winning opening 34 that opens into the gaming area 21 to the right of the center frame 26. The pachinko gaming machine 10 is provided with a general winning sensor SE5 (shown in FIG. 2) that detects a gaming ball that has entered the general winning opening 34. For example, the general winning sensor SE5 is provided in a passage (not shown) through which the gaming ball that has entered the general winning opening 34 passes. In this embodiment, when a gaming ball is detected by the general winning sensor SE5, a payout condition for a prize ball is established. The pachinko gaming machine 10 may be provided with multiple general winning openings.
[0035] The pachinko game machine 10 of this embodiment is provided with a first start opening 28, a second start opening 29, a big prize opening 31, and a general prize opening 34 as winning openings. The pachinko game machine 10 may be provided with winning openings other than the above winning openings. A "winning" is when a game ball enters a winning opening. The pachinko game machine 10 is also provided with components such as nails and windmills for changing the behavior of the game ball flowing down the play area 21.
[0036] Also, in this embodiment, the pachinko gaming machine is provided with multiple movable bodies KL, KR. The multiple movable bodies KL, KR include a left movable body KL and a right movable body KR that resemble swords. In this embodiment, the left movable body KL moves when driven by a first performance actuator A3 (shown in FIG. 2), and the right movable body KR moves when driven by a second performance actuator A4 (shown in FIG. 2). The left movable body KL and the right movable body KR perform moving performances. Thus, in this embodiment, the left movable body KL and the right movable body KR correspond to moving performance means.
[0037] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state in which the jackpot probability is higher than in the low probability state. In the high probability state, the possibility of winning the jackpot lottery is higher than in the low probability state, making it a gaming state that is advantageous for the player. The high probability state is what is known as a "probability-varying state (high probability state)."
[0038] The pachinko game machine 10 has a low base state and a high base state as game states with different ratios of the number of winning balls to the number of shot game balls. The high base state is a game state in which the probability of a game ball entering the second starting hole 29 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a so-called "non-electric support state". In the high base state, the probability of a game ball entering the second starting hole 29 increases, making it easier for the game ball to enter the second starting hole 29, resulting in a game state that is advantageous to the player (easy ball entry state, improved ball entry rate state).
[0039] For example, the high base state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal symbol winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that lengthens the total opening time of the normal variable member 30 in one normal winning game compared to that in the low base state. Note that, as the opening time extension control, at least one of the control that increases the number of openings of the normal variable member 30 in one normal winning game compared to that in the low base state and the control that lengthens the opening time of one normal variable member 30 in a normal winning game compared to that in the low base state may be performed.
[0040] In this embodiment, the normal hit probability in the low base state exceeds 0. Therefore, the normal variable member 30 can be operated to the open state in the low base state. The normal hit probability in the low base state may be 0. In this case, the normal variable member 30 is not operated to the open state in the low base state. In other words, the low base state is a state in which it is more difficult for a game ball to enter the second starting hole 29 or in which a game ball does not enter the second starting hole 29 compared to the high base state.
[0041] The high base state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time (for example, average fluctuation time) of the special game compared to the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state" for the special symbol. In contrast, the low base state becomes a so-called "non-fluctuation time shortening state" for the special symbol.
[0042] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. A type of jackpot is determined for each of the plurality of types of jackpot symbols. A type of jackpot game is determined for each of the plurality of types of jackpot symbols (types of jackpots).
[0043] In the jackpot game, first, an opening performance is performed for a predetermined opening time to notify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, multiple rounds of play are performed to open the big prize opening 31. The rounds are performed up to the upper limit number of times. In this embodiment, the upper limit number of times is a predetermined number of times.
[0044] One round of play ends when a first end condition is met in which a predetermined upper limit number ("9" in this embodiment) of game balls enter the big prize opening 31, or when a second end condition is met in which a predetermined upper limit time has elapsed. That is, the end conditions for ending each of the multiple rounds of play include a first end condition in which the number of game balls entering the big prize opening 31 becomes the upper limit number, and a second end condition in which the number of game balls entering the big prize opening 31 does not become the upper limit number and a predetermined upper limit time has elapsed. In the round play, the big prize opening 31 is opened in a predetermined opening mode, and more specifically, it takes an open state when the round play starts and takes a closed state when the round play ends. In the round play, a round performance is performed. In this way, the special variable member 32 operates so that the big prize opening 31 can be in an open state in each of the multiple round games, and when the start condition for starting each round game is met, the big prize opening 31 is in an open state, and when the end condition for ending each round game is met, the big prize opening 31 is in a closed state. Then, when the final round game is finished in the big prize game, an ending performance is performed for a predetermined ending time to notify the end of the big prize game. The big prize game ends as the ending time passes.
[0045] Next, a specific big win in the pachinko gaming machine 10 will be described. In this embodiment, of the 100 types of jackpot symbols displayed in the first special symbol display section 22a as the game result of the first special game, 65 types of jackpot symbols are classified as symbols ZA, and 35 types of jackpot symbols are classified as symbols ZB. Also, of the 100 types of jackpot symbols displayed in the second special symbol display section 22b as the game result of the second special game, 65 types of jackpot symbols are classified as symbols Za, and 35 types of jackpot symbols are classified as symbols Zb. Thus, in this embodiment, there are two types of jackpots in the first special game and two types of jackpots in the second special game, but this is not limited to this. Hereinafter, the types of jackpots will be expressed as jackpots based on symbols ZA, ZB, Za, and Zb, using the types of jackpot symbols. In addition, the types of jackpot games awarded based on the type of jackpot are expressed as jackpot games based on the patterns ZA, ZB, Za, and Zb using the types of jackpot patterns.
[0046] For the jackpot games based on the symbols ZA and Za, the upper limit of the number of rounds is set to 10. For the jackpot games based on the symbols ZB and Zb, the upper limit of the number of rounds is set to 4, which is less than 10.
[0047] In this embodiment, the upper limit time for each round game is set to 25 seconds for each big win game. In this embodiment, an interval time between rounds (2 seconds in this embodiment) is set (specified) for each of the multiple round games after the end of the round game, and when the interval time between rounds has elapsed, the next round game starts or the ending time starts. In this embodiment, the same opening time (8 seconds in this embodiment) and the same ending time (10 seconds in this embodiment) are set for all types of big win games.
[0048] For the patterns ZA and Za, a high probability state and a high base state are defined as game states after the end of a jackpot game. After the end of a jackpot game based on the patterns ZA and Za, the high probability state and the high base state are granted until the next jackpot game is awarded. For the patterns ZB and Zb, a low probability state and a high base state are defined as game states after the end of a jackpot game. After the end of a jackpot game based on the patterns ZB and Zb, the low probability state is granted, and the high base state is granted until the end of a special game with a predetermined upper limit number of times (100 times in this embodiment) or until a jackpot game is awarded before the end of the special game with the upper limit number of times.
[0049] In this embodiment, the probability of winning is set to 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The probability of winning is set to 1 / 65536 in the low base state and 65534 / 65535 in the high base state. In this embodiment, a normal winning lottery is performed to determine whether a normal winning will occur, but this is not limited to the above. For example, a normal winning lottery may not be performed, and a normal winning will occur in the low base state, while a normal winning will not occur in the high base state. The total opening time of the normal variable member 30 in one normal winning game is set to 396 ms in the low base state and 5680 ms in the high base state. The number of winning balls is set to "4" when a game ball is detected by the first start sensor SE1, "1" when a game ball is detected by the second start sensor SE2, "15" when a game ball is detected by the special winning sensor SE3, and "5" when a game ball is detected by the general winning sensor SE5.
[0050] Next, the electrical configuration of the pachinko gaming machine 10 will be described. 2, the pachinko gaming machine 10 includes a main control board 40 on the back (rear) of the game board 20. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of the processes.
[0051] The pachinko game machine 10 also includes a sub-control board 41 on the back (rear) of the game board 20. The sub-control board 41 executes a predetermined process based on a control signal input from the main control board 40. For example, the sub-control board 41 executes processes for causing the decorative lamps 17 to emit light, the speaker 18 to produce sound, and the effect display device 27 to produce a display effect.
[0052] First, the main control board 40 will be described. The main control board 40 includes a main control CPU 40a, a main control ROM 40b, and a main control RAM 40c. The main control CPU 40a executes a main control program to perform various processes.
[0053] The main control ROM 40b stores a main control program, a table used in a predetermined lottery, a judgment value, and the like. The main control ROM 40b also stores a plurality of types of variation patterns. The variation pattern is information capable of identifying a variation time from the start of a special game to the end of the special game. In the present embodiment, the variation pattern is information capable of identifying the presentation content (presentation mode) of a presentation game performed from the start of a special game to the end of the special game, such as the type of reach presentation. For example, the variation pattern does not have to be information capable of identifying the presentation content of a presentation game performed from the start of a special game to the end of the special game, as long as it is information capable of identifying a variation time from the start of a special game to the end of the special game.
[0054] The variation patterns include a big win variation pattern, a miss reach variation pattern, and a miss variation pattern. In the big win variation pattern, the performance content of the performance game is determined to be a performance content that goes through a reach performance and finally derives a big win symbol combination. In the miss reach variation pattern, the performance content of the performance game is determined to be a performance content that goes through a reach performance and finally derives a miss symbol combination. In the miss variation pattern, the performance content of the performance game is determined to be a performance content that does not go through a reach performance and finally derives a miss symbol combination.
[0055] The main control RAM 40c is configured to be capable of storing various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 40c is, for example, a flag, a counter, and a timer. The main control board 40 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.
[0056] The main control CPU 40a and the sensors SE1 to SE5 are connected to each other. The main control CPU 40a is configured to be able to input detection signals that are output when the sensors SE1 to SE5 detect a gaming ball.
[0057] The main control CPU 40a and the actuators A1, A2 are connected to each other. The main control CPU 40a is configured to be able to control the operations of the actuators A1, A2. The main control CPU 40a and the information display device 22 are connected to each other. The main control CPU 40a is configured to be able to control the display contents of the information display device 22.
[0058] Next, the sub-control board 41 will be described. The sub-control board 41 and the main control board 40 are connected to each other. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 40 to the sub-control board 41.
[0059] The sub-control board 41 includes a sub-control CPU 41a, a sub-control ROM 41b, and a sub-control RAM 41c. The sub-control CPU 41a executes a sub-control program to perform various processes (e.g., processes related to performance). The sub-control ROM 41b stores the sub-control program, tables used in the lottery, and judgment values. The sub-control ROM 41b stores display performance data related to the display performance in the performance display device 27. The sub-control ROM 41b stores light-emitting performance data related to the light-emitting performance in the decorative lamp 17. The sub-control ROM 41b stores audio performance data related to the audio performance in the speaker 18.
[0060] The sub-control RAM 41c is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 41c is, for example, a flag, a counter, and a timer. The sub-control board 41 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.
[0061] The sub-control CPU 41a and the performance display device 27 are connected. The sub-control CPU 41a is configured to be able to control the display mode of the performance display device 27. The sub-control CPU 41a and the decorative lamp 17 are connected. The sub-control CPU 41a is configured to be able to control the light emission mode of the decorative lamp 17. The sub-control CPU 41a and the speaker 18 are connected. The sub-control CPU 41a is configured to be able to control the output mode of the speaker 18. The sub-control CPU 41a and the operation button 19 are connected. The sub-control CPU 41a is configured to be able to input an operation signal indicating that the operation button 19 has been operated.
[0062] The sub-control CPU 41a and the actuators A3 and A4 are connected. The sub-control CPU 41a is configured to be able to control the operation of the actuators A3 and A4. The first performance actuator A3 is an actuator, such as a stepping motor, for moving (operating) the left movable body KL, and the second performance actuator A4 is an actuator, such as a stepping motor, for moving the right movable body KR.
[0063] Next, various processes performed in the pachinko gaming machine 10 will be described. First, the special symbol input process performed by the main control CPU 40a will be described. The special symbol input process is performed as an interrupt process.
[0064] In the special symbol input process, the main control CPU 40a determines whether or not a gaming ball has entered the first start hole 28 based on whether or not a detection signal has been input from the first start sensor SE1. When a game ball enters the first starting hole 28, the main control CPU 40a judges whether the first special reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU 40a updates the first special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition for the first special game. In this process, the main control CPU 40a controls the information display device 22 to display the updated first special reserved number. In addition, the main control CPU 40a sets information (hereinafter referred to as the first reserved number command) that can identify the updated first special reserved number in the output buffer. The information (control command) set in the output buffer is output to the sub-control board 41 in the next or subsequent interrupt processing.
[0065] Next, the main control CPU 40a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 40c. For example, the random numbers are random numbers used in a jackpot lottery, random numbers used to determine a jackpot symbol, random numbers used to determine a variation pattern, and the like. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main control RAM 40c, the execution of the first special game can be suspended until the execution condition of the first special game is established. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method.
[0066] When no game ball has entered the first start hole 28, when the number of first special reserved balls is not less than the upper limit number, and when random number information for the first special game is stored in the main control RAM 40c, the main control CPU 40a judges whether or not a game ball has entered the second start hole 29 based on whether or not a detection signal has been input from the second start sensor SE2. When no game ball has entered the second start hole 29, the main control CPU 40a ends the special symbol input process.
[0067] When a game ball enters the second starting hole 29, the main control CPU 40a judges whether the second special reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU 40a ends the special symbol input process. When the second special reserved number is less than the upper limit number, the main control CPU 40a updates the second special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition for the second special game. In this process, the main control CPU 40a controls the information display device 22 to display the updated second special reserved number. In addition, the main control CPU 40a sets information capable of identifying the updated second special reserved number (hereinafter referred to as the second reserved number command) in the output buffer.
[0068] Next, the main control CPU 40a acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 40c. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that the random number information is for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 40c, the execution of the second special game can be suspended until the execution condition of the second special game is met.
[0069] Next, the special symbol start process performed by the main control CPU 40a will be described. The special symbol start process is performed as an interrupt process. In the special symbol start process, the main control CPU 40a judges whether a special game or a big win game is being played. If a special game or a big win game is being played, the main control CPU 40a ends the special symbol start process.
[0070] On the other hand, when not in a special game or a big win game, the main control CPU 40a judges whether the second special reserved number stored in the main control RAM 40c is "1" or more. When the second special reserved number is "1" or more, the main control CPU 40a performs a predetermined process so that the execution condition of the second special game is established and the second special game is started. On the other hand, when the second special reserved number is not "1" or more, the main control CPU 40a judges whether the first special reserved number stored in the main control RAM 40c is "1" or more. When the first special reserved number is "1" or more, the main control CPU 40a performs a predetermined process so that the execution condition of the first special game is established and the first special game is started. In this way, the main control CPU 40a executes the second special game in priority to the first special game. On the other hand, when the first special reserved number is not "1" or more, the main control CPU 40a ends the special symbol start process.
[0071] When starting the first special game, the main control CPU40a updates the first special reserved number stored in the main control RAM40c by subtracting "1". In this process, the main control CPU40a controls the information display device 22 so that the updated first special reserved number is displayed. Next, the main control CPU40a reads out the first stored random number information of the random number information for the first special game from the main control RAM40c. After reading out the first stored random number information, the main control CPU40a erases the random number information from the main control RAM40c.
[0072] Next, the main control CPU 40a judges whether or not a jackpot will be won based on the read random number information and the jackpot judgment value stored in the main control ROM 40b. The judgment of whether or not a jackpot will be won is, for example, judged by whether or not the value of the random number specified from the random number information matches the jackpot judgment value corresponding to the current probability state. The judgment of whether or not a jackpot will be won may be judged by whether or not the value obtained by adding the value of the random number specified from the random number information and the jackpot judgment value exceeds a predetermined value.
[0073] When the jackpot is won, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game by lottery using the read random number information for the first special game. When the jackpot symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a symbol command) capable of identifying the determined jackpot symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a game start command) capable of identifying the determined variation pattern and instructing the start of a performance game based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process. In this embodiment, the game start commands include a first game start command that instructs the start of a presentation game based on the fluctuation pattern of a first special game, and a second game start command that instructs the start of a presentation game based on the fluctuation pattern of a second special game, and the information is capable of identifying which special game's fluctuation pattern it is based on.
[0074] On the other hand, in the case of a loss that does not win the jackpot, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game by a lottery using the read random number information for the first special game. When the loss symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter, referred to as a symbol command) capable of identifying the determined loss symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets a game start command that can identify the determined variation pattern and is based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process.
[0075] When starting the second special game, the main control CPU40a performs the same control as when starting the first special game described above. That is, the main control CPU40a performs subtraction of the second special reserved number, jackpot lottery (jackpot judgment), decision of jackpot or non-jackpot symbol based on the result of jackpot lottery, decision of variation pattern based on the result of jackpot lottery, and setting of symbol command and game start command. After that, the main control CPU40a ends the special symbol start process.
[0076] Then, when the special symbol start process is ended, the main control CPU40a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU40a controls the information display device 22 so that the special game is started. The main control CPU40a measures the change time determined in the change pattern determined in the special symbol start process. Then, the main control CPU40a controls the information display device 22 so that the special symbol determined in the special symbol start process is derived when the change time determined in the change pattern has elapsed. In addition, when the change time determined in the change pattern determined in the special symbol start process has elapsed, the main control CPU40a instructs the stop of the change of the performance symbol, and sets information (hereinafter, referred to as a game end command) for deriving a symbol combination by the performance symbol in the output buffer.
[0077] In this way, the main control CPU40a can control the first special game and the second special game, and when the execution condition of the special game is satisfied, the main control CPU40a controls the execution of the special game. In this embodiment, the main control CPU40a that determines the variation pattern that can specify the variation time of the special game corresponds to the variation pattern determination means.
[0078] Next, the big win process performed by the main control CPU 40a will be described. In the jackpot process, the main control CPU 40a performs control to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the main control CPU 40a awards a jackpot game by executing the jackpot process.
[0079] When the special game of the big win is over, the main control CPU40a first sets information (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. When the opening time has elapsed, the main control CPU40a performs processing for executing a round game. Specifically, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is opened based on an opening pattern determined by the big win symbol (type of big win), and starts the round game. After starting the round game, when the first end condition or the second end condition is established, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is closed, and ends the round game. The main control CPU40a repeats such processing for executing the round game until the specified number of round games are completed.
[0080] In addition, the main control CPU 40a sets information (hereinafter referred to as a round command) capable of identifying the start of a round game in the output buffer each time a round game is started. When the final round game ends, the main control CPU 40a sets information (hereinafter referred to as an ending command) capable of identifying the start of an ending time in the output buffer. When the ending time has elapsed, the main control CPU 40a ends the big win game.
[0081] Next, the game status processing performed by the main control CPU 40a will be described. When the main control CPU 40a awards a jackpot game based on the symbols ZA and Za, it sets a value that can specify that the state is controlled to a high probability state when the jackpot game ends to the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a awards a jackpot game based on the symbols ZA and Za, it sets a value that can specify that the state is controlled to a high base state when the jackpot game ends to the main base state flag stored in the main control RAM 40c. In this case, the main control CPU 40a controls the game state so that the state is in a high probability state and a high base state until the next jackpot game starts.
[0082] When the main control CPU 40a awards a jackpot game based on the symbols ZB and Zb, the main control CPU 40a sets a value that can specify that the game will be controlled to a low probability state when the jackpot game is terminated to the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a awards a jackpot game based on the symbols ZB and Zb, the main control CPU 40a sets a value that can specify that the game will be controlled to a high base state when the jackpot game is terminated to the main base state flag stored in the main control RAM 40c. In this case, since the main control CPU 40a awards a high base state with a set upper limit number of times, the main control CPU 40a stores the number of times equivalent to the upper limit number of times (100 times in this embodiment) in the main control RAM 40c as the remaining number of times of the special game that awards the high base state.
[0083] Then, the main control CPU 40a subtracts "1" from the remaining number stored in the main control RAM 40c each time the special game is executed. When the remaining number becomes "0", the main control CPU 40a sets the main base state flag to a value that can specify that the control is to be made to the low base state upon the end of the special game in which the remaining number becomes "0". In other words, the main control CPU 40a ends the high base state and transitions to the low base state upon the end of the special game with the upper limit number of times.
[0084] When a jackpot game is awarded, the main control CPU 40a sets the main probability state flag to a value that can specify that the jackpot game is controlled to a low probability state when the jackpot game is started. Also, when a jackpot game is awarded, the main control CPU 40a sets the main base state flag to a value that can specify that the jackpot game is controlled to a low base state when the jackpot game is started.
[0085] When the main control CPU 40a sets a value that can specify control to a low probability state to the main probability state flag, it sets information that can specify a low probability state (hereinafter referred to as a low probability state command) to the output buffer. On the other hand, when the main control CPU 40a sets a value that can specify control to a high probability state to the main probability state flag, it sets information that can specify a high probability state (hereinafter referred to as a high probability state command) to the output buffer.
[0086] When the main control CPU 40a sets the main base state flag to a value that can specify control to the low base state, it sets information that can specify that the state is a low base state (hereinafter referred to as a low base state command) in the output buffer. On the other hand, when the main control CPU 40a sets the main base state flag to a value that can specify control to the high base state, it sets information that can specify that the state is a high base state (hereinafter referred to as a high base state command) in the output buffer.
[0087] Next, the normal symbol input process performed by the main control CPU 40a will be described. The normal symbol input process is performed as an interrupt process. In the normal symbol input process, the main control CPU 40a judges whether or not the gaming ball has passed (entered) the gate 33 based on whether or not a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 33, the main control CPU 40a ends the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 33, the main control CPU 40a judges whether or not the normal reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). If the normal reserved number is not less than the upper limit number, the main control CPU 40a ends the normal symbol input process.
[0088] If the normal reserved number is less than the upper limit, the main control CPU 40a updates the normal reserved number stored in the main control RAM 40c by adding "1". This establishes the reserve condition for the normal game. If a game ball enters the gate 33 and the normal reserved number has not reached the predetermined upper limit, the reserve condition for the normal game is established and the execution of the normal variable game is reserved. The main control CPU 40a also controls the information display device 22 to display the updated normal reserved number. The main control CPU 40a also sets information capable of identifying the updated normal reserved number (hereinafter referred to as a normal reserved number command) in the output buffer.
[0089] Next, the main control CPU 40a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 40c. For example, the random numbers are random numbers used for the lottery for the winning of the normal symbol, and random numbers used for determining the variable time of the normal game. In this case, the main control CPU 40a stores the random number information so that it is possible to identify that it is random number information for the normal game, and the storage order of the random number information. In this embodiment, by storing the random number information for the normal game in the main control RAM 40c, the execution of the normal game can be suspended until the execution condition of the normal game is established. After that, the main control CPU 40a ends the normal symbol input process.
[0090] Next, the normal symbol start process performed by the main control CPU 40a will be described. The normal symbol start process is performed as an interrupt process. In the normal symbol start process, the main control CPU 40a judges whether the normal game or normal winning game is being played. If the normal game or normal winning game is being played, the main control CPU 40a ends the normal symbol start process.
[0091] On the other hand, when not in a normal game or when a normal winning game is being played, the main control CPU 40a judges whether the normal reserved number stored in the main control RAM 40c is "1" or more. When the normal reserved number is "1" or more, the main control CPU 40a performs a predetermined process so that the execution condition of the normal game is established and the normal game starts. On the other hand, when the normal reserved number is not "1" or more, the main control CPU 40a ends the normal symbol start process.
[0092] When starting a normal game, the main control CPU40a updates the normal reserved number stored in the main control RAM40c by subtracting "1". In this process, the main control CPU40a controls the information display device 22 so that the updated normal reserved number is displayed. Next, the main control CPU40a reads out the random number information for the normal game that was stored first from the main control RAM40c. After reading out the random number information that was stored first, the main control CPU40a erases the random number information from the main control RAM40c.
[0093] Next, the main control CPU 40a judges whether or not a normal win will be won based on the read random number information and the normal win judgment value stored in the main control ROM 40b (normal win lottery). The judgment of whether or not a normal win will be won is, for example, judged by whether or not the value of the random number specified from the random number information matches the normal win judgment value corresponding to the current base state. In this way, the main control CPU 40a performs a normal win lottery and determines whether or not to grant a normal win game in which the second start hole 29 can be in an open state by operating the normal variable member 30.
[0094] When a normal win is won, the main control CPU40a determines the normal winning symbol derived in the normal game and the fluctuation time of the normal game. For example, when the above-mentioned normal symbol fluctuation time shortening control is adopted, the main control CPU40a determines the first fluctuation time in the low base state, and determines the second fluctuation time shorter than the first fluctuation time in the high base state. When the fluctuation time of the normal game is determined, the main control CPU40a sets information (hereinafter referred to as a normal start command) capable of identifying the determined fluctuation time in the output buffer. The normal start command may be information capable of identifying the result of the lottery for the winning normal symbol. After that, the main control CPU40a ends the normal symbol start process.
[0095] On the other hand, if the normal win is not obtained, the main control CPU 40a determines the normal losing symbol to be derived in the normal game and the variable time of the normal game. When the main control CPU 40a determines the variable time of the normal game, it sets a normal start command capable of specifying the determined variable time in the output buffer. After that, the main control CPU 40a ends the normal symbol start process.
[0096] Then, the main control CPU 40a executes a normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 40a starts the normal game and controls the information display device 22 so that the normal symbol determined in the normal symbol start process is output when the variable time determined in the normal symbol start process has elapsed.
[0097] Next, the normal winning process performed by the main control CPU 40a will be described. When a normal win is won, the main control CPU 40a determines the opening pattern of the second start hole 29 (the operation pattern of the normal variable member 30) and controls the normal actuator A1 so that the second start hole 29 is opened based on the determined opening pattern. For example, when the above-mentioned opening time extension control is adopted, the main control CPU 40a determines the first opening pattern in the low base state, and determines the second opening pattern in the high base state, in which the total opening time of the normal variable member 30 in one normal win game is longer than the first opening pattern.
[0098] Next, various processes performed by the sub-control CPU 41a will be described. First, the presentation game process performed by the sub-control CPU 41a will be described. The sub-control CPU41a determines a symbol combination to be derived in the performance game based on the game start command and the symbol command. When the special symbol identifiable from the symbol command is a big win symbol, the sub-control CPU41a determines a big win symbol combination by the performance symbol. When the special symbol identifiable from the symbol command is a losing symbol, the sub-control CPU41a determines a losing symbol combination by the performance symbol.
[0099] In addition, when the execution condition of the reach performance is established and the reach performance is executed in the performance game, the sub-control CPU41a determines a losing symbol combination including the reach (for example, "787"). In this embodiment, the execution condition of the reach performance is determined to be that a losing variation pattern with the reach performance is determined. Note that the execution condition of the reach performance may be determined to be that the sub-control CPU41a executes a predetermined reach lottery and wins the reach lottery.
[0100] In addition, the sub-control CPU41a controls the effect display device 27 so that the effect symbols are variably displayed in each column upon input of a game start command. That is, the sub-control CPU41a starts the effect game. After starting the effect game, the sub-control CPU41a temporarily stops and displays the symbol combination of the determined effect symbols when a predetermined timing arrives, and derives the symbol combination of the determined effect symbols upon input of a game end command. The sub-control CPU41a may measure a variation time that can be specified from the variation pattern, regardless of the game end command, and derive the symbol combination upon the passage of the variation time. In this case, the game end command may be omitted.
[0101] Next, the big win effect processing performed by the sub-control CPU 41a will be described. The sub-control CPU41a controls the performance display device 27 so that an opening performance is performed when an opening command is input. The sub-control CPU41a controls the performance display device 27 so that a round performance is performed when a round command is input. Furthermore, the sub-control CPU41a ends the round performance when a round end command is input. The sub-control CPU41a controls the performance display device 27 so that an ending performance is performed when an ending command is input. In this way, the sub-control CPU41a executes the opening performance, round performance, and ending performance as jackpot performance during jackpot play.
[0102] In this embodiment, the sub-control CPU 41a controls the decorative lamps 17, the speakers 18, the left movable body KL, the right movable body KR, and the like in addition to the performance display device 27 so that various performances are performed.
[0103] Next, the game status processing performed by the sub-control CPU 41a will be described. When the sub-control CPU 41a inputs a low probability state command, it sets the sub-probability state flag stored in the sub-control RAM 41c to a value that can identify a low probability state. When the sub-control CPU 41a inputs a high probability state command, it sets the sub-probability state flag stored in the sub-control RAM 41c to a value that can identify a high probability state. The sub-control CPU 41a can identify whether the current game state is a low probability state or a high probability state by referring to the sub-probability state flag stored in the sub-control RAM 41c.
[0104] When the sub-control CPU 41a inputs a low base state command, it sets the sub-base state flag stored in the sub-control RAM 41c to a value that can identify a low base state. When the sub-control CPU 41a inputs a high base state command, it sets the sub-base state flag stored in the sub-control RAM 41c to a value that can identify a high base state. The sub-control CPU 41a can identify whether the current game state is a low base state or a high base state by referring to the sub-base state flag stored in the sub-control RAM 41c.
[0105] Here, the fluctuation pattern will be described in detail with reference to FIG. As shown in Fig. 3, the fluctuation pattern of this embodiment is selected depending on whether or not it is a jackpot. Specifically, the fluctuation patterns HP12, HP22, HP32, HP42, and HP52 are defined as jackpot fluctuation patterns. The fluctuation patterns HP11, HP21, HP31, and HP51 are defined as miss reach fluctuation patterns, and the fluctuation patterns HP01 and HP02 are defined as miss fluctuation patterns.
[0106] In addition, fluctuation patterns HP11, HP12, HP21, HP22, HP31, HP32, and HP42 are fluctuation patterns that can be selected in a low base state, fluctuation patterns HP51 and HP52 are fluctuation patterns that can be selected in a high base state, and fluctuation patterns HP01 and HP02 are fluctuation patterns that can be selected in common in both the low base state and the high base state.
[0107] In addition, the fluctuation patterns HP11, HP12, HP21, HP22, HP31, HP32, and HP42 are fluctuation patterns in which a reach is formed in the performance game (during the execution of the special game) and a first super reach (hereinafter, sometimes referred to as "SR1") performance is executed. The fluctuation patterns HP51 and HP52 are fluctuation patterns in which a reach is formed in the performance game (during the execution of the special game) and a second super reach (hereinafter, sometimes referred to as "SR2") performance is executed.
[0108] Each fluctuation pattern corresponds to a fluctuation time, and the fluctuation time can be specified from the fluctuation pattern. Specifically, in this embodiment, the fluctuation pattern HP02 is a fluctuation pattern that shortens the fluctuation time of the fluctuation pattern HP01, and is more likely to be selected in a high base state than in a low base state. In addition, the fluctuation pattern HP02 can be selected when the first special reserved number is large in a low base state, and the fluctuation pattern HP01 can be selected when the second special reserved number is small in a high base state.
[0109] In this embodiment, the number of variation cycles (continuous number) executed in one special game is associated with the variation pattern. The variation cycle is a unit performance executed in each of one or more predetermined periods in one special game, and is a unit performance associated with the variation of the performance symbol. In other words, the variation cycle is a unit performance executed in one or more predetermined periods to which one special game is assigned (divided). In this embodiment, the variation cycle other than the final one is defined as one variation cycle from the start of the variation display of the performance symbol to the time when the performance symbol is temporarily stopped and displayed, and the final variation cycle is defined as one variation cycle from the start of the variation display of the performance symbol to the time when the performance symbol is fixed and stopped and displayed.
[0110] In this embodiment, the upper limit number of fluctuation cycles that can be executed during one special game (upper limit number of consecutive cycles, 4 times in this embodiment) is specified, and the number of fluctuation cycles executed during one special game can indicate the jackpot expectation. In particular, it is specified that the jackpot expectation increases as the number of fluctuation cycles executed during one special game increases. In addition, it is specified that a jackpot is confirmed when the number of fluctuation cycles executed during one special game reaches the upper limit number. Therefore, the next fluctuation cycle is continuously executed during one special game, and the jackpot expectation increases.
[0111] Specifically, the variation patterns HP01, HP02, HP11, HP12, HP51, and HP52 are defined as variation patterns in which one variation cycle is executed in one special game. The variation patterns HP21 and HP22 are defined as variation patterns in which two variation cycles are executed in one special game, the variation patterns HP31 and HP32 are defined as variation patterns in which three variation cycles are executed in one special game, and the variation pattern HP42 is defined as a variation pattern in which four variation cycles are executed in one special game. Hereinafter, the effect in which multiple variation cycles are executed in one special game is referred to as a "pseudo consecutive effect."
[0112] In this embodiment, when the fluctuation patterns HP31, HP32 are determined, there are cases where three fluctuation cycles occur in one special game, and cases where one or two fluctuation cycles occur in one special game, and when one or two fluctuation cycles occur in one special game, it is controlled to a special zone.
[0113] In this embodiment, the special zone is a state where the probability of a big win is high. In this special zone, the effect display device 27 displays a background image (special background image) different from the background image during normal times (normal background image), and points can be acquired in response to the operation of the operation button 19. The points acquired in this way are numerical values that can specify the probability of a big win, and the higher the points, the higher the probability of a big win can be specified. In this embodiment, the effects executed when controlled by the special zone are different from effects using effect patterns, such as reach effects. Hereinafter, the effects executed when controlled by the special zone will be referred to as special zone effects.
[0114] Here, a specific example of the presentation mode of each type of presentation will be described with reference to Figs. As shown in Fig. 4(a), the effect symbols are displayed as fixed stop in the display area 27r of the effect display device 27 in the low base state, and as shown in Fig. 4(b), when the execution of the special game starts, the effect symbols are displayed in a variable manner. In this case, the background image during normal times is displayed. Then, as shown in Fig. 4(c), the effect symbols are displayed as fixed stop with a losing symbol combination, and the special game ends.
[0115] As shown in FIG. 4(d), when the execution of the next special game starts, the fixed display of the effect symbols is displayed in a variable manner. Then, as shown in FIG. 4(e), the left and right columns of effect symbols are displayed as "1" and are displayed as a temporary stop as a reach pattern combination. Then, as shown in FIG. 4(f), the right column of effect symbols changes from "1" to "2" and the middle column of effect symbols is displayed as "2" and a continuation pattern combination is displayed in a temporary stop manner. The continuation pattern combination is a combination of the middle and right columns of effect symbols that are "1" larger than the left column of effect symbols, and it is possible to specify that there is a next variation cycle in one special game and that the next variation cycle will continue. In this case, it is possible to specify that the first variation cycle ends in one special game and that there is a second variation cycle.
[0116] As shown in FIG. 4(g), when the next variation cycle (second variation cycle) starts, the effect symbols that were temporarily stopped are displayed. Then, as shown in FIG. 4(h), the effect symbols in the left and right columns are temporarily displayed as "1" and temporarily displayed as a reach pattern combination, and then, as shown in FIG. 5(a), the effect symbols in the right column change from "1" to "2" and the effect symbols in the middle column are temporarily displayed as "2", and the continuation pattern combination is temporarily displayed. In this case, the second variation cycle ends in one special game, and it is possible to identify that there is a third variation cycle.
[0117] As shown in FIG. 5(b), when the next variation cycle (the third variation cycle) starts, the display of the effect symbols that were temporarily stopped is displayed. Then, as shown in FIG. 5(c), the left and right columns of effect symbols are temporarily displayed as "1", and are temporarily displayed as a reach pattern combination, and the continuation pattern combination may not be temporarily displayed, resulting in a reach. This makes it possible to specify that the third variation cycle will be performed in one special game. Then, as shown in FIG. 5(d), the effect symbols are displayed as a fixed big win pattern combination, and the special game ends.
[0118] Also, as shown in FIG. 5(e), the effect symbols are displayed as fixed and stopped, and as shown in FIG. 5(f), when the execution of the special game starts, the effect symbols are displayed as variable. In this case, the background image during normal play is displayed. Then, as shown in FIG. 5(g), the effect symbols in the left and right columns are displayed as "1" and stopped temporarily as a symbol combination of reach, and then, as shown in FIG. 5(h), the effect symbols in the right column change from "1" to "2", and the effect symbols in the middle column are displayed as "2" and stopped temporarily, and the symbol combination of continuation is displayed as a symbol combination of reach.
[0119] As shown in FIG. 6(a), the next fluctuation cycle (second fluctuation cycle) would normally start, but there are cases where the next fluctuation cycle (second fluctuation cycle) does not start and the game enters a special zone. In this case, a special background image different from the background image during normal times is displayed. In addition, when the game enters the special zone, an image of "Chance 4" is displayed, and it is possible to identify that the number of times controlled during the operation effective period in which the operation of the operation button 19 is effective is "4."
[0120] As shown in FIG. 6(b), after entering the special zone, an introductory performance is executed, and then the first operation valid period is entered, and an image is displayed encouraging a single hit of the operation button 19. Also, an image "Chance 1 / 4" is displayed, making it possible to identify that the number of times controlled during the operation valid period is the first of four. Then, as shown in FIG. 6(c), when the operation button 19 is operated once, a point image "+300" is displayed, and "300" is displayed as the accumulated points.
[0121] Next, as shown in Fig. 6(d), after the introductory performance is executed, the game is controlled to the second valid operation period, and an image is displayed encouraging a single hit operation of the operation button 19. Also, an image "Chance 2 / 4" is displayed, making it possible to specify that the number of times controlled during the valid operation period is the second of four. Then, as shown in Fig. 6(e), when the operation button 19 is operated once, a point image "+300" is displayed, and "600" is displayed as the accumulated points.
[0122] Next, as shown in Fig. 6(f), after the introduction performance is executed, the game is controlled to the third valid operation period, and an image is displayed encouraging the player to repeatedly tap the operation button 19. Also, an image saying "Chance 3 / 4" is displayed, and it is possible to specify that the number of times controlled during the valid operation period is the third out of four. Then, as shown in Fig. 6(g), when the operation button 19 is repeatedly tapped, a point image saying "+600" is displayed, and "1200" is displayed as the accumulated points.
[0123] Next, as shown in FIG. 6(h), after the introduction performance is executed, the game is controlled to the fourth operation valid period, and an image is displayed encouraging the user to press and hold the operation button 19 for a while. Also, an image saying "Chance 4 / 4" is displayed, and it is possible to identify that the number of times controlled during the operation valid period is the fourth out of four. Then, as shown in FIG. 7(a), when the operation button 19 is pressed and held for a while, a point image saying "+900" is displayed, and "2100" is displayed as the accumulated points. Finally, as shown in FIG. 7(b), a result image showing that the accumulated points acquired in the special zone are "2100" is displayed.
[0124] Then, as shown in FIG. 7(c), the performance symbols in the left and right columns are temporarily stopped and displayed as "1", which is a symbol combination for a reach, and as shown in FIG. 7(d), the performance symbols are displayed as a confirmed symbol combination for a jackpot, and the special game ends.
[0125] Also, as shown in FIG. 7(e), in the special zone, after the left movable body KL and the right movable body KR are displaced, they may be controlled in the operation valid period. In this case, after the introduction performance is executed, the left movable body KL and the right movable body KR are displaced, and as shown in FIG. 7(f), they are controlled in the third operation valid period, and an image prompting the long press operation of the operation button 19 is displayed. Also, an image "Chance 3 / 3" is displayed, and it is possible to specify that the number of times controlled in the operation valid period is the third out of three times. Then, as shown in FIG. 7(g), when the operation button 19 is long pressed, a point image "+3000" is displayed, and "4500" is displayed as the accumulated points. Finally, as shown in FIG. 7(h), a result image showing that the accumulated points acquired in the special zone are "4500" is displayed.
[0126] Here, with reference to FIG. 8 and FIG. 9, a description will be given of the presentation pattern that is determined when the variation patterns HP31, HP32 are determined. As shown in FIG. 8, when the fluctuation patterns HP31 and HP32 are determined, there are multiple kinds of the performance patterns EP3A to EP3D that are determined. The performance pattern EP3A is a performance pattern in which a pseudo consecutive performance in which three fluctuation cycles are performed is executed without entering the special zone, and an SR1 performance is executed. The performance pattern EP3B is a performance pattern in which a pseudo consecutive performance in which two fluctuation cycles are performed is executed, and in the second fluctuation cycle, a special zone is entered and an SR1 performance is executed. The performance pattern EP3C is a performance pattern in which a special zone is entered after the first fluctuation cycle is completed, and an SR1 performance is executed. The performance pattern EP3D is a performance pattern in which a special zone is entered in the first fluctuation cycle, and an SR1 performance is executed.
[0127] Specifically, as shown in FIG. 9(a), in the performance pattern EP3A, at the timing indicated by the symbol T0, the special game starts, the performance game starts, and the execution of the first variation cycle starts. In this case, the performance before the reach is generated is executed. Then, at the timing indicated by the symbol T2, the performance symbols in the left and right columns are temporarily stopped and displayed as a reach pattern combination, and then the performance symbols in the right column swing and change in the direction of change, and the performance symbols in the right column change again, and a provocative performance is executed that suggests that the performance symbols are temporarily stopped and displayed as a continuation pattern combination. Then, at the timing indicated by the symbol T3, the performance symbols are temporarily stopped and displayed as a continuation pattern combination.
[0128] Next, at the timing indicated by the symbol T4, the display of the effect symbols starts to change, and the second change cycle starts. In this case, the effect before the reach is generated is executed. Then, at the timing indicated by the symbol T6, the effect symbols in the left and right columns are temporarily stopped and displayed as a reach symbol combination, and then the effect symbols in the right column swing and change in the direction of change, and the effect symbols in the right column change again, and a provocative effect is executed that suggests that the effect symbols will be temporarily stopped and displayed as a continuation symbol combination. Next, at the timing indicated by the symbol T7, the effect symbols are temporarily stopped and displayed as a continuation symbol combination.
[0129] Next, at the timing indicated by the symbol T8, the display of the effect symbols starts to change, and the third change cycle starts. In this case, the effect before the reach is generated is executed. Then, at the timing indicated by the symbol T9, the effect symbols in the left and right columns are temporarily stopped and displayed as a reach symbol combination, and then the effect symbols in the right column sway and change in the direction of change, and the effect symbols in the right column change again, and a provocative effect is executed that suggests that the effect symbols will be temporarily stopped and displayed as a continuation symbol combination. Next, at the timing indicated by the symbol T10, the effect symbols are not temporarily stopped and displayed as a continuation symbol combination, and the execution of the SR1 effect starts.
[0130] Also, as shown in FIG. 9(b), in the performance pattern EP3B, the display of the performance symbols starts at the timing indicated by the symbol T4, and the second variation cycle starts. In this case, the performance when the variation cycle starts is executed. Then, at the timing indicated by the symbol T5, the special zone is entered, and at the timing indicated by the symbol T10, the special zone ends, and the execution of the SR1 performance starts. This special zone is a period controlled based on the special zone pattern ZP1.
[0131] 9(c), in the performance pattern EP3C, the display of the performance symbols does not start at the timing indicated by the symbol T4, but the special zone starts, and at the timing indicated by the symbol T10, the special zone ends and the execution of the SR1 performance starts. This special zone is a period controlled based on the special zone pattern ZP2, and is controlled for a longer period of time than the special zone controlled based on the special zone pattern ZP1.
[0132] Also, as shown in Fig. 9(d), in the performance pattern EP3D, the first fluctuation cycle is started at the timing indicated by the symbol T0. In this case, the performance when the fluctuation cycle starts is executed. Then, at the timing indicated by the symbol T1, the special zone is entered, and at the timing indicated by the symbol T10, the special zone ends and the SR1 performance is started. This special zone is a period controlled based on the special zone pattern ZP3, and is controlled for a longer period of time than the special zones controlled based on the special zone patterns ZP1 and ZP2.
[0133] Now, with reference to FIG. 10, the special zone pattern will be described. As shown in Fig. 10, there are several types of special zone patterns ZP1 to ZP3. Special zone pattern ZP1 is a pattern that is referenced when the performance pattern EP3B is determined after the variation patterns HP31 and HP32 have been determined. Special zone pattern ZP2 is a pattern that is referenced when the performance pattern EP3C is determined after the variation patterns HP31 and HP32 have been determined. Special zone pattern ZP3 is a pattern that is referenced when the performance pattern EP3D is determined after the variation patterns HP31 and HP32 have been determined.
[0134] A plurality of types of effect block patterns are associated with each of the plurality of types of special zone patterns ZP1 to ZP3. Specifically, the special zone pattern ZP1 is associated with the effect block patterns BP10 to BP18, the special zone pattern ZP2 is associated with the effect block patterns BP20 to BP29, and the special zone pattern ZP3 is associated with the effect block patterns BP30 to BP51. Then, one of the plurality of types of effect block patterns corresponding to the special zone pattern is determined.
[0135] In addition, each of the multiple types of performance block patterns is associated with multiple performance blocks in chronological order. Specifically, performance block pattern BP10 is associated with performance block EB1, performance block EB1, performance block EB1, performance block EB1, and performance block EB3 in chronological order.
[0136] For one performance block, the operation of the operation button 19 is accepted as valid during one valid operation period. Therefore, it can be said that the number of times the operation is controlled during the valid operation period corresponds to the number of performance blocks corresponding to the performance block pattern.
[0137] In addition, there are multiple types of performance blocks EB1 to EB5, and the points that can be acquired in response to the operation of the operation button 19 differ depending on the type of performance block. Specifically, performance block EB1 is a performance block that can acquire 300 points in response to the operation of the operation button 19. Performance block EB2 is a performance block that can acquire 450 points in response to the operation of the operation button 19. Performance block EB3 is a performance block that can acquire 600 points in response to the operation of the operation button 19. Performance block EB4 is a performance block that can acquire 900 points in response to the operation of the operation button 19. Performance block EB5 is a performance block that can acquire 3000 points in response to the operation of the operation button 19. For this reason, it can be said that the points that can be acquired in response to the operation of the operation button 19 correspond to the type of performance block that corresponds to the performance block pattern.
[0138] In this embodiment, common performance blocks corresponding to the performance block pattern include a special zone entry performance block, a count notification performance block, and a total result performance block. The special zone entry performance block is a performance block for executing a special zone entry performance that can specify that the player has entered the special zone, and is a performance block executed when the player enters the special zone. The count notification performance block is a performance block for executing a count notification performance that can specify the number of times of operation effective control that is the number of times controlled in the effective operation period, and is a performance block executed after the special zone entry performance block and before the performance blocks EB1 to EB5. The total result performance block is a performance block for executing a total result performance that can specify the accumulated points acquired, and is a performance block executed after the performance blocks EB1 to EB5. In this way, the special zone performance is executed in the order of the special zone entry performance, the count notification performance, the performance based on the performance blocks EB1 to EB5, and the total result performance based on the performance block pattern.
[0139] Here, with reference to FIG. 11, the performance block will be described. As shown in FIG. 11, a plurality of types of performance blocks are associated with a performance mode (performance content) to be executed and the execution timing thereof, and information capable of identifying the correspondence is stored in the sub-control ROM 41b.
[0140] As shown in FIG. 11(a), in the performance block EB1, at the timing shown by the symbol T11, the performance based on the performance block EB1 starts, and the execution of the first introduction performance starts. This first introduction performance is the introduction performance before the operation valid period starts. Then, at the timing shown by the symbol T12, the first introduction performance ends, and the execution of the action performance in which a predetermined character takes an action starts, and is controlled by the operation valid period. In this case, one operation is accepted as valid during the operation valid period. Then, the operation valid period ends with the timing shown by the symbol T13 as the upper limit, and the execution of the result performance according to the operation of the operation button 19 starts. The result performance is a performance that displays the points acquired according to the operation of the operation button 19 during the operation valid period and the points acquired by accumulating in one special zone. Then, the performance based on the performance block EB1 ends at the timing shown by the symbol T15.
[0141] As shown in FIG. 11(b), in the performance block EB2, at the timing indicated by the symbol T11, a performance based on the performance block EB2 is started, and execution of the second introduction performance is started. This second introduction performance is an introduction performance before the operation valid period is started, and is an introduction performance with a different performance mode from the first introduction performance. Then, at the timing indicated by the symbol T12, the second introduction performance ends, and execution of a character performance in which a character image imitating a predetermined character is displayed starts. Next, at the timing indicated by the symbol T14, the character performance ends, and execution of an action performance in which the predetermined character performs an action starts, and is controlled by the operation valid period. In this case, three operations are accepted as valid during the operation valid period. Then, the operation valid period ends with the timing indicated by the symbol T17 as the upper limit, and execution of a result performance according to the operation of the operation button 19 starts. The result performance is a performance that displays the points acquired according to the operation of the operation button 19 during the operation valid period and the points acquired by accumulating in one special zone. Then, the performance based on the performance block EB2 ends at the timing indicated by the symbol T18.
[0142] As shown in FIG. 11(c), in the performance block EB3, at the timing indicated by the symbol T11, a performance based on the performance block EB3 is started, and the execution of the first introduction performance is started. This first introduction performance is an introduction performance before the operation valid period is started, and is an introduction performance with the same performance mode as the first introduction performance in the performance block EB1. Then, at the timing indicated by the symbol T12, the first introduction performance ends, and a development performance in which a character image imitating a predetermined character is displayed is executed. This development performance is a performance that can be identified as not being a performance based on the performance block EB1. In this case, a moving performance in which the left movable body KL and the right movable body KR swing is executed. Next, at the timing indicated by the symbol T14, the development performance ends, and the execution of an action performance in which the predetermined character performs an action is started, and the operation valid period is controlled. In this case, a repeated tapping operation is accepted as valid during the operation valid period. In other words, multiple operations are accepted as valid during the operation valid period. Then, at the timing indicated by the symbol T17, the operation valid period ends, and the execution of a result performance according to the operation of the operation button 19 is started. The result presentation is a presentation that displays the points acquired in response to the operation of the operation button 19 during the operation valid period and the accumulated points acquired in one special zone. Then, the presentation based on the presentation block EB3 ends at the timing shown by the symbol T18.
[0143] As shown in FIG. 11(d), in the performance block EB4A of the performance block EB4, at the timing indicated by the symbol T11, a performance based on the performance block EB4A is started, and the execution of the first introduction performance is started. This first introduction performance is an introduction performance before the operation valid period starts, and is an introduction performance with the same performance mode as the first introduction performance in the performance blocks EB1 and EB3. Then, at the timing indicated by the symbol T12, the first introduction performance ends, and a development performance in which a character image imitating a predetermined character is displayed is executed. This development performance is a performance that can be identified as not being a performance based on the performance block EB1. In this case, a moving performance in which the left movable body KL and the right movable body KR swing is executed. Next, at the timing indicated by the symbol T14, the development performance ends, and the execution of an action performance in which the predetermined character takes an action is started, and the operation is controlled to the operation valid period. In this case, a long press operation is accepted as valid during the operation valid period. That is, an operation is accepted as valid for a predetermined time during the operation valid period. Then, the operation valid period ends at the timing shown by the symbol T17, and execution of a result presentation according to the operation of the operation button 19 is started. The result presentation is a presentation that displays the points acquired according to the operation of the operation button 19 during the operation valid period and the points acquired cumulatively in one special zone. Then, the presentation based on the presentation block EB4A ends at the timing shown by the symbol T18.
[0144] As shown in Fig. 11(e), in the performance block EB4B of the performance block EB4, at the timing shown by the symbol T11, the performance based on the performance block EB4B starts, and the execution of the second introduction performance starts. This second introduction performance is the introduction performance before the operation valid period starts, and is an introduction performance with the same performance mode as the second introduction performance in the performance block EB2. Then, at the timing shown by the symbol T12, the second introduction performance ends, and thereafter, it is controlled in the same way as the performance based on the performance block EB4A.
[0145] In this embodiment, when the performance block pattern corresponds to the performance block EB4, either the performance block EB4A or EP4B is determined based on whether the variation pattern HP31 or the variation pattern HP32 is determined. In particular, when the variation pattern HP32 is determined, the performance block EB4B is determined with a higher probability than when the variation pattern HP31 is determined, but this is not limited to this. For example, when the variation pattern HP32 is determined, the performance block EB4A may be determined with a higher probability than when the variation pattern HP31 is determined, or the probability may be the same.
[0146] As shown in FIG. 11(f), in the performance block EB5, the performance based on the performance block EB5 starts at the timing indicated by the symbol T11, and the execution of the first introduction performance starts. This first introduction performance is the introduction performance before the operation effective period starts, and is the same performance mode as the first introduction performance in the performance blocks EB1, EB3, and EB4A. Then, at the timing indicated by the symbol T12, the first introduction performance ends, and a freeze performance is executed. This freeze performance is a performance in which the image that was displayed when the first introduction performance ended is continuously displayed. In this case, after the left movable body KL and the right movable body KR are displaced to a specific position, a moving performance in which they are displaced to their original positions is executed. This specific position is a position located on the front side of the performance display device 27. In other words, the performance block EB5 is a performance block in which a moving performance is executed in a mode of large displacement, unlike the performance blocks EB3, EB4A, and EB4B. Next, at the timing indicated by the symbol T15, the freeze performance ends, and the third introduction performance is executed. The third introduction performance is a performance that has a different performance style from the first introduction performance and the second introduction performance, and can be identified as a performance based on the performance block EB5. Then, at the timing shown by the code T16, the third introduction performance ends, and an action performance in which a predetermined character takes an action starts, and is controlled during the operation valid period. In this case, a long press operation is accepted as valid during the operation valid period. That is, an operation is accepted as valid for a predetermined time during the operation valid period. Then, the operation valid period ends at the timing shown by the code T19, and execution of a result performance according to the operation of the operation button 19 starts. The result performance is a performance that displays the points acquired during the operation valid period according to the operation of the operation button 19 and the points acquired by accumulating in one special zone. Then, the performance based on the performance block EB5 ends at a timing later than the timing shown by the code T19.
[0147] Also, this performance block EB5 has a longer performance time than the performance blocks EB1 to EB4. The performance blocks EB2 to EB4 have the same performance time. The performance block EB1 has a shorter performance time than the performance blocks EB2 to EB5.
[0148] In this way, when the variation patterns HP31, HP32 are determined, the special zone is controlled during a part of the period during which one special game is executed. In other words, the special zone presentation is executed during a part of the period during which one special game is executed. In particular, there are multiple types of special zones based on special zone patterns ZP1 to ZP3 with different control times, and there are cases where the special zone is controlled to a special zone based on special zone pattern ZP1, cases where the special zone is controlled to a special zone based on special zone pattern ZP2, and cases where the special zone is controlled to a special zone based on special zone pattern ZP3. In other words, when the variation patterns HP31, HP32 are determined, the special zone is controlled to one of multiple types of special zones with different control times.
[0149] Next, the effect determination process executed by the sub-control CPU 41a will be described. The effect determination process is called at predetermined intervals. First, the sub-control CPU41a judges whether a game start command has been input. If it is judged that a game start command has not been input, the sub-control CPU41a ends the effect determination process. On the other hand, if it is judged that a game start command has been input, the sub-control CPU41a determines the effect content of the effect to be executed, stores information indicating the result of the determination in the sub-control RAM41c, and ends the effect determination process.
[0150] Specifically, the sub-control CPU41a determines a presentation pattern based on the input game start command and stores it in the sub-control RAM41c. In particular, when the input game start command is a game start command that can specify the variation patterns HP31 and HP32, the sub-control CPU41a determines one of the presentation patterns EP3A to EP3D. In this case, the presentation pattern is determined with different probabilities when the game start command is a game start command that can specify the variation pattern HP31, which is a miss reach variation pattern, and when the game start command is a game start command that can specify the variation pattern HP32, which is a big win variation pattern.
[0151] In particular, when a game start command capable of identifying the fluctuation patterns HP31 and HP32 is determined, the presentation pattern is determined at a rate where the presentation pattern EP3D has a higher jackpot expectation rate than the presentation pattern EP3C. Also, when a game start command capable of identifying the fluctuation patterns HP31 and HP32 is determined, the presentation pattern is determined at a rate where the presentation pattern EP3C has a higher jackpot expectation rate than the presentation pattern EP3B. Also, when a game start command capable of identifying the fluctuation patterns HP31 and HP32 is determined, the presentation pattern is determined at a rate where the presentation pattern EP3B has a higher jackpot expectation rate than the presentation pattern EP3A. Also, when the presentation pattern EP3B is determined, the special zone is controlled to be based on the special zone pattern ZP1. When the presentation pattern EP3C is determined, the special zone is controlled to be based on the special zone pattern ZP2. When the presentation pattern EP3D is determined, the special zone is controlled to be based on the special zone pattern ZP3. That is, when controlled to a special zone based on the special zone pattern ZP3, the jackpot expectation is higher than when controlled to a special zone based on the special zone pattern ZP2, and when controlled to a special zone based on the special zone pattern ZP2, the jackpot expectation is higher than when controlled to a special zone based on the special zone pattern ZP1. Also, when controlled to a special zone based on the special zone pattern ZP3, the control time is longer than when controlled to a special zone based on the special zone pattern ZP2, and when controlled to a special zone based on the special zone pattern ZP2, the control time is longer than when controlled to a special zone based on the special zone pattern ZP1. That is, when controlled to a special zone with a long control time, the jackpot expectation is higher than when controlled to a special zone with a short control time.
[0152] The sub-control CPU 41a determines one of a plurality of types of effect block patterns corresponding to the determined effect pattern, and stores it in the sub-control RAM 41c. In particular, the effect block pattern is determined at a rate where the probability of a jackpot is higher when the cumulative points that can be acquired are large than when they are small. In other words, the points are numerical values that can specify the probability of a jackpot, and the probability of a jackpot is higher when the points are large than when they are small. Also, when controlled to a special zone with a long control time, the probability of a jackpot (points that can be acquired in one operation valid period, points accumulated in the special zone) is higher than when controlled to a special zone with a short control time. In other words, when controlled to a special zone with a long control time, the probability of a jackpot is more likely to change to a high point than when controlled to a special zone with a short control time, and the probability of a jackpot is higher.
[0153] In addition, the performance block pattern is determined at a rate where the probability of winning is higher when the number of effective operation controls controlled during the effective operation period is large than when it is small. In other words, the probability of winning is higher when the number of effective operation controls is large than when it is small. In other words, when the number of effective operation controls is the first number, the probability of winning is higher than when it is the second number, which is smaller than the first number. In addition, the probability of the number of effective operation controls being larger is higher when controlled to a special zone with a long control time than when controlled to a special zone with a short control time. In other words, when controlled to a special zone with a long control time, the number of effective operation controls is more likely to be large than when controlled to a special zone with a short control time, and the probability of winning is higher.
[0154] In addition, the performance block pattern is determined based on the ratio of performance blocks with high jackpot expectation in the order of performance block EB1, performance block EB2, performance block EB3, performance block EB4, and performance block EB5. In addition, a single hit operation is notified in performance block EB1, a three-time operation is notified in performance block EB2, a continuous hit operation is notified in performance block EB3, and a long press operation is notified in performance block EB4 and performance block EB5, and it is determined whether the condition for adding points is met. In other words, the jackpot expectation varies depending on the type of operation mode of the operation button 19 to be notified, and the jackpot expectation increases in the order of a single hit operation, a three-time operation, a continuous hit operation, and a long press operation. In other words, when the second operation mode is notified, the jackpot expectation is higher than when the first operation mode is notified. In addition, the operation mode is determined so that the jackpot expectation is higher in the order of a single hit operation, a three-time operation, a continuous hit operation, and a long press operation when controlled to a special zone with a long control time than when controlled to a special zone with a short control time. In other words, when the player is controlled to a special zone with a long control time, the second operation mode is more likely to be determined (the second operation mode is more likely to be notified) and the expectation of a jackpot is higher than when the player is controlled to a special zone with a short control time.
[0155] Moreover, the performance blocks EB3 to EB5 are performance blocks in which the movable performance is executed, and the performance blocks EB1 and EB2 are performance blocks in which the movable performance is not executed. In other words, when the movable performance is executed, the expectation of a big win is higher than when the movable performance is not executed. Also, when controlled to a special zone with a long control time, the movable performance is executed with a higher probability than when controlled to a special zone with a short control time. In other words, when controlled to a special zone with a long control time, the movable performance is more likely to be executed and the expectation of a big win is higher than when controlled to a special zone with a short control time.
[0156] In a process separate from the performance determination process, the sub-control CPU 41a controls the performance display device 27 and actuators A3, A4 to execute a special zone performance based on the determination results (performance pattern, special zone pattern and performance block pattern) determined in the performance determination process and information regarding the performance blocks pre-stored in the sub-control ROM 41b.
[0157] Specifically, the sub-control CPU41a controls the special zone at a timing corresponding to the presentation pattern determined in the presentation determination process. In this case, the sub-control CPU41a causes the presentation display device 27 to display a special background image corresponding to the special zone. The sub-control CPU41a also causes the special zone entry presentation, the number of times notification presentation, and the overall result presentation to be executed at a timing corresponding to the presentation pattern and presentation block pattern determined in the presentation determination process. The sub-control CPU41a also causes various introductory presentations, character presentations, development presentations, action presentations, and result presentations to be executed at a timing corresponding to the presentation pattern and presentation block pattern determined in the presentation determination process and the presentation blocks that have been determined in advance.
[0158] In this way, even if the type of special zone being controlled is different, the sub-control CPU41a causes the effect display device 27 to display the same images, such as the background image and the image based on the special zone entry effect, and executes the effect in the same effect mode until a predetermined time has elapsed since the special zone was started. Also, when controlled by a special zone, the sub-control CPU41a causes an image capable of identifying the number of effective control operations to be displayed.
[0159] In particular, the sub-control CPU 41a controls the operation valid period at a timing corresponding to each performance block based on the performance pattern and performance block pattern determined in the performance determination process, and displays the operation mode corresponding to each performance block on the performance display device 27. In this way, when controlled to a special zone, the sub-control CPU 41a notifies the operation mode of the operation button 19 by displaying the operation mode of the operation button 19 on the performance display device 27.
[0160] Then, when the sub-control CPU 41a judges that the condition for adding points is satisfied in response to the operation signal from the operation button 19 during the operation valid period, it stores the predetermined points to be added in the sub-control RAM 41c and displays it on the performance display device 27. Specifically, the sub-control CPU 41a stores the added points corresponding to one operation valid period and the accumulated points in one special zone in the sub-control RAM 41c. On the other hand, when the sub-control CPU 41a judges that the condition for changing the numerical value is not satisfied in response to the operation signal from the operation button 19 during the operation valid period, it does not add the predetermined points and does not update the added points and the accumulated points. In this way, when the sub-control CPU 41a is controlled to the special zone, it displays the points indicating the jackpot expectation in a changeable manner on the performance display device 27.
[0161] In addition, the sub-control CPU41a executes a movement performance in which the left movable body KL and the right movable body KR are displaced at timing corresponding to each performance block. In this embodiment, the period controlled by the special zone corresponds to the specific period, and the special zone performance corresponds to the specific performance. In this embodiment, among the special zones based on the special zone patterns ZP1 to ZP3, the period controlled by the special zone with a short control time corresponds to the first specific period, and the period controlled by the special zone with a long control time corresponds to the second specific period. In this embodiment, the special background image displayed when controlled by the special zone corresponds to the specific image. In this embodiment, the points that can be acquired in the special zone correspond to the numerical value. In this embodiment, there are multiple types of operation modes of the operation button 19 during the operation effective period, such as a single hit operation, a three-time operation, a continuous hit operation, and a long press operation, and among these multiple types of operation modes, an operation mode with a low expectation of a jackpot corresponds to the first operation mode, and an operation mode with a high expectation of a jackpot corresponds to the second operation mode. In this embodiment, at least one of the fluctuation patterns HP31 and HP32 corresponds to the specific fluctuation pattern.
[0162] As described above in detail, this embodiment has the following advantages. (1) During a part of the period during which one special game is executed, the special zone is controlled, and when the special zone is controlled, a special zone effect is executed. During the period during which the special zone is controlled, there are multiple types of special zones with different control times. The special zone effect is an effect in which the same image, such as a background image, is displayed in multiple types of special zones with different control times until a predetermined time has elapsed, and when the special zone is controlled to a special zone with a long control time, the effect has a higher expectation of a big win than when the special zone is controlled to a special zone with a short control time. Therefore, until a predetermined time has elapsed after being controlled to the special zone, it is not possible to specify which of the special zones with different control times the special zone has been controlled to from the displayed image. Therefore, it is possible to provide diversity to the control time of the special zone, and to heighten the expectation of a big win while drawing attention to the time during which the special zone effect is continuously executed, thereby improving the interest in the game.
[0163] (2) The special zone effect is an effect that changes the points indicating the probability of winning, and when the special zone is controlled with a long control time, the points are more likely to change to a higher probability of winning than when the special zone is controlled with a short control time. Therefore, while drawing attention to the time that the special zone effect continues to be executed, it is possible to heighten the expectation that the points will change to an advantageous degree in the special zone, thereby increasing the interest in the game.
[0164] (3) The special zone presentation is a presentation that displays an image that identifies the number of effective operation controls that are controlled during the effective operation period when the operation of the operation button 19 is valid, and the larger the number of effective operation controls, the higher the expectation of a jackpot. Therefore, while drawing attention to the time during which the special zone presentation is continuously executed and the image that identifies the number of effective operation controls that are controlled during the effective operation period, it is possible to heighten the expectation for the number of effective operation controls to increase, thereby improving interest in the game.
[0165] (4) The special zone presentation is a presentation in which, when the variation patterns HP31 and HP32 are determined as variation patterns capable of specifying the variation time, the player is controlled to one of the special zones having different control times. Therefore, even when the same variation patterns HP31 and HP32 are determined, the player may be controlled to a special zone having a different control time, which draws attention to the time during which the special zone presentation is continuously executed, thereby improving the player's interest in the game.
[0166] (5) In addition, the special zone presentation is a presentation that displays an image that can specify the number of effective operation controls controlled during the effective operation period, and when the special zone has a long control time, the number of effective operation controls is likely to be larger than when the special zone has a short control time. Therefore, the degree to which the number of effective operation controls increases depending on the special zone can be diversified, and the player's operation opportunities can be varied, and attention can be drawn to the time that the special zone presentation is continuously executed and the increase in the number of effective operation controls, thereby improving the interest in the game.
[0167] (6) The special zone effect is an effect that notifies the operation mode of the operation button 19, and when a successive tap operation and a long press operation are notified as the operation mode of the operation means, the expectation of a jackpot is higher than when a single tap operation is notified. When the special zone with a long control time is controlled, the successive tap operation and the long press operation are more likely to be notified than when the special zone with a short control time is controlled. This makes it possible to provide diversity to the operation modes notified in the special zone, and to heighten the expectation of a jackpot while drawing attention to the time for which the special zone effect is continuously executed and the notified operation mode, thereby improving the interest in the game.
[0168] (7) Furthermore, since the execution conditions controlled by the special zones may differ, it is possible to provide a diversity of execution conditions controlled by the special zones while drawing attention to those execution conditions, thereby increasing interest in the game.
[0169] (8) In addition, when the special zone performance is performed, the expectation of a big win is higher when the movable performance is performed than when the movable performance is not performed, and when the special zone is controlled to have a long control time, the movable performance is more likely to be performed than when the special zone is controlled to have a short control time. Therefore, while drawing attention to the time that the special zone performance is continuously performed and the movable performance being performed, it is possible to heighten the expectation of a big win, and to increase interest in the game.
[0170] [Second embodiment] Next, a second embodiment of the present invention will be described. In the first embodiment, the special zone is controlled during a part of the period during which one special game is executed, but this is not limited to the above. For example, the special zone may be controlled during a part of the period during which multiple consecutive special games are executed. In the following description, the same reference numerals are used to designate the same configurations and the same control contents as those in the already described embodiments, and the duplicated description will be omitted or simplified.
[0171] As shown in FIG. 12, in the second embodiment, the first special game is executed at the timing indicated by symbol T21, the second special game is started at the timing indicated by symbol T23, and the second special game is ended at the timing indicated by symbol T26.
[0172] As shown in Figure 12(a), in this case, as in the first embodiment, after the execution of the second special game is started at the timing indicated by symbol T23, control is given to the special zone at the timing indicated by symbol T24, and during the execution of the second special game, the special zone may end at the timing indicated by symbol T25.
[0173] 12(b), the special zone may be controlled during the execution of the first special game at the timing indicated by reference symbol T22, and then the special zone may end during the execution of the second special game at the timing indicated by reference symbol T25. In other words, there may be cases where the special zone is controlled during a part of the period during which one special game is executed, and cases where the special zone is controlled during a part of the period during which multiple consecutive special games are executed.
[0174] Here, the look-ahead command setting process executed by the main control CPU 40a will be described with reference to Fig. 13. This look-ahead command setting process is a process for setting a look-ahead command as information specified by the result of referring to various random numbers. In addition, the look-ahead command setting process is a process that is executed immediately after the special symbol input process ends when the reservation condition is established, and is not executed when a game ball enters the first start hole 28 when the first special reservation number is at the upper limit.
[0175] First, as shown in Fig. 13, the main control CPU40a judges whether or not a regulating condition is satisfied when the base state is high, when the base state is low but the reserve condition of the second special game is satisfied, etc. (step S101). If the regulating condition is satisfied, the main control CPU40a ends the read-ahead command setting process without executing steps S102 and S103. If the regulating condition is not satisfied, the main control CPU40a proceeds to step S102.
[0176] In step S102, the main control CPU 40a refers to various random numbers acquired in association with the ball entering the first starting hole 28. Then, the main control CPU 40a sets a look-ahead command in the main control RAM 40c based on the look-ahead result (step S103), and ends the look-ahead command setting process.
[0177] More specifically, the main control CPU 40a determines the special reserved number when a ball enters the first start port 28. The main control CPU 40a also reads the value of the random number used in the jackpot lottery acquired with the ball entering the first start port 28, and determines whether the value matches the jackpot determination value. In particular, the main control CPU 40a determines whether the value of the random number used in the jackpot lottery matches the common jackpot determination value among the jackpot determination values, matches the jackpot determination value dedicated to high probability, or does not match the jackpot determination value. In other words, the main control CPU 40a determines whether the value of the random number used in the jackpot lottery matches the jackpot determination value regardless of whether the state is high probability or not, matches the jackpot determination value only when the state is high probability, or does not match the jackpot determination value regardless of whether the state is high probability or not.
[0178] In addition, the main control CPU 40a reads the value of the random number for special pattern allocation obtained when the ball enters the first starting hole 28, and based on the read value, identifies the jackpot pattern (type of jackpot) in the event of a jackpot.
[0179] In addition, the main control CPU 40a reads the value of the random number used to determine the variation pattern acquired with the ball entering the first starting hole 28, and determines whether or not the variation pattern will be one in which a reach state is formed in the case of a miss based on the read value. In this embodiment, regardless of the first special reserved number and the second special reserved number, whether or not a reach state is formed is determined until the execution of the special game is started.
[0180] Then, the main control CPU 40a determines a look-ahead command corresponding to the result thus specified. Specifically, the look-ahead command is a command that can specify whether or not the current special reserved number, whether or not the jackpot lottery will be won depending on whether or not it is in a high probability state, the type of jackpot in the case of a jackpot, and whether or not a fluctuation pattern that forms a reach state in the case of a miss will be determined.
[0181] In this way, the main control CPU 40a generates a look-ahead command that can at least specify whether the special game corresponding to the ball entry will be a jackpot, before the start of the special game based on the ball entry, triggered by the entry of a ball into the first starting hole 28. Such a look-ahead command is information that can specify the current special reserved number, whether or not a jackpot will be entered, the type of jackpot, and whether or not a miss reach will occur, and can be said to be information that can specify whether or not the jackpot lottery will be won in a high probability state. In this way, the look-ahead command corresponds to the specification information, and the main control CPU 40a that generates the look-ahead command corresponds to the specification information generating means.
[0182] Then, the main control CPU 40a sets the generated read-ahead command in the output buffer. Note that in this embodiment, when the read-ahead command is output, a hold designation command is output before the read-ahead command.
[0183] On the other hand, when the sub-control CPU 41a inputs a look-ahead command and a hold command, the sub-control CPU 41a identifies the special hold number from the look-ahead command and stores the look-ahead command in the sub-control RAM 41c in accordance with the special hold number. In particular, the sub-control CPU 41a can identify the input order of the look-ahead commands by the look-ahead commands.
[0184] Then, when the look-ahead command and the hold designation command are input, the sub-control CPU41a judges whether the variation patterns HP31, HP32 are determined based on the input look-ahead command. When the sub-control CPU41a judges that the variation patterns HP31, HP32 are determined, it causes the effect display device 27 to display a special background image with a predetermined probability. As a result, when the sub-control CPU41a judges that the variation patterns HP31, HP32 are determined in the special game whose execution is held based on the input of the look-ahead command, it causes the special background image to be displayed over multiple consecutive special games, and controls the special zone.
[0185] In this embodiment, when the execution of the special game in which the variation patterns HP31, HP32 are determined is put on hold, a special background image is displayed and is not controlled during the effective operation period, but this is not limited thereto, and for example, the configuration may be such that the effective operation period is controlled according to the number of times the special game controlled in the special zone is executed.
[0186] In this embodiment, when a game start command capable of identifying the variation patterns HP31 and HP32 is input, the special zone is controlled in the same manner as in the first embodiment. That is, there are cases where the special zone is controlled in a part of the period during which one special game is executed, and cases where the special zone is controlled in a part of the period during which multiple consecutive special games are executed. In other words, the execution condition for being controlled in the special zone can be said to be a case where it is established when a special game in which the expectation of a jackpot is indicated by the execution of a special zone effect is executed (first execution condition), and a case where it is established when the execution of a special game in which the expectation of a jackpot is indicated by the execution of a special zone effect is suspended (second execution condition).
[0187] As described above in detail, the second embodiment has the following advantages in addition to the advantages (1) to (8) of the first embodiment. (9) The execution conditions controlled by the special zone may be met when a special game in which the probability of a jackpot is indicated by the execution of the special zone effect is being executed, or may be met when the execution of a special game in which the probability of a jackpot is indicated by the execution of the special zone effect is being suspended. Therefore, when a special zone effect is executed, the probability of a jackpot indicated by the execution of the special zone effect may be the currently executed special game or the suspended special game. Therefore, it is possible to draw attention to the special game in which the probability of a jackpot is indicated by the execution of the special zone effect, and to increase interest in the game.
[0188] (10) In particular, when the special game in which the probability of a jackpot is indicated by the execution of the special zone presentation is a special game whose execution is pending, it is possible to heighten the expectation of a jackpot that will continue across multiple special games, thereby improving interest in the game.
[0189] The above embodiment can be embodied in the following other embodiments (alternative examples). In the above embodiment, when the variation patterns HP31, HP32 are determined, one of the presentation patterns EP3A to EP3D is determined, but this is not limited to the above. For example, at least one of the presentation patterns EP3A to EP3D may not be determined, and a presentation pattern other than the presentation patterns EP3A to EP3D may be determined.
[0190] In the above embodiment, the fluctuation patterns HP31 and HP32 are fluctuation patterns in which three fluctuation cycles can be performed, but the present invention is not limited to this. For example, the fluctuation patterns may be fluctuation patterns in which two fluctuation cycles can be performed, or fluctuation patterns in which four fluctuation cycles can be performed. Also, for example, the fluctuation patterns may be fluctuation patterns in which one fluctuation cycle is performed. Also, the fluctuation patterns may be combinations of these.
[0191] In the above embodiment, when the special zone is controlled, the performance symbols are not displayed temporarily in a continuous pattern combination, but are displayed variably in a small size on the performance display device 27. However, this is not limited to this, and for example, the performance symbols may be displayed temporarily in a continuous pattern combination. In other words, when the special zone is controlled, the pseudo consecutive performance may be continued or stopped.
[0192] In the above embodiment, until a predetermined time has elapsed from the timing when the special zone is controlled, regardless of the type of special zone, at least the same special background image is displayed regardless of the type of special zone, but this is not limited to this. For example, if the special zone entry effect, the count notification effect, the effect based on the same effect block, etc. are executed by displaying the same image regardless of the type of special zone, different types of special background images may be displayed.
[0193] In the above embodiment, the same presentation is performed for each of the presentation blocks EB1, EB2, EB3, EB4A, EB4B, and EB5, but this is not limited to the above. For example, each of the presentation blocks may be performed in a different presentation mode. In this case, for example, there may be a presentation mode with a low expectation of a big win and a presentation mode with a high expectation of a big win. Also, for example, there may be a presentation mode with a low expectation of the next presentation block and a presentation mode with a high expectation of the next presentation block. Also, for example, there may be a presentation mode with a low expectation of a big win for the next presentation block and a presentation mode with a high expectation of a big win for the next presentation block. Also, there may be a combination of these.
[0194] In the above embodiment, for example, there may be a presentation block (so-called "continuation suggestion presentation block") in which after it is suggested whether or not there is a next presentation block, the presentation is executed in a presentation manner that makes it possible to identify whether or not there is a next presentation block.
[0195] In the above embodiment, for example, even if a numeric image is not displayed for the number of valid operation controls controlled during the valid operation period, the number of valid operation controls may be displayed so as to be identifiable based on the number of images indicating the number of valid operation controls.
[0196] In the above embodiment, for example, the total number of effective operation controls in one special zone and the current number of effective operation controls in one special zone can be specified, but this is not limited to this. For example, the remaining number of effective operation controls in one special zone may be specified. Also, for example, a combination of these may be used.
[0197] In the above embodiment, an image that allows the number of effective control operations to be specified is displayed, but this is not limiting, and an image that allows the minimum number of effective control operations to be specified, such as "3 times + α," may be displayed. Also, an image that allows the upper limit of the number of effective control operations to be specified, such as "maximum 6 times," may be displayed.
[0198] In the above embodiment, the probability of a big win can be determined by adding points, but this is not limiting, and the probability of a big win can be determined by subtracting points, for example. In other words, it is sufficient if the points can be changed to a higher probability of a big win in response to the operation of the operation button 19, and there may also be cases where the points are changed to a lower probability of a big win.
[0199] In the above embodiment, when the condition is met in response to the operation of the operation button 19 during the operation valid period, the points to be added are displayed all at once, but this is not limited to this. For example, when a repeated tapping operation is performed, the points to be added may be displayed in multiple stages by displaying the points to be added in response to one of the repeated tapping operations. Also, for example, when the player is controlled to a special zone with a long control time, the points may be added in more stages than when the player is controlled to a special zone with a short control time.
[0200] In the above embodiment, for example, a plurality of operation means may be provided, and a plurality of operation modes may be notified by displaying an image that prompts the user to operate one of the plurality of operation means. Also, for example, a combination of a plurality of operation means, such as an operation sequence of a cross button, may be notified as a plurality of operation modes.
[0201] In the above embodiment, predetermined points are added in response to the operation of the operation button 19 during the operation valid period, but this is not limited to the above. For example, a predetermined lower limit of points may be added, and points equal to or greater than the lower limit may be added. Also, for example, a predetermined upper limit of points may be added, and points may be added in multiple stages until the upper limit of points is added.
[0202] In the above embodiment, for example, the points may be added in accordance with the passage of time, regardless of the operation of the operation button 19. In the above embodiment, the timing at which the special zone is controlled (entry timing) is varied depending on the type of special zone, but this is not limited to the above. For example, the timing at which the special zone ends may be varied, or a combination of these may be used.
[0203] In the above embodiment, the execution conditions for controlling the special zone are varied depending on the type of effect pattern to be determined and the type of control command to be referenced, but this is not limiting, and for example, the execution conditions for controlling the special zone may be varied depending on the type of fluctuation pattern that can be specified from the game start command. As a specific example, when a fluctuation pattern in which two fluctuation cycles can be performed is determined, the special zone patterns ZP1 and ZP2 may be determined, while when a fluctuation pattern in which three fluctuation cycles can be performed is determined, the special zone patterns ZP2 and ZP3 may be determined.
[0204] In the above embodiment, an image capable of identifying the remaining time controlled by the special zone was not displayed on the performance display device 27, and the remaining time controlled by the special zone could not be identified, but this is not limited thereto. For example, the remaining time controlled by the special zone may be counted, and an image capable of identifying the remaining time may be displayed on the performance display device 27.
[0205] In the above embodiment, when the display is configured to be controlled to one of a plurality of presentation modes and a normal background image corresponding to the plurality of presentation modes is displayed, the display may be controlled to a special zone when the display is controlled to a specific presentation mode. Specifically, the display may be configured to be controlled to a special zone in a presentation mode that is controlled over a predetermined number of special games after being controlled from a high base state to a low base state among the low base state presentation modes.
[0206] In the above embodiment, the special zone is controlled in a low base state. However, the present invention is not limited to this. For example, the special zone may be controlled in a high base state, or a combination of these may be used.
[0207] In the above embodiment, for example, after the big win game ends, the high probability state may be provided until the special game is executed a predetermined number of times (for example, 100 times).
[0208] In the above embodiment, whether the state is controlled to a high probability state or a low probability state after the end of the jackpot game is determined based on the type of jackpot, but this is not limited to the above. For example, when the game ball that entered the large prize winning opening 31 passes through the special passing area during the jackpot game, the state is controlled to a high probability state after the end of the jackpot game, while when the game ball that entered the large prize winning opening 31 does not pass through the special passing area during the jackpot game, the state is controlled to a low probability state after the end of the jackpot game. Also, for example, there may be a jackpot in which the game ball that entered the large prize winning opening 31 is likely to pass through the special passing area, and a jackpot in which the game ball that entered the large prize winning opening 31 is unlikely to pass through the special passing area. In this case, a distribution member that distributes the game balls that entered the large prize winning opening 31 is provided, and the distribution mode of the distribution member is determined based on the type of jackpot. The probability that a gaming ball that has entered the big winning opening 31 passes through the special passing area may be controlled to vary depending on the distribution mode of the distribution member.
[0209] In the above embodiment, the probability state and the base state are adopted as the game state, but this is not limited thereto, and for example, the base state may be adopted without adopting the probability state as the game state. Also, for example, the probability state may be adopted without adopting the base state as the game state.
[0210] In the above embodiment, for example, there may be a type of jackpot that results in a low base state after the jackpot game ends. In the above embodiment, for example, there may be both a big win and a small win.
[0211] In the above embodiment, the second special game is executed with priority over the first special game, but this is not limiting, and for example, the first special game may be executed with priority over the second special game. Also, for example, the special games may be executed in the order in which the game balls enter the first start hole 28 and the second start hole 29, and for example, the first special game and the second special game may be executed simultaneously. Also, for example, there may be only one type of special game, and one of the first special game and the second special game may be executed.
[0212] In the above embodiment, the main control board 40 and the sub-control board 41 are provided and various functions are mounted, but this is not limited thereto, and for example, the functions of one board may be mounted as the functions of the other board. Also, a means for controlling the performance display device 27 may be provided separately. Also, this is not limited to these two types of boards, and for example, it may be configured as an integrated board, or may be configured as three or more types of boards. As a specific example, the functions of the sub-control board 41 may be divided into an overall control board that performs overall control regarding performance, and a display control board that performs control regarding image display.
[0213] In the above embodiment, the type of jackpot (jackpot game) was specified by the symbol command, but the type of jackpot may be specified by a game start command or other dedicated control command.
[0214] In the above embodiment, various random number information related to the special game may be stored in a memory area provided according to the special reserved number. In this case, every time the special game is executed, the random number information may be shifted and stored in a memory area where the special reserved number is subtracted by "1".
[0215] In the above embodiment, for example, the special variable member 32 may be operated to the open state by a predetermined lottery, and a jackpot game may be awarded when a game ball that entered the large prize winning opening 31 passes through a specific passing area (so-called "two-type game machine"). Also, for example, the game machine may be a game machine (so-called three-type game machine) in which a jackpot game starts when a game ball enters a predetermined ball entrance. Also, for example, a high probability state may not be awarded.
[0216] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be described. In a gaming machine in which a jackpot game is awarded after a jackpot display result is displayed in a symbol variation game, the gaming machine is provided with a symbol variation execution means for executing a symbol variation, and the symbol variation executed by the symbol variation execution means includes a symbol variation executed in a specific period during a period during which one symbol variation game is executed, and the specific period includes a first specific period and a second specific period having a longer control time than the first specific period, and the symbol variation may be executed in the first specific period or in the second specific period, and when executed in the first specific period, the symbol variation displays the same specific image until a predetermined time has elapsed since control in the first specific period and when executed in the second specific period, the symbol variation displays the same specific image until a predetermined time has elapsed since control in the second specific period, and when executed in the second specific period, the symbol variation displays a higher jackpot expectation rate than when executed in the first specific period, and the symbol variation starts when a first execution condition is established and when a second execution condition is established. a pseudo consecutive performance capable of executing a plurality of unit performances during one pattern changing game, the pseudo consecutive performance being a performance in which an image indicating the probability of a jackpot can be changed in a variable manner when executed in the second specific period, compared to when executed in the first specific period; a pseudo consecutive performance capable of executing a plurality of unit performances during one pattern changing game, the unit performance being a performance from the start of the display of changing patterns to when the patterns are temporarily stopped and displayed, the number of times that the unit performance is continuously executed in the pseudo consecutive performance performed while the specific performance is being executed is greater when the specific performance is executed in the second specific period than when the specific performance is executed in the first specific period, and when the unit performance is continuously executed in the pseudo consecutive performance performed while the specific performance is being executed, a pattern that can be identified as the unit performance being continuously executed is temporarily stopped and displayed. [Explanation of symbols]
[0217] A1...normal actuator, A2...special actuator, A3...first performance actuator, A4...second performance actuator, KL...left movable body (movable performance means), KR...right movable body (movable performance means), SE1...first start sensor, SE2...second start sensor, SE3...special winning sensor, SE4...gate sensor, SE5...general winning sensor, 10...pachinko game machine, 17...decorative lamp, 18...speaker, 19...operation button (operation means), 20...game board, 21...game area , 22a...first special pattern display section, 22b...second special pattern display section, 27...performance display device (performance execution means), 28...first start opening, 29...second start opening, 30...normal variable member, 31...large prize opening, 32...special variable member, 33...gate, 34...general prize opening, 40...main control board, 40a...main control CPU (variation pattern determination means), 40b...main control ROM, 40c...main control RAM, 41...sub-control board, 41a...sub-control CPU, 41b...sub-control ROM, 41c...sub-control RAM.
Claims
[Claim 1] In a gaming machine in which a jackpot game is awarded after a jackpot display result is displayed in a symbol variation game, A performance execution means for executing a performance is provided, The effects executed by the effect execution means include specific effects executed during a specific period during which one symbol variation game is executed, and special effects that can be executed when the specific effects are started. The specific period includes a first specific period and a second specific period having a control time longer than that of the first specific period, The specific effect may be executed in the first specific period or in the second specific period, and when executed in the first specific period, a specific image that is different between when the specific image is displayed from when the specific image is controlled in the first specific period until a predetermined time has elapsed and when the specific image is displayed in the second specific period until the predetermined time has elapsed, and when the specific image is displayed in the second specific period, the specific image has a higher expectation of a jackpot when the specific image is displayed in the second specific period than when the specific image is displayed in the first specific period, and the specific image may be started when a first execution condition is established or when a second execution condition is established, The special effect is an effect that displays the same special image when the specific effect is executed in the first specific period and when the specific effect is executed in the second specific period, The specific effect is an effect that changes an image showing a probability of winning, and when the specific effect is executed in the second specific period, the image is more likely to change to an image showing a higher probability of winning than when the specific effect is executed in the first specific period. When the specific performance is being executed, a pseudo consecutive performance can be executed, The pseudo consecutive effects are effects that can execute unit effects multiple times during one symbol variation game, The unit performance is a performance from the start of the variable display of the pattern to the stop display of the pattern, When the specific performance is executed in the second specific period, the number of times that the unit performance is executed continuously in the pseudo consecutive performance that is executed while the specific performance is being executed is greater than the number of times that the specific performance is executed in the first specific period; When the unit performance is continuously executed in the pseudo consecutive performance performed while the specific performance is being executed, a pattern capable of identifying that the unit performance is continuously executed is temporarily stopped and displayed, In the case where the unit performance is executed multiple times in succession during the execution of one pattern change game, there are cases where the specific performance is executed during the execution of the unit performance that is executed first among the multiple successive unit performances and during the execution of the unit performance that is executed after the unit performance that is executed first, and there are cases where the specific performance is not executed during the execution of the unit performance that is executed first among the multiple successive unit performances, and the specific performance is executed during the execution of the unit performance that is executed after the unit performance that is executed first. When the unit performance is executed multiple times in succession during execution of one symbol variation game, one of the specific performances can be executed across the multiple consecutive unit performances; The image indicating the probability of winning displayed during the specific performance may be displayed in a changing manner across a plurality of consecutive unit performances.
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