Gaming Machines
The gaming machine addresses the limitations of repeated roulette events by incorporating a special continuous performance with varying advantageous control, enhancing player engagement and recognition through repeated scenes and actions.
Patent Information
- Application Number
- JP2022067273
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-15
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2042-04-15
AI Technical Summary
Existing gaming machines, such as those described in Patent Document 1, have limitations in improving the performance of repeated roulette events leading up to the SP reach.
A gaming machine that can be controlled to an advantageous state for the player, equipped with a performance execution means capable of performing a special continuous performance. This performance includes a first part with a scene of a specific character's action and a second part that continues or ends based on the character's action, with the ratio of advantageous control varying depending on the number of times the special continuous performance is repeated.
Enhances player recognition of how to proceed or end the performance, with a higher execution rate of more desirable performances when the special continuous performance is repeated for a specified number of times, improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] There is known a pachinko gaming machine in which a roulette effect is performed, NEXT is displayed to continue the roulette effect, and SP is displayed to progress to an SP reach (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-221339 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the gaming machine described in Patent Document 1, there is room for improvement in the multiple roulette presentation.
[0005] An object of the present invention is to provide a gaming machine in which the performance that is repeated multiple times as a pre-performance leading up to the SP reach is improved. [Means for solving the problem]
[0006] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a re-variable display performance in which a specific performance is executed after the start of the variable display and then a re-variable display is executed; The re-variable display performance may be executed multiple times within one variation, The performance execution means 、 before It is possible to execute a predetermined effect that suggests that the game will be controlled to the advantageous state. 、 When the predetermined performance is executed, the special continuous performance or the re-variable display performance can be executed before the predetermined performance, The predetermined performance includes a first predetermined performance and a second predetermined performance having a higher expectation of being controlled to the advantageous state than the first predetermined performance, The execution ratio of the second predetermined effect is higher when the number of times the special continuous effect continues is a specific number of times than when the number of times the re-variable display effect continues is a specific number of times; The first predetermined effect is an effect in which the specific character is not used and a special character is used, The second predetermined effect is an effect in which the specific character is used, The special character is not displayed in the first part; The execution rate of the second predetermined performance is higher when the special consecutive performance continues for a second number of times, which is greater than the first number of times, than when the special consecutive performance continues for a first number of times. According to such a feature, by repeating a first part including a scene in which a specific character takes action and a second part indicating whether to continue or not multiple times, the player can easily recognize what and how determines whether to continue or end the game, and since the execution rate of the second predetermined effect, which has a higher expectation, is higher when the special continuous effect is executed a specific number of times in succession than when the re-variable display effect is executed a specific number of times in succession, attention can be paid to the execution of the special continuous effect. Below are examples of the correspondence between the configurations described in the embodiment of the invention. ·Re-variable display effects: Pseudo consecutive·Specific characters: Character "Jam", Character "Nana"·First part: Consists of scenes in which the characters use techniques such as punch, fireball, iceball, and ultimate ball·Second part: Consists of scenes in which the characters "Continue" or "Develop" appear in conjunction with the technique used in the first part·Predetermined effects: SP reach A, SP reach B, SP reach C·First predetermined effect: SP reach A·Second predetermined effect: SP reach B, SP reach CCorresponding diagrams: Figures 16 to 20, Figures 51 to 56
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6]13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 8] 13 is a flowchart showing an example of a performance control main process. [Figure 9] 13 is a flowchart showing an example of a performance control process. [Figure 10] FIG. 13 is an explanatory diagram showing a winning type table. [Figure 11] FIG. 2 is an explanatory diagram showing each random number. [Figure 12] An explanatory diagram showing a jackpot determination table and a jackpot type determination table. [Figure 13] FIG. 11 is an explanatory diagram showing an example of the content of a performance control command. [Figure 14] An explanatory diagram showing an example of the contents of the fluctuation pattern on the main side. [Figure 15] An explanatory diagram showing an example of the content of the variation pattern on the sub side. [Figure 16] An explanatory diagram showing a variation pattern determination table on the main side. [Figure 17] An explanatory diagram showing a variation pattern determination table on the sub side. [Figure 18] An explanatory diagram showing a variation pattern determination table on the sub side. [Figure 19] An explanatory diagram showing a variation pattern determination table on the sub side. [Figure 20] An explanatory diagram showing a variation pattern determination table on the sub side. [Figure 21] 13 is a flowchart showing an example of normal special symbol processing. [Figure 22] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 23] 13 is a flowchart showing an example of a variable display start setting process. [Figure 24] 13 is a flowchart showing an example of a preview performance determination process. [Diagram 25]13 is a flowchart showing an example of a chance-up effect determination process. [Figure 26] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Figure 27] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Figure 28] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Figure 29] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Diagram 30] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Diagram 31] FIG. 1 is an explanatory diagram showing the flow of fluctuations in this embodiment. [Diagram 32] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 33] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 34] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 35] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 36] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 37] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 38] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 39] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 40] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 41] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 42] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 43] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 44] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 45] An explanatory diagram showing the flow of SP reach in this embodiment. [Diagram 46] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 47] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 48] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 49] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 50] An explanatory diagram showing the flow of SP reach in this embodiment. [Figure 51] An explanatory diagram showing the flow of special continuous performance A in this embodiment. [Figure 52] An explanatory diagram showing the flow of special continuous performance A in this embodiment. [Diagram 53] An explanatory diagram showing the flow of special continuous performance B in this embodiment. [Figure 54] An explanatory diagram showing the flow of special continuous performance B in this embodiment. [Figure 55] An explanatory diagram showing the flow of special continuous performance B in this embodiment. [Figure 56] An explanatory diagram showing the flow of special continuous performance B in this embodiment. [Figure 57] 13 is an explanatory diagram showing the duration of a scene of special continuous performance A in this embodiment. [Figure 58] 13 is an explanatory diagram showing the duration of the scene of special continuous performance B in this embodiment. [Figure 59] An explanatory diagram showing the pattern of special continuous performance A in this embodiment. [Figure 60] An explanatory diagram showing the pattern of special continuous performance B in this embodiment. [Figure 61] An explanatory diagram showing the pattern of special continuous performance B in this embodiment. [Figure 62] An explanatory diagram showing the probability of the continuation of special consecutive performance B in this embodiment. [Figure 63]13 is an explanatory diagram showing the chance increase rate of the SP reach that is performed after the special continuous performance A in this embodiment is executed. [Figure 64] 13 is an explanatory diagram showing the chance increase rate of the SP reach that is performed after the special continuous performance C in this embodiment is executed. FIG. [Figure 65] An explanatory diagram showing the change in the chance of increasing the SP reach in this embodiment. [Figure 66] An explanatory diagram showing the change in the chance of increasing the SP reach in this embodiment. [Figure 67] An explanatory diagram showing the display period of the SP reach dialogue L in this embodiment. [Figure 68] An explanatory diagram showing the flow of a modified example of special continuous performance A in this embodiment. [Figure 69] An explanatory diagram showing the flow of a modified example of special continuous performance A in this embodiment. [Figure 70] An explanatory diagram showing the flow of a modified example of special continuous performance B in this embodiment. [Figure 71] An explanatory diagram showing the flow of a modified example of special continuous performance B in this embodiment. [Figure 72] An explanatory diagram showing the flow of a modified example of special continuous performance B in this embodiment. [Figure 73] An explanatory diagram showing the flow of a modified example of special continuous performance B in this embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the drawings.
[0010] (Features) (SKY2022-345) Type 1-A gaming machine is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a predetermined performance suggesting that the special continuous performance is controlled to the advantageous state after the special continuous performance is ended, The predetermined performance includes a first predetermined performance and a second predetermined performance, The first predetermined effect is an effect in which the specific character is not used, The second predetermined effect is an effect in which the specific character is used, The execution rate of the second predetermined performance is higher when the special consecutive performance continues for a second number of times, which is greater than the first number of times, than when the special consecutive performance continues for a first number of times. According to such a feature, by repeating a first part including a scene in which a specific character takes action and a second part indicating whether to continue or not multiple times, the player can easily recognize what needs to happen to continue or end, and the predetermined performance executed after the special consecutive performance ends includes a predetermined performance in which a specific character is used and a predetermined performance in which a specific character is not used. When the special consecutive performance continues many times, the execution rate of the predetermined performance in which a specific character is used is higher than when the special consecutive performance continues few times. Therefore, when the special consecutive performance continues many times in particular, the time for which the specific character is visible is longer, making it possible to recognize the specific character more easily. Below are examples of the correspondence between the configurations described in the embodiment of the invention. Specific characters: Character "Jam", Character "Nana" Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. Part 2: This part is linked to the technique used in Part 1 and includes a scene where the word "Continue" or "Development" appears. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C -First scheduled performance: SP Reach A where Jam and Nana do not appear - Second scheduled performance: SP Reach B where Jam appears, SP Reach C where Nana appears Corresponding drawings: Figures 16 to 20, Figures 51 to 56
[0011] (SKY2022-346) Type 1-B gaming machines are: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a predetermined performance suggesting that the special continuous performance is controlled to the advantageous state after the special continuous performance is ended, A special image can be displayed during the special continuous performance, The special images include a first special image, a second special image, and a third special image, When the specific character takes an action, the first special image is displayed, the second special image is displayed, or the third special image is displayed. When the third special image is displayed, the expectation of being controlled to the advantageous state is higher than when the first special image is displayed, compared with when the second special image is displayed. The display rate of the third special image is higher when the special continuous performance continues for a second number of times, which is greater than the first number of times, than when the special continuous performance continues for a first number of times. According to such a feature, by repeating the first part, which includes a scene in which a specific character takes action, and the second part, which indicates whether or not to continue, multiple times, the player can easily recognize what and how will determine whether the game will continue or end. Furthermore, since the rate at which the player will be controlled to an advantageous state differs depending on the type of special image displayed during the special continuous performance, both the number of times the image is repeated and the special image provide a means for predicting whether the player will be controlled to an advantageous state, thereby increasing the player's interest in the game. Below are examples of the correspondence between the configurations described in the embodiment of the invention. Specific characters: Character "Jam", Character "Nana" Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. Part 2: This part is linked to the technique used in Part 1 and includes a scene where the word "Continue" or "Development" appears. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C Special image: Aura on the arm, contents of the pot First special image: Arm aura, pot contents are blue - 2nd special image: Arm aura, pot contents are green 3rd special image: Arm aura, pot contents are red Corresponding drawings: Figures 16 to 20, Figures 51 to 56
[0012] (SKY2022-347) Type 1-C gaming machines are: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a re-variable display performance in which a specific performance is executed after the start of the variable display and then a re-variable display is executed; The re-variable display performance may be executed multiple times within one variation, The performance execution means includes: After the special continuous performance is completed, a predetermined performance suggesting that the game will be controlled to the advantageous state can be executed. After the re-variable display performance is completed, the predetermined performance can be executed, The predetermined performance includes a first predetermined performance and a second predetermined performance having a higher expectation of being controlled to the advantageous state than the first predetermined performance, The execution rate of the second predetermined performance is higher when the special continuous performance continues for a specific number of times than when the re-variable display performance continues for a specific number of times. According to such a feature, by repeating a first part including a scene in which a specific character takes action and a second part indicating whether to continue or not multiple times, the player can easily recognize what and how determines whether to continue or end the game, and since the execution rate of the second predetermined effect, which has a higher expectation, is higher when the special continuous effect is executed a specific number of times in succession than when the re-variable display effect is executed a specific number of times in succession, attention can be paid to the execution of the special continuous effect. Below are examples of the correspondence between the configurations described in the embodiment of the invention. -Reconfigurable display effects: Pseudo consecutive Specific characters: Character "Jam", Character "Nana" Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. Part 2: This part is linked to the technique used in Part 1 and includes a scene where the word "Continue" or "Development" appears. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C -First scheduled performance: SP Reach A - Second predetermined performance: SP Reach B, SP Reach C Corresponding drawings: Figures 16 to 20, Figures 51 to 56
[0013] (SKY2022-348) Type 1-D gaming machines are: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, In the first part, the performance mode of the first part can be a first mode or a second mode, The performance execution means is capable of executing a predetermined performance suggesting that the special continuous performance is controlled to the advantageous state after the special continuous performance is ended, In the predetermined performance, the performance mode of the predetermined performance can be a normal mode or a special mode related to the second mode, The special mode is a mode having a higher expectation of being controlled to the advantageous state than the normal mode, The probability that the presentation mode of the predetermined performance will be the special mode is higher when the special consecutive performance ends and the predetermined performance is executed while the presentation mode of the first part is the second mode than when the special consecutive performance ends and the predetermined performance is executed while the presentation mode of the first part is the first mode. According to such a feature, by repeating the first part including the scene where the specific character takes action and the second part indicating whether to continue or not multiple times, the player can easily recognize what and how to continue or end, and since the presentation mode of the special continuous performance becomes the second mode, the presentation mode of the predetermined performance executed thereafter is likely to become the special mode, it is possible to draw attention to the presentation mode of the special continuous performance and the predetermined performance. In particular, since the special mode is related to the second mode of the special continuous performance, when the presentation mode of the predetermined performance becomes the special mode, the player can be made aware of the connection with the special continuous performance. Below are examples of the correspondence between the configurations described in the embodiment of the invention. Specific characters: Character "Jam", Character "Nana" Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. Part 2: This part is linked to the technique used in Part 1 and includes a scene where the word "Continue" or "Development" appears. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C - 1st mode: Aura on the arm, color of pot contents is blue - 2nd aspect: Arm aura, pot contents are green -Third aspect: Arm aura, pot contents are red Normal mode: Dialogue L is displayed in white Special mode: Dialogue L is displayed in red Corresponding drawings: Figures 16 to 20, Figures 51 to 56, Figures 59 to 64
[0014] (SKY2022-349) Type 1-E gaming machines are: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of the action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of the action taken by the specific character, The performance execution means is capable of executing a predetermined performance suggesting that the special continuous performance is controlled to the advantageous state after the special continuous performance is ended, The expectation level of being controlled to the advantageous state is different between when the special consecutive performance continues for a first number of times and when the special consecutive performance continues for a second number of times, The special continuous performance is ended in a common manner when the special continuous performance continues for the first number of times and when the special continuous performance continues for the second number of times. According to such a feature, by repeating a first part including a scene in which a specific character takes action and a second part indicating whether to continue or not multiple times, the player can easily recognize what needs to happen to continue or end, and by ending with the same presentation content regardless of when it ends, the player can be accurately informed that the special continuous presentation has ended. Below are examples of the correspondence between the configurations described in the embodiment of the invention. Specific characters: Character "Jam", Character "Nana" Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. - Second part: The word "Continue" or "Development" appears in conjunction with the technique used in the first part. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C Corresponding drawings: Figures 16 to 20, Figures 51 to 56, Figures 59 to 64
[0015] (SKY2022-350) Type 1-F gaming machine is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a first character acts on a second character, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in a manner corresponding to the result of the action in the first part, which indicates that the special consecutive performance will continue, and when the special consecutive performance ends, an end scene is executed in a manner corresponding to the result of the action in the first part, which indicates that the special consecutive performance will end, The expectation of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a predetermined performance suggesting that the special continuous performance is controlled to the advantageous state after the special continuous performance is ended, The action mode of the first character in the first part includes a first action mode and a second action mode having a higher expectation of being controlled to the advantageous state than the first action mode, The rate at which the special continuous performance continues differs between a case in which the action mode of the first character in the first part is the first action mode and a case in which the action mode of the first character in the first part is the second action mode. According to such a feature, by repeating the first part in which a specific character attacks a second character and the second scene suggesting whether the attack scene should be continued or not multiple times, it is possible to easily let the player know what should be continued or ended, the first part can easily tell the player that the game has continued, the second scene can help the player focus on whether the game should be continued or not, and the rate at which the advantageous state is controlled varies depending on the number of times the first and second scenes are repeated, which increases the player's interest in the game. Also, the fact that there are multiple attack modes in the first part increases the player's interest in the game, and the number of times the first and second scenes are repeated varies depending on the type of attack mode, which allows the player to focus on and view the first part. Below are examples of the correspondence between the configurations described in the embodiment of the invention. - First character: Character "Jam", Character "Nana" - Second character: Wooden Man Tsubaki, Nabe Part 1: Includes scenes in which the character uses punches, fireballs, ice balls, ultimate balls, and other techniques. Part 2: This part is linked to the technique used in Part 1 and includes a scene where the word "Continue" or "Development" appears. -Predetermined performance: SP Reach A, SP Reach B, SP Reach C Mode of action: Fireball, Iceball, Ultimate Ball, etc. First mode of action: Fireball Second action mode: Ice ball Corresponding drawings: Figures 16 to 20, Figures 51 to 56, Figures 59 to 64
[0016] The gaming machine of form 2 is a gaming machine according to any one of forms 1-A to 1-F, A start performance suggesting that the special consecutive performance will start and an end performance suggesting that the special consecutive performance will end are executed. It is characterized by the following. According to such a feature, the start and end of the special consecutive performances are easily understood, which increases the interest in the game.
[0017] The gaming machine of the third aspect is a gaming machine according to any one of the first to first aspects, the first part is executable for a first period of time; The second part is executable for a second period of time different from the first period of time. It is characterized by the following. According to such a feature, by making the duration of the first part and the second part different, the degree of attention is different in each part of the special continuous performance, and interest in the game is increased.
[0018] The gaming machine of form 4 is a gaming machine according to any one of forms 1-A to 1-F, The second part indicates whether or not the special continuous performance will continue after the action prompting performance is executed. It is characterized by the following. According to such a feature, it is possible to draw attention to the special continuous performance by making it possible to know from the player's actions whether or not the special continuous performance will continue.
[0019] A gaming machine according to a fifth aspect is a gaming machine according to any one of the first to fifth aspects, In the first part and the second part, a dialogue character image corresponding to a specific character is not displayed, and the dialogue character image is displayed when an end performance for notifying that the special continuous performance is to end is executed. It is characterized by the following. According to this feature, by not displaying dialogue text images, it is possible to draw attention to each part, and by displaying dialogue text images at the end of the performance, it becomes easier for the player to recognize that the game is ending.
[0020] The gaming machine of the sixth aspect is the gaming machine according to any one of the first to fifth aspects, The actions of the specific characters executed in the first part are all common to all of the characters. It is characterized by the following. With this feature, it is easy to recognize that the action of the first part is a continuation.
[0021] The gaming machine of the seventh aspect is the gaming machine according to any one of the first to fifth aspects, All of the suggestive effects in the second part that indicate whether or not the game will continue are the same. It is characterized by the following. According to this feature, it is easy to recognize that the suggestive presentation of the second part is a presentation that suggests whether or not to continue the game by having it in common.
[0022] The gaming machine of aspect 8 is a gaming machine according to any one of aspects 1-A to 1-F, The specific character takes an action, causing the specific display to move from the first position; The specific display may move from the first position to the second position, or from the first position to a third position different from the second position, The probability of the specific display being controlled to the advantageous state is higher when the specific display moves from the first position to the third position than when the specific display moves from the first position to the second position. It is characterized by the following. According to such a feature, the proportion of the special display being controlled to an advantageous state varies depending on the position to which the special display is moved, so that attention can be drawn to the position of the special display.
[0023] A gaming machine according to a ninth aspect is a gaming machine according to any one of the first to first aspects, The decoration identification information is displayed in a reach state during execution of an end performance that suggests that the special continuous performance will end. It is characterized by the following. According to such a feature, it becomes easy to know when the special continuous performance has ended, and interest in the game is increased.
[0024] A gaming machine according to a tenth aspect is a gaming machine according to any one of aspects 1-A to 1-F, The first part is performed from the perspective of the specific character. It is characterized by the following. According to such a feature, the player can project confidence onto the character taking action, which increases the player's interest in the game.
[0025] <Basic explanation> First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0026] [Configuration of Pachinko Machine 1] Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0027] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a specified special symbol is displayed stationary (also called derived or derived display) as the display result (variable display of other symbols described below). The same applies to display.) Variable display may be expressed as variable display or fluctuation.
[0028] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol" or "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol" or "second special symbol". A special symbol game using the first special symbol is also called the "first special symbol game", and a special symbol game using the second special symbol is also called the "second special symbol game". There may be only one type of special symbol display device that variably displays the special symbols.
[0029] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0030] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a variable display of multiple types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns is performed. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in the "left", "center", and "right" decorative pattern display areas 5L (left decorative pattern), 5C (center decorative pattern), and 5R (right decorative pattern). The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0031] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0032] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0033] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0034] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0035] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0036] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in the off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state where the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state where the game ball can enter (also referred to as the second start winning hole being in an open state).
[0037] When the game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. The variable winning ball device 6B is not limited to the one equipped with the electric tulip type accessory, as long as it can be changed between a closed state and an open state.
[0038] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0039] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0040] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0041] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10.
[0042] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0043] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0044] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0045] A regular symbol reserved indicator 25C is provided below the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0046] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0047] Speakers 8L, 8R for reproducing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0048] A movable body 32 that operates according to the presentation is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0049] At the lower right position of the game machine frame 3, there is provided a ball hitting operation handle (operation knob) 30 which is operated by a player or the like to launch a game ball toward the game area by the ball launching device.
[0050] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0051] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the play area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 3).
[0052] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0053] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0054] 2 is a rear perspective view of the pachinko game machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko game machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing settings such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0055] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 is disposed to the side of the display monitor 29. The display monitor 29 may be configured, for example, using a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed in front of the main board 11 when the back surface of the game board 2 is viewed with the game machine frame 3 open.
[0056] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values to be changed or confirmed.
[0057] When the gaming machine frame 3 is closed, the setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0058] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the board case 201, including the setting key 51 and the setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0059] [Outline of game progress] The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0060] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0061] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0062] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0063] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0064] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as the confirmed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as the confirmed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as the confirmed special symbol, it is a "losing".
[0065] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.
[0066] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0067] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state and the longer the upper limit period, the more advantageous it is for the player.
[0068] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.
[0069] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening state. For example, in the small win game state, the large prize opening is opened in the same opening state as the large prize opening in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small prizes".
[0070] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0071] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0072] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0073] The time-saving state or the probability change state continues until one of the end conditions is met first, such as the execution of a specified number of special game games or the start of the next big win game state. The end condition of the state in which a specified number of special game games are executed is also called the number-cut (number-cut time-saving, number-cut probability change, etc.).
[0074] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after power is turned on).
[0075] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0076] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.
[0077] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.
[0078] In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0079] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0080] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0081] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0082] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0083] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (for example, "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (for example, "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0084] When the display result of the special game is a "small win", a fixed decorative pattern (such as "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".
[0085] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0086] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0087] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0088] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to show that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of the same mode as the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that it is not possible to distinguish whether the current state is a high probability state or a low probability state.
[0089] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0090] [Board configuration] The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 connected to a power switch 91 is also equipped with the machine. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also include electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0091] In the pachinko game machine 1, power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 by the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0092] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0093] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 and a RAM (Random Access Memory). The system includes a central access memory (CPU) 102, a central processing unit (CPU) 103, a random number circuit 104, an input / output port (I / O) 105, and a real time clock (RTC) 106.
[0094] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0095] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0096] I / O 105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0097] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0098] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0099] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0100] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0101] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the game status (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, and the like.
[0102] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0103] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0104] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0105] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0106] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0107] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0108] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0109] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0110] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0111] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0112] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0113] Sub-substrates, such as the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0114] [Operation] Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0115] (Main operations of main board 11) First, a description will be given of the main operation of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 4 is a flowchart showing an example of the game control main process executed by the CPU 103 in the main board 11.
[0116] In the game control main process shown in Fig. 4, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0117] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch 92 provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.
[0118] If the restoration condition is met (step S3; Y), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process in step S4 sets a working area based on the contents stored in RAM 102. By setting a working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.
[0119] If the recovery condition is not satisfied (step S3; N), an initialization process (step S6) is executed, and then a setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing flags, counters, and buffers stored in the RAM 102, and initial values are set in the working area by executing the clear process.
[0120] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.
[0121] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the setting values set in the pachinko gaming machine 1 can be confirmed by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0122] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state associated with it may also end.
[0123] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0124] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, based on the setting key 51 being turned off by an attendant of the game parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When the setting change state is to be ended, a setting change end command is sent from the main board 11 to the performance control board 12.
[0125] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it may also end.
[0126] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0127] The clear signal is turned on by, for example, pressing a clear switch 92 provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch 92 is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the device to the setting change state, and if the clear switch 92 is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed to control the device to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch 92 is on, the initialization process of step S6 is executed but the device is not controlled to the setting change state, and if the clear switch 92 is off, the recovery process of step S4 is executed but the device is not controlled to the setting confirmation state.
[0128] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and the interrupt is permitted (step S10). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0129] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been entered) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0130] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0131] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0132] After the normal symbol process is executed, as part of the game control timer interrupt process, a process when a power outage occurs, a process for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control process (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control process of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control process is executed, the interrupt is permitted and then the game control timer interrupt process is terminated.
[0133] Fig. 6 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0134] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process is completed, by executing the command control process of step S27 shown in FIG. 5.
[0135] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0136] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0137] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0138] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0139] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (such as whether or not there is a reach), and the content of the presentation during the variable display of the decorative patterns (such as the type of reach presentation), and is also called the variable display pattern.
[0140] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0141] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0142] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0143] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0144] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0145] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0146] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0147] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0148] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0149] The pachinko game machine 1 is configured such that the winning probability of a jackpot and the ball payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, while the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set any one of a plurality of set values with different advantages for the player. The setting value set in the pachinko gaming machine 1 is notified to the performance control board 12 by transmitting a setting value designation command from the main board 11 to the performance control board 12.
[0150] FIG. 7 shows an example of the display result judgment table. FIG. 7(A) shows an example of the display result judgment table for the first special symbol used when the variable special symbol is the first special symbol, and FIG. 7(B) shows an example of the display result judgment table for the second special symbol used when the variable special symbol is the second special symbol. The display result judgment table is a collection of data stored in the ROM 101. In the display result judgment table, a winning judgment value compared with the random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and the value is updated randomly within the range of 0 to 65535. As the display result judgment table, a display result judgment table common to the first special symbol and the second special symbol may be used.
[0151] In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, when the pachinko game machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that the game state will be controlled to a jackpot game state is higher than when the game state is in a low probability state such as a normal state or a time-saving state.
[0152] In the first special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is a "small win" and controlled to a small win game state is the same regardless of the game state or the setting value. In the second special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is a "small win" and controlled to a small win game state is the same value different from that in the first special chart display result judgment table, regardless of the game state or the setting value. In addition, the probability of determining that the special chart display result is a "small win" and controlled to a small win game state may be different depending on the setting value. The probability of determining that the special chart display result is a "small win" and controlled to a small win game state may be the same probability regardless of the variable special chart.
[0153] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 1020 to 1237 is set as the common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1237 is assigned to "jackpot" and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1238 is set as the non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.
[0154] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is a probability variable state, the range of the hit judgment value from 1020 to 1346 is set as a common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1346 is set as a non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.
[0155] In the first special chart display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 32767 to 33094 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0156] In the first special display result judgment table, when the game state is a probability variable state, the range of 32767 to 33094 among the hit judgment values is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0157] In the second special display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 32767 to 33421 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0158] In the second special display result judgment table, when the game state is a probability variable state, the range of 32767 to 33421 among the hit judgment values is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0159] The set values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the probability of a jackpot in the normal state is 1 / 320, and the probability of ... On the other hand, the game may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko game machine 1 is 3, the probability of a jackpot is 1 / 320 and the probability of a small jackpot is 1 / 50, and the game may be such that the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called one-type two-type mixed type). When the setting value set in the pachinko game machine 1 is any of 1 to 3, the game is the same, but a setting may be provided in which the probability of a jackpot or small jackpot is higher than when these setting values are any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko game machine 1 is any of 4 to 6). When the game is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a designated switch provided within the special variable winning ball device 7 is used as a performance switch (a switch for executing a designated performance each time the game ball passes through a designated area), and when the setting value is 4 to 6, the designated switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the designated switch).
[0160] The jackpot type may be determined at different rates depending on the set value based on the allocation of the judgment value in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The fluctuation pattern may be determined at different rates depending on the set value based on the allocation of the judgment value in the fluctuation pattern judgment table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the set value. The execution rate of normal reach and super reach may differ depending on the set value, so that the setting value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution rate of normal reach and super reach may be common regardless of the set value. In addition, any setting suggestion performance may be executed at different rates depending on the set value.
[0161] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0162] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; N), the process of step S73 is repeatedly executed and the process waits.
[0163] In addition, on the performance control board 12 side, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to emit an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0164] If the timer interrupt flag is on in step S73 (step S73; Y), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command has been received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0165] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, and set according to the performance control command transmitted from the main board 11.
[0166] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0167] Fig. 9 is a flow chart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, a judgment, decision, setting, etc. for executing the pre-reading notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.
[0168] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0169] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0170] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0171] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L, 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0172] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.
[0173] The small win performance processing in step S174 is a processing executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0174] The small win end performance processing in step S175 is a process executed when the performance process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0175] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the big win gaming state, for example, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, in response to receiving a command from the main board 11 to end the big win gaming state, for example, the value of the performance process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.
[0176] The ending performance process in step S177 is executed when the performance process flag is set to "7". In this ending performance process, the performance control CPU 120 sets a performance control pattern corresponding to the end of a big win game state, for example, and executes various performance controls for the ending performance at the end of the big win game state based on the set contents. After that, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.
[0177] [Variations of the basic explanation] This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0178] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0179] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0180] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a specific combination of symbols is formed, and a predetermined number of medals is paid out to the player.
[0181] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0182] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory, or by directly executing the game using hardware resources of another device on a network connected via a communication line, etc. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0183] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0184] [Various tables related to jackpots] Various tables relating to big wins will be described with reference to Figures 10 to 12. Figures 10 and onwards are the characteristic parts of this embodiment, and this embodiment will be described with reference to the values shown in Figures 10 and onwards.
[0185] (Big Win Type) Fig. 10 is an explanatory diagram showing a winning type table. As shown in Fig. 10, the winning type table shows the winning probability after the end of the winning game state, the base after the end of the winning game state, the variable time after the end of the winning game state, and the number of openings (number of rounds) in the winning game for each type of winning in the winning game.
[0186] Specifically, the types of jackpots are 5R normal jackpot, 5R variable jackpot, and 10R variable jackpot. In the following, the names of each round may be expressed as "R". For example, the first round is also called the first round, and the second round is also called the second round. The 5R normal jackpot is a jackpot that is controlled to a low probability state and a high base state after the end of a 5-round jackpot game state. In a normal jackpot, this low probability high base state continues until either the variable display is executed a predetermined number of times, 100 times, or the next jackpot occurs, whichever occurs first.
[0187] The 5R probability jackpot is a jackpot that is controlled to a high probability state and a high base state after the end of the 5-round jackpot game state. In the probability jackpot, this high probability high base state continues until the earlier of the following conditions is met: until the variable display is executed a predetermined number of times, 150 times, or until the next jackpot occurs.
[0188] The 10R probability jackpot is a jackpot that is controlled to a high probability state and a high base state after the end of the 10-round jackpot game state. In the probability jackpot, this high probability high base state continues until the earlier of the following conditions is met: until the variable display is executed a predetermined number of times, 150 times, or until the next jackpot occurs.
[0189] (each random number) FIG. 11 is an explanatory diagram showing each random number. As shown in FIG. 11, each random number is used as follows. Specifically, Random R is a random counter for hit determination that determines whether or not a big hit is made. Random R is updated by 1 at 10 MHz, and is updated by incrementing from 0 to its upper limit of 65535, and then is updated by incrementing from 0 again. Random 1 is a random counter (for determining the big hit type) that determines the big hit type as either a 5R normal big hit, a 5R variable big hit, or a 10R variable big hit. Random 2 is a random counter (for determining the big hit pattern) that determines the fluctuation pattern (hereinafter referred to as the "later fluctuation pattern") (fluctuation time) corresponding to the later fluctuation of the fluctuation pattern. The later fluctuation refers to the latter part of the fluctuation of the special pattern. Random 3 is a random counter (for determining the previous fluctuation pattern) that determines the fluctuation pattern (hereinafter referred to as the "pre-fluctuation pattern") (fluctuation time) corresponding to the earlier fluctuation of the fluctuation pattern. The first variation refers to the variation of the first half of the special pattern variation. Random 4 is a random counter that determines whether or not a win based on a normal pattern occurs (for determining whether or not a win occurs based on a normal pattern). Random 5 is a random counter that determines the initial value of Random 4 (for determining the initial value of Random 4).
[0190] In this embodiment, whether or not the game state is controlled to a jackpot game state that is advantageous to the player is determined based on the value of the jackpot determination random number (Random R).Then, which of the multiple types of jackpots, such as a 5R normal jackpot, a 5R variable jackpot, and a 10R variable jackpot, that will be the jackpot game state is determined based on the value of the jackpot type determination random number (Random 1).At this time, the jackpot pattern is also determined based on the value of Random 1. It would be best to do so.
[0191] In addition, first, the following variation pattern is determined using the following variation pattern determination random number (random 2), and the preceding variation pattern is determined using the preceding variation pattern determination random number (random 3). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.
[0192] (Big hit determination table, big hit type determination table) 12 is an explanatory diagram showing the big win determination table and the big win type determination table of this embodiment. These tables are stored in the ROM 101.
[0193] Fig. 12(A) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in RO101, and is a table in which a jackpot determination value to be compared with random R is set. The jackpot determination table includes a normal (non-variable) jackpot determination table used in a normal state (a game state that is not a variable probability state, i.e., a non-variable probability state), and a variable probability jackpot determination table used in a variable probability state.
[0194] In the normal jackpot determination table, the numerical values in the left column of FIG. 12(A) are set as jackpot determination values, and in the special jackpot determination table, the numerical values in the right column of FIG. 12(A) are set as jackpot determination values. The jackpot determination values set in the special jackpot determination table are jackpot determination values common to the jackpot determination values set in the normal jackpot determination table (normal jackpot determination values or first jackpot determination values), and a jackpot determination value specific to the special jackpot determination table is added, so that a larger number of jackpot determination values (special jackpot determination values in special jackpot determination tables or second jackpot determination values) are set than in the special jackpot determination table. As a result, the special jackpot state is determined to have a higher probability of occurring than the normal state.
[0195] At a predetermined time, the CPU 103 extracts the count value of the random number circuit 104 and compares the extracted value with the value of the random number (random R) for jackpot determination. If the random number for jackpot determination matches any of the jackpot determination values shown in Fig. 12(A), it determines that the special symbol will be a jackpot (normal jackpot or special jackpot). Note that the "probability" shown in Fig. 12(A) indicates the probability (percentage) of a jackpot.
[0196] Figures 12(B) and (C) are explanatory diagrams showing the jackpot type determination table. Figure 12(B) is a first special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the first special symbol. Figure 12(C) is a second special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the second special symbol.
[0197] In the first special symbol jackpot type determination table in Fig. 12(B), a jackpot determination value corresponding to each of "5R normal jackpot", "5R variable probability jackpot", and "10R variable probability jackpot" is set, which is a numerical value to be compared with the value of Random 1 for jackpot type determination. In the second special symbol jackpot type determination table in Fig. 12(C), a jackpot determination value corresponding to "10R variable probability jackpot" is set, which is a numerical value to be compared with the value of Random 1.
[0198] For example, as shown in FIG. 12(B), for the first special chart, 35 random 1 values are assigned to the 5R normal jackpot out of 100 random 1s ranging from 0 to 99, and the probability that the 5R normal jackpot will be selected when the special chart 1 is hit is 35% (=35 / 100). Considering that the jackpot probability during normal times is about 1 / 300, the probability that the variable display result will be a 5R normal jackpot on special chart 1 is about 1 / 855 (=35 / 100*1 / 300).
[0199] Also, as shown in Fig. 12(B), for the first special chart, 35 random 1 values are assigned to the 5R probability jackpot out of 100 random 1s ranging from 0 to 99, and the probability that the 5R probability jackpot will be selected when the special chart 1 is hit is 35% (=35 / 100). Considering that the probability of a jackpot during normal play is about 1 / 300, the probability that the variable display results in a 5R probability jackpot on special chart 1 is about 1 / 855 (=35 / 100*1 / 300).
[0200] Also, as shown in Fig. 12(B), for the first special chart, 30 random 1 values are assigned to the 10R probability jackpot out of 100 random 1s ranging from 0 to 99, and the probability that the 10R probability jackpot will be selected when the special chart 1 is hit is 30% (=30 / 100). Considering that the probability of a jackpot during normal play is about 1 / 300, the probability that the variable display result will be a 10R probability jackpot on special chart 1 is about 1 / 990 (=30 / 100*1 / 300).
[0201] Also, as shown in FIG. 12(B), the probability of winning any of the jackpots in Special Chart 1 is approximately 1 / 300 (=1 / 855+1 / 855+1 / 990), so the probability of losing is approximately 299 / 300.
[0202] Also, as shown in FIG. 12(C), for the second special chart, the 10R probability jackpot is assigned 100 random 1 values out of 100 random 1 values in the range of 0 to 99.
[0203] Using such various jackpot type determination tables, the CPU 103 determines the type corresponding to the jackpot type determination value with which the value of Random 1 matches as the jackpot type, and determines the jackpot pattern with which the value of Random 1 matches as the jackpot pattern. This simultaneously determines the jackpot type and the jackpot pattern corresponding to the jackpot type.
[0204] (Performance control command) FIG. 14 is an explanatory diagram showing an example of the contents of a presentation control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board, transmits various presentation control commands to the presentation control CPU 120 according to the game control state. The presentation control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). Note that the command format shown in FIG. 14 is an example, and other command formats may be used. Note that, although "(H)" indicates hexadecimal in the following description, it may be omitted in this specification.
[0205] Command 80XX(H) is a variation pattern command that specifies a variation pattern (previous variation pattern) corresponding to the previous variation among the variation patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the previous variation pattern). The previous variation on the sub side refers to the variation of the first half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of the multiple types of previous variation patterns, there is a previous variation pattern command corresponding to each of the previous variation patterns identified by that number.
[0206] Command 8101(H) is a first variable display start command that specifies the start of variable display of the first special symbol. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special symbol. When the performance control CPU 101 receives command 8101(H) or command 8102(H), it controls the image display device 5 to start variable display of the decorative symbol.
[0207] Command 84XX(H) is a variation pattern command that specifies a variation pattern (post-variation pattern) corresponding to a post-variation among the variation patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the post-variation pattern). The post-variation on the sub side refers to the latter half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of the multiple types of post-variation patterns, there is a post-variation pattern command corresponding to each of the post-variation patterns identified by that number.
[0208] Command 8C01(H) is a display result 1 designation command (miss designation command) indicating that a miss has been determined. Command 8C02(H) is a display result 2 designation command (5R normal jackpot designation command) indicating that a 5R normal jackpot has been determined. Command 8C03(H) is a display result 3 designation command (5R special jackpot designation command) indicating that a 5R special jackpot has been determined. Command 8C04(H) is a display result 4 designation command (10R special jackpot designation command) indicating that a 10R special jackpot has been determined. The miss designation command, 5R normal jackpot designation command, 5R special jackpot designation command, and 10R special jackpot designation command, or all of these collectively, are also referred to as 8C series commands.
[0209] Command 8D01(H) is a first symbol change designation command that indicates the start of variable display of the first special symbol. Command 8D02(H) is a second symbol change designation command that indicates the start of variable display of the second special symbol. The first symbol change designation command and the second symbol change designation command, or these collectively, are also referred to as 8D commands. Command 8F00(H) is a symbol determination designation command that designates the end of the variation of the first special symbol and the second special symbol.
[0210] Command 9000(H) is an initialization specification command that specifies initialization (specifies displaying the initial screen at power-on) that is sent when power supply to the gaming machine is started. Command 9200(H) is a power outage recovery specification command that specifies power outage recovery (specifies displaying the power outage recovery screen) that is sent when power supply to the gaming machine is resumed. Command 9500(H) is a normal state specification command that specifies the background of the normal state. Command 9501(H) is a time-saving state specification command that specifies the background of the time-saving state. Command 9502(H) is a probability variable state specification command that specifies the background of the probability variable state. Each of the normal state specification command, the time-saving state specification command, and the probability variable state specification command, or these are collectively referred to as a 95 series command or a background specification command. Command 9F00(H) is a customer waiting demonstration specification command that specifies a customer waiting demonstration.
[0211] Command A001(H) is a jackpot start 1 designation command that designates the start of a 5R normal jackpot. Command A002(H) is a jackpot start 2 designation command that designates the start of a 5R special jackpot. Command A003(H) is a special jackpot start 3 designation command that designates the start of a 10R special jackpot. The jackpot start 1 designation command, jackpot start 2 designation command, and jackpot start 3 designation command, or all of these collectively, are also referred to as A0 series commands.
[0212] A1XX(H) is a command for specifying when the large prize opening is open, indicating that the large prize opening is open for the number of times (rounds) indicated by XX. The command for specifying when the large prize opening is open is also referred to as an A1-series command. A2XX(H) is a command for specifying after the large prize opening is open, indicating that the large prize opening is closed for the number of times (rounds) indicated by XX. The command for specifying after the large prize opening is open is also referred to as an A2-series command.
[0213] Command A301(H) is a jackpot end 1 designation command that specifies the end of a 5R normal jackpot. Command A302(H) is a jackpot end 2 designation command that specifies the end of a 5R special jackpot. Command A303(H) is a jackpot end 3 designation command that specifies the end of a 10R special jackpot. The jackpot end 1 designation command, jackpot end 2 designation command, and jackpot end 3 designation command, each of which, or collectively, are referred to as A3 series commands.
[0214] Command B100(H) is a first start winning designation command that designates that a first start winning has occurred. Command B200(H) is a second start winning designation command that designates that a second start winning has occurred.
[0215] Command C1XX(H) is a first reserved memory number designation command that designates that the first reserved memory number has reached the number indicated by XX. The first reserved memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory designation command that designates that the second reserved memory number has reached the number indicated by XX. The second reserved memory number designation command is also referred to as a C2 series command.
[0216] Commands C4XX(H) and C6XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as the jackpot judgment, jackpot type judgment, and fluctuation pattern type judgment, at the time of starting winning into the first starting winning slot or the second starting winning slot. Among these, command C4XX(H) is a design designation command that indicates whether or not a winning will occur and the judgment result of the type of the winning, among the winning judgment results. In addition, command C3XX(H) is a fluctuation type command that indicates the judgment result of which judgment value range the value of the fluctuation pattern type judgment random number falls into (judgment result of the fluctuation pattern type), among the winning judgment results.
[0217] C7XX(H) is a special prize opening entry designation command that indicates the passage of the gaming ball into the special prize opening on the number (round) indicated by XX.
[0218] A command in which MODE is FD (H) and the 4th bit of EXT is 0 is a right-hit display off command that indicates turning off the right-hit display. A command in which MODE data is FD (H) and the 4th bit of EXT data is 1 is a right-hit display on command that indicates turning on the right-hit display. In this embodiment, the right-hit display on command is also referred to as an FD-based command.
[0219] At the time of start winning, the game control microcomputer 100 judges whether or not a jackpot will be obtained, the type of jackpot, and the value of the random number for judging the type of variation pattern, which range of judgment values it falls within. Then, it sets a value specifying a jackpot and a value specifying the type of jackpot in the EXT data of the designation command, and controls the transmission to the performance control CPU 120. In addition, the game control microcomputer 100 sets a value specifying the range of judgment values as the judgment result of the type of variation pattern in the EXT data of the variation type command, and controls the transmission to the performance control CPU 120. The performance control CPU 120 can recognize whether or not the display result is a jackpot and the type of jackpot based on the value set in the designation command, and can recognize the type of variation pattern based on the variation type command.
[0220] [Fluctuation pattern] The contents of the variation pattern and the determination of the variation pattern will be described with reference to Figs. 14 to 16. There are multiple performances in this embodiment, and multiple performances may be performed with the same variation pattern. For example, in the main variation number 8, as shown in Fig. 15, pseudo consecutive (1 time), special consecutive performance A, SP reach A, and SP reach B are performances that may be performed when the main variation number 8 is selected, and multiple performances can be performed with the same performance length. In addition, as a comparison of performance lengths, the length of the normal reach (including the round and round reach) and the special consecutive performance A (1st time) are the same, the length of the pseudo consecutive (1st time) + normal reach and the special consecutive performance A (2nd time) are the same, the length of the pseudo consecutive (2nd time) + normal reach and the special consecutive performance A (3rd time) are the same, the length of the SP reach A and the SP reach B are the same, and the special consecutive performance B is different from the length of the combination of the special consecutive performance A and the pseudo consecutive and normal reach, and the variation length of the SP reach C is designed to be different from the variation length of other SP reaches. In addition, the term "guruguru reach" refers to a presentation in which icons indicating the next development, jackpot patterns, losing patterns, etc. spin like a roulette wheel or are selected randomly.
[0221] (Contents of fluctuation pattern on the main side) FIG. 14 is an explanatory diagram showing an example of the contents of the variation pattern on the main side. As shown in FIG. 14, in this embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100 on the main side. Each variation pattern is managed by a main variation number, and is composed of a combination of a front variation pattern that is a variation pattern corresponding to a front variation and a rear variation pattern that is a rear variation, and includes different contents depending on the combination. The front variation pattern corresponds to the front variation pattern command (80XX(H)) described using FIG. 13, and the rear variation pattern corresponds to the rear variation pattern command (84XX(H)) described using FIG. 13.
[0222] First, the previous change pattern will be described. A plurality of types of previous change patterns each assigned a previous change number are selected. Depending on the selected change pattern, the performance is executed in the order shown in the figure.
[0223] As a term shown in the figure, "pseudo consecutive" is an abbreviation of pseudo consecutive performance, and refers to a performance in which a pseudo consecutive display is performed. A representative example is a re-variable display in which the variable display is temporarily stopped and then re-variably displayed, making it look as if the variable display is being performed multiple times. More specifically, during a variable display based on one variable pattern, the decorative pattern is temporarily stopped and then re-variably displayed repeatedly until the display result of the variable display is derived. As another display method, after the variable display of the decorative pattern is started, the start of the variable display of the decorative pattern is shown again without showing the temporary stop of the decorative pattern, and after the variable display of the decorative pattern is started, a character appears, the visibility of the variable display of the decorative pattern is reduced, and then the character is dealt with as a series of flows, which are also part of the pseudo consecutive performance. Such a performance is also called a "re-variable display" or "pseudo consecutive performance". In addition, the change in the decorative pattern due to the pseudo variable display is also called a "pseudo change".
[0224] The special consecutive performance is a performance in which the character performs an attack action multiple times, and is designed so that the expectation of a big win and the number of times the special consecutive performance is performed vary depending on the number of times and the type of technique. The "(xth time)" shown in Figure 14 indicates the number of actions the character will attack. The special consecutive performance will be described in detail later.
[0225] Pseudo consecutive hits and special consecutive hits are different effects. Pseudo consecutive hits can be performed multiple times within one change, and only one pseudo consecutive hit can be performed in one effect. However, special consecutive hits can only be performed once within one change, and are designed so that a character can perform an attacking action multiple times in one effect.
[0226] Next, the later variation pattern will be described. Among the multiple types of later variation patterns to which later variation numbers are respectively assigned, later variation number b1 is a later variation pattern command (8401(H)) that specifies non-reach (miss) (variation of the decorative pattern that does not become a reach state and finally becomes a miss state). Later variation number b2 is a later variation pattern command (8402(H)) that specifies normal reach (miss) (variation of the decorative pattern that becomes a reach state but finally becomes a miss state). Later variation number b3 is a later variation pattern command (8403(H)) that specifies SP reach A or B (miss) (variation of the decorative pattern that develops into SP reach A or B but finally becomes a miss state). Later variation number b4 is a later variation pattern command (8404(H)) that specifies SP reach C (miss) (variation of the decorative pattern that develops into SP reach C but finally becomes a miss state).
[0227] The later change number b5 is a later change pattern command (8405(H)) that specifies a normal reach (hit) (a change in the decorative pattern that becomes a reach state but ultimately becomes a hit state). The later change number b6 is a later change pattern command (8406(H)) that specifies an SP reach A or B (hit) (a change in the decorative pattern that develops into an SP reach A or B and ultimately becomes a hit state). The later change number b7 is a later change pattern command (8407(H)) that specifies an SP reach C (hit) (a change in the decorative pattern that develops into an SP reach C and ultimately becomes a hit state).
[0228] (Contents of the fluctuation pattern on the sub side) Fig. 15 is an explanatory diagram showing an example of the contents of the variation pattern on the sub side. As shown in Fig. 15, in this embodiment, a plurality of types of variation patterns are set by the sub side performance control CPU 120. Each variation pattern is managed by a sub variation number, and is composed of a combination of a front variation pattern that is a variation pattern corresponding to a front variation and a rear variation pattern that is a rear variation, and includes different contents depending on the combination.
[0229] In addition, when the performance control CPU 120 receives a variation pattern command to which a main variation number is assigned from the game control microcomputer 100, it sets a sub-side variation pattern corresponding to the received variation pattern command, and executes the performance based on the set variation pattern.
[0230] Specifically, in this embodiment, the CPU 103 transmits a front variation pattern command (80XX(H)) and a rear variation pattern command (84XX(H)) to the performance control CPU 120. The performance control CPU 120 sets the variation pattern on the sub side based on the variation pattern command consisting of the front variation pattern command and the rear variation pattern command, on the condition that it receives the front variation pattern command first and then receives the rear variation pattern command without receiving any other command. Note that if the performance control CPU 120 receives the rear variation pattern command before receiving the front variation pattern command, or if it receives the front variation pattern command first but then receives another command before receiving the rear variation pattern command, it does not execute processing based on the received variation pattern command.
[0231] As shown in Fig. 14 and Fig. 15, the CPU 120 for controlling the performance sets a variation pattern corresponding to the variation pattern command received from the microcomputer 100 for controlling the game, and even when the CPU 120 receives a variation pattern command for the same main variation number, it can set one of a plurality of variation patterns to which different sub-variable numbers are assigned, for example, selectively by lottery. Not only SP reach, but also other types of performances such as normal reach and reach-inducing performance may be prepared, and the CPU 120 for controlling the performance may set one of the variation patterns corresponding to the variation pattern command for the main variation number when it receives a variation pattern command for one main variation number.
[0232] (Determination table of fluctuation pattern on the main side) 16 is an explanatory diagram showing a variation pattern determination table on the main side. In this embodiment, the game control microcomputer 100 determines the rear variation pattern first, and then determines the front variation pattern.
[0233] Fig. 16(A) is an explanatory diagram showing a post-variation pattern determination table on the main side. As shown in Fig. 16(A), the post-variation pattern is determined with different probabilities according to the winning type determined in advance.
[0234] Specifically, if the pre-determined winning type is "miss," it will be determined to be one of the following: non-reach (miss) with subsequent change number b1, normal reach (miss) with subsequent change number b2, SP reach (miss) with subsequent change number b3, and SP reach C (miss) with subsequent change number b4.
[0235] If the pre-determined hit type is a "5R normal jackpot," it will be determined to be either a normal reach (hit) with subsequent change number b5, an SP reach A or B (hit) with subsequent change number b6, or an SP reach C (hit) with subsequent change number b7.
[0236] If the pre-determined hit type is a "5R sure-win," it will be determined to be either a normal reach (hit) with subsequent change number b5, an SP reach A or B (hit) with subsequent change number b6, or an SP reach C (hit) with subsequent change number b7.
[0237] If the pre-determined hit type is a "10R sure-win," it will be determined to be either a normal reach (hit) with subsequent change number b5, an SP reach A or B (hit) with subsequent change number b6, or an SP reach C (hit) with subsequent change number b7.
[0238] In this way, the game control microcomputer 100 determines the post-variation pattern with different probabilities according to the type of hit determined in advance, and when the result of the special game is a miss, the post-variation pattern is determined so that the probability of a miss without a reach state is the highest, when the result of the special game is a 5R normal jackpot, the post-variation pattern is determined so that the probability of a hit is the highest by SP reach A or B, when the result of the special game is a 5R probability variable jackpot, the post-variation pattern is determined so that the probability of a hit is the highest by SP reach A or B, when the result of the special game is a 10R probability variable jackpot, the post-variation pattern is determined so that the probability of a hit is the highest by SP reach C. As a result, when the SP reach C occurs, the probability of a 10R probability variable jackpot, which is the most advantageous for the player, increases, and when the SP reach A or B occurs, although it is a 5R jackpot, the value of the probability variable jackpot and the normal jackpot are the same, so that the player can pay attention to which one is controlled.
[0239] Fig. 16(B) is an explanatory diagram showing a front fluctuation pattern determination table on the main side. As shown in Fig. 16(B), the front fluctuation pattern is determined with different probabilities according to the back fluctuation pattern determined in advance.
[0240] As shown in FIG. 16(B), the game control microcomputer 100 determines the front fluctuation pattern with different probabilities according to the type of the back fluctuation pattern determined in advance, and when a pseudo consecutive or special consecutive performance is executed, it is easy to develop into SP Chiri A or B or SP Reach C. Also, as can be seen from FIG. 16 to FIG. 20, it is designed so that when a pseudo consecutive is executed, the judgment value for executing SP Reach A is high, when a special consecutive performance A is executed, the judgment value for executing SP Reach B is high, and when a special consecutive performance B is executed, the judgment value for executing SP Reach C is high. In this way, the fluctuation pattern command that defines the fluctuation pattern (the fluctuation pattern shown in FIG. 14) consisting of the front fluctuation pattern and the back fluctuation pattern determined by the game control microcomputer 100 is transmitted from the game control microcomputer 100 to the performance control CPU 120. Then, the performance control CPU 120 determines the sub-side fluctuation pattern (the fluctuation pattern shown in FIG. 15) based on the fluctuation pattern command (main fluctuation number) received from the game control microcomputer 100.
[0241] 17 to 20 are fluctuation pattern tables determined by the sub side after the pre-fluctuation pattern determination table for the development to SP reach A or B on the main side is determined. As shown in Fig. 17 to Fig. 20, the fluctuation patterns on the sub side are determined with different probabilities.
[0242] FIG. 17 is a variation pattern decision table on the sub side in the case where the variation is an indication of a miss. When a variation pattern that develops from normal reach to SP reach A or B is selected, in this embodiment, if the normal reach is used, the judgment value for executing SP reach A is high, and if the special consecutive performance A is used, the judgment value for executing SP reach B is high. If special consecutive performance (first time) → SP reach A or B development is selected, all are executed with the same judgment value. When pseudo (first time) → normal reach → SP reach A or B development is selected, if the normal reach or pseudo consecutive is used, the judgment value for executing SP reach A is high, and if the special consecutive performance A is used, the judgment value for executing SP reach B is high. If special consecutive performance (first time) → special consecutive performance (second time) → SP reach A or B is selected, all are executed with the same judgment value. If the following progression is selected: Pseudo (1st) → Pseudo (2nd) → Normal Reach → SP Reach A or B, the judgment value for executing SP Reach A is higher if it goes through a normal reach or pseudo consecutive, and the judgment value for executing SP Reach B is higher if it goes through Special Continuous Performance A. If the following progression is selected: Special Continuous Performance (1st) → Special Continuous Performance (2nd) → Special Continuous Performance (3rd) → SP Reach A or B, all are executed with the same judgment value.
[0243] FIG. 18 is a sub-side fluctuation pattern determination table in the case of a fluctuation informing of a 5R normal jackpot, and in this embodiment, it is designed so that the judgment value for executing SP reach A is high when passing through a normal reach, and the judgment value for executing SP reach A is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → SP reach A or B development is selected, it is designed so that the judgment value for executing SP reach A is high. When pseudo (1st time) → normal reach → SP reach A or B development is selected, it is designed so that the judgment value for executing SP reach A is high when passing through a normal reach or pseudo consecutive, and the judgment value for executing SP reach A is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → special consecutive performance (2nd time) → SP reach A or B is selected, it is designed so that the judgment value for executing SP reach A is high. If the following progression is selected: Pseudo (1st) → Pseudo (2nd) → Normal Reach → SP Reach A or B, the judgment value for executing SP Reach A is high if it goes through a normal reach or pseudo consecutive, and the judgment value for executing SP Reach A is high if it goes through Special Continuous Performance A. If the following progression is selected: Special Continuous Performance (1st) → Special Continuous Performance (2nd) → Special Continuous Performance (3rd) → SP Reach A or B, the judgment value for executing SP Reach A is designed to be high.
[0244] FIG. 19 is a sub-side fluctuation pattern determination table in the case of a fluctuation informing of a 5R probability jackpot, and in this embodiment, it is designed so that the judgment value for executing SP reach B is high when passing through a normal reach, and the judgment value for executing SP reach B is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → SP reach A or B development is selected, it is designed so that the judgment value for executing SP reach B is high when passing through a normal reach or pseudo consecutive, and the judgment value for executing SP reach B is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → special consecutive performance (2nd time) → SP reach A or B is selected, it is designed so that the judgment value for executing SP reach B is high. If the following progression is selected: Pseudo (1st) → Pseudo (2nd) → Normal Reach → SP Reach A or B, the judgment value for executing SP Reach B is high if it goes through a normal reach or pseudo consecutive hit, and the judgment value for executing SP Reach B is high if it goes through Special Continuous Performance A. If the following progression is selected: Special Continuous Performance (1st) → Special Continuous Performance (2nd) → Special Continuous Performance (3rd) → SP Reach A or B, the judgment value for executing SP Reach B is high.
[0245] FIG. 20 is a sub-side fluctuation pattern determination table in the case of a fluctuation informing of a 10R probability jackpot, and in this embodiment, it is designed so that the judgment value for executing SP reach B is high when passing through a normal reach, and the judgment value for executing SP reach B is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → SP reach A or B development is selected, it is designed so that the judgment value for executing SP reach B is high when passing through a normal reach or pseudo consecutive, and the judgment value for executing SP reach B is high when passing through a special consecutive performance A. When special consecutive performance (1st time) → special consecutive performance (2nd time) → SP reach A or B is selected, it is designed so that the judgment value for executing SP reach B is high. If the following progression is selected: Pseudo (1st) → Pseudo (2nd) → Normal Reach → SP Reach A or B, the judgment value for executing SP Reach B is high if it goes through a normal reach or pseudo consecutive hit, and the judgment value for executing SP Reach B is high if it goes through Special Continuous Performance A. If the following progression is selected: Special Continuous Performance (1st) → Special Continuous Performance (2nd) → Special Continuous Performance (3rd) → SP Reach A or B, the judgment value for executing SP Reach B is high.
[0246] As shown in Figures 16 to 20, the more the number of pseudo consecutive hits and the number of times the special consecutive performances are performed, the higher the expectation of a jackpot. The more the number of pseudo consecutive hits, the more likely the SP reach A is to be executed, the more the action of the character in the special consecutive performance A is to be attacked, and the more the action of the character in the special consecutive performance B is to be attacked, the more likely the SP reach C is to be executed. This allows players to pay attention to how many times each performance has been executed, improving their interest in the game. In addition, there are multiple SP reaches that are executed after the special consecutive performance A and the special consecutive performance B. The special consecutive performance A is a performance in which the character "Jam" appears, and the special consecutive performance B is a performance in which the character "Nana" appears. When the special consecutive performance A is executed, the SP reach B in which the character "Jam" appears is likely to be executed, and when the special consecutive performance B is executed, the SP reach C in which the character "Nana" appears is likely to be executed. By displaying the characters displayed in the special consecutive performance A and the special consecutive performance B in the SP reach, the flow from the special consecutive performance to the SP reach can be visually recognized while relating it to each other, improving their interest in the game. In addition, since the judgment value of the SP reach that is performed after the special consecutive performance is executed and the judgment value of the SP reach that is performed after the pseudo consecutive performance are executed are different, it is possible to draw attention to the special consecutive performance.
[0247] (Special pattern normal processing) Fig. 21 is a flow chart showing an example of the normal special symbol processing. As shown in Fig. 21, in the normal special symbol processing, the CPU 103 judges whether there is reserved memory data in the first reserved memory buffer (a memory buffer for storing reserved memory information of the first special symbol) or the second reserved memory buffer (a memory buffer for storing reserved memory information of the second special symbol) (step 087FS001). If there is no reserved memory data in either of the memory buffers (N in step 087FS001), it is determined whether or not a predetermined period has passed since the fluctuation was stopped (step 087FS002). If the predetermined period has not passed since the fluctuation was stopped (N in step 087FS002), the special symbol normal processing is terminated. On the other hand, if the predetermined period has passed since the fluctuation was stopped (Y in step 087FS002), a process for sending a customer waiting demo designation command is performed (step 087FS003), and the special symbol normal processing is terminated. Here, when the customer waiting demo designation command is sent, a customer waiting demo designation command sent flag indicating that the customer waiting demo designation command has been sent is set. Then, when the special symbol normal processing is executed after the next timer interruption after the customer waiting demo designation command has been sent, the customer waiting demo designation command is controlled not to be sent again based on the fact that the customer waiting demo designation command sent flag has been set. Such a customer waiting demo designation command sent flag is reset when the next special symbol fluctuation display is started.
[0248] When there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (Y in step 087FS001), the CPU 103 judges whether the first data among the data set in the reserved specific area is data indicating "second" (step 087FS004). If the first data set in the reserved specific area is not data indicating "second" (i.e., data indicating "first") (N in step 087FS004), the CPU 103 sets data indicating "first" to the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) (step 087FS005). If the first data set in the reserved specific area is data indicating "second" (Y in step 087FS004), the CPU 103 sets data indicating "second" to the special symbol pointer (step 087FS006).
[0249] In this embodiment, depending on whether data indicating "first" or "second" is set in the special symbol pointer, the display of the first special symbol and the display of the second special symbol are performed using a common processing routine. When data indicating "first" is set in the special symbol pointer, the display of the first special symbol is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "second" is set in the special symbol pointer, the display of the second special symbol is performed based on the reserved memory data stored in the second reserved memory buffer.
[0250] Under the control of steps 087FS004 to 087FS006, if there is at least one second reserved memory data in the second reserved memory buffer, the display of the variable second special pattern based on the data of the second reserved memory is executed in priority to the display of the variable first special pattern based on the data of the first reserved memory.
[0251] Next, CPU 103 reads out each random number stored in the storage area corresponding to reserved memory number=1 indicated by the special symbol pointer, and stores it in the reserved memory buffer of RAM 102 (step 087FS007). Specifically, when the special symbol pointer indicates "first", CPU 103 reads out each random number stored in the storage area corresponding to first reserved memory number=1 in the first reserved memory buffer, and stores it in the reserved memory buffer of RAM 102. Also, when the special symbol pointer indicates "second", CPU 103 reads out each random number stored in the storage area corresponding to second reserved memory number=1 in the second reserved memory buffer, and stores it in the reserved memory buffer of RAM 102.
[0252] Then, the CPU 103 subtracts one from the count value of the reserved memory number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step 087FS008). Specifically, when the special symbol pointer indicates "first", the CPU 103 subtracts one from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. When the special symbol pointer indicates "second", the CPU 103 subtracts one from the count value of the second reserved memory number counter, and shifts the contents of each storage area in the second reserved memory buffer.
[0253] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.
[0254] Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first pending memory number (or each second pending memory number) are extracted always matches the order of the first pending memory number (or second pending memory number) = 1, 2, 3, 4.
[0255] Next, the CPU 103 performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (step 087FS009). In this case, if the special symbol pointer is set to a value indicating "first", the CPU 103 performs control to transmit the first reserved memory number designation command. Also, if the special symbol pointer is set to a value indicating "second", the CPU 103 performs control to transmit the second reserved memory number designation command.
[0256] Next, the CPU 103 transmits a background designation command (step 087FS010), reads out random R (random number for jackpot determination) from the reserved memory buffer, and executes the jackpot determination module (step 087FS011). In this case, the CPU 103 reads out the random number for jackpot determination extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs jackpot determination. The jackpot determination module is a program that executes a process to compare a predetermined jackpot determination value (see FIG. 12) with the random number for jackpot determination, and decides that a jackpot has occurred if they match. In other words, it is a program that executes the process of jackpot determination.
[0257] In the process of jackpot determination, when the game state is in a probability variable state (high probability state), the probability of a jackpot is higher than when the game state is in a non-probability variable state (normal game state and time-saving state). Specifically, a probability variable jackpot determination table (table with the values on the right side of FIG. 12(A) set) in which a large number of jackpot determination values are set in advance, and a normal time jackpot determination table (table with the values on the left side of FIG. 12(A) set) in which a smaller number of jackpot determination values are set than in the probability variable jackpot determination table are provided. Then, the CPU 103 checks whether the game state is in a probability variable state, and when the game state is in a probability variable state, performs the process of jackpot determination using the probability variable jackpot determination table, and when the game state is in a normal state or time-saving state, performs the process of jackpot determination using the normal time jackpot determination table. That is, when the value of the random number for determining a jackpot (random R) matches any of the jackpot determination values shown in Fig. 12(A), the CPU 103 determines that the special symbol is a jackpot. If it is determined that a jackpot is determined (Y in step 087FS011), the process proceeds to step 087FS012. Note that determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot game state, but also means determining whether or not to set the stopped symbol in the special symbol as a jackpot symbol.
[0258] Whether the current game state is in the high probability state or not is confirmed by whether the high probability flag is set or not. The high probability flag is set when the game state is shifted to the high probability state, and is reset when the high probability state is ended. Specifically, the high probability flag is set in the process of ending the big win game, and is then reset at the timing when the variable display of the special pattern ends and the stopped pattern is stopped when either the condition that the variable display has been performed a predetermined number of times (150 times) or the condition that the next big win has been determined, whichever is earlier, is met.
[0259] If the value of the random number for determining a jackpot (Random R) does not match any of the jackpot determination values (N in step 087FS011), the process proceeds to step 087FS016, which will be described later.
[0260] If the value of the random number (random R) for determining a jackpot coincides with any of the jackpot determination values in step 087FS011, the CPU 103 sets a jackpot flag indicating a jackpot (step 087FS012). The jackpot flag is reset when the jackpot game ends. Then, as a table used to determine the jackpot type as one of the multiple types, the CPU 103 selects one of the first special symbol jackpot type determination table in FIG. 12(B) and the second special symbol jackpot type determination table in FIG. 12(C) (step 087FS013). Specifically, when the special symbol pointer indicates "first", the CPU 103 selects the first special symbol jackpot type determination table shown in FIG. 12(B). When the special symbol pointer indicates "second", the CPU 103 selects the second special symbol jackpot type determination table in FIG. 12(C).
[0261] Next, the CPU 103 reads out the random number for determining the type of jackpot extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and using the jackpot type determination table selected in step 087FS013, determines the jackpot type and jackpot pattern corresponding to the value that matches the value of the random number for determining the type of jackpot (Random 1) stored in the reserved memory buffer (step 087FS014).
[0262] As shown in Figures 12(B) and (C), for the first special pattern and the second special pattern, the relationship between the jackpot type and the jackpot pattern is set so that the jackpot pattern differs for each jackpot type, and since the jackpot type and the jackpot pattern are determined simultaneously, the correspondence between the jackpot pattern and the game control according to the jackpot type is simplified, thereby preventing the game control from becoming complicated.
[0263] Also, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step 087FS015). For example, if the jackpot type is a "5R normal jackpot", the jackpot type data is set to "01". If the jackpot type is a "5R variable jackpot", the jackpot type data is set to "02". If the jackpot type is a "10R variable jackpot", the jackpot type data is set to "03".
[0264] Next, the CPU 103 sets the stop symbol of the special symbol (step 087FS016). Specifically, if the jackpot flag is not set, the stop symbol of the special symbol is set to "-", which is a losing symbol. If the jackpot flag is set, the jackpot symbol determined in step 087FS014 is set to the stop symbol of the special symbol according to the determination result of the jackpot type. That is, if the jackpot type is determined to be "5R normal jackpot", the stop symbol of the special symbol is set to "1". If the jackpot type is determined to be "5R variable jackpot", the stop symbol of the special symbol is set to "3". If the jackpot type is determined to be "10R variable jackpot", the stop symbol of the special symbol is set to "7".
[0265] Then, the CPU 103 transmits a display result designation command (step 087FS017), and updates the value of the special symbol process flag to a value corresponding to the variable pattern setting process (S111) (step 087FS018).
[0266] (Variation pattern setting process) Fig. 22 is a flow chart showing an example of a fluctuation pattern setting process. As shown in Fig. 22, in the fluctuation pattern setting process, the CPU 103 determines a fluctuation pattern (step 087FS101). At this time, the CPU 103 first determines a rear fluctuation pattern based on the presence or absence of a big win and the type of the win, and then determines a front fluctuation pattern.
[0267] Next, the CPU 103 performs control to transmit a variation pattern command corresponding to the determined variation pattern to the performance control CPU 120 (step 087FS102).
[0268] Next, the CPU 103 sets a value corresponding to the change time corresponding to the selected change pattern in the change time timer formed in the RAM 102 (step 087FS103). Then, the CPU 103 performs control to transmit a symbol change designation command to the performance control CPU 120 (step 087FS104), and updates the value of the special symbol process flag to a value corresponding to the special symbol change process (S112) (step 087FS105).
[0269] (Variable display start setting process)
[0270] Fig. 23 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Fig. 9. In the variable display start setting process, the performance control CPU 120 first judges whether the first variable display start command reception flag is on or not (step 213SGS271). If the first variable display start command reception flag is on (step 213SGS271; Y), the various command data and various flags stored in association with the buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning time reception command buffer are shifted up by one buffer number at a time (step 213SGS272). Note that the contents of the buffer number "1-0" cannot be shifted because there is no destination to shift to, so they are erased.
[0271] Specifically, the various command data and flags stored in association with buffer number "1-1" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-0", the various command data and flags stored in association with buffer number "1-2" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-1", the various command data and flags stored in association with buffer number "1-3" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-2", and the various command data and flags stored in association with buffer number "1-4" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-3".
[0272] Also, in step 213SGS271, if the first variable display start command reception flag is off (step 213SGS271; N), it is determined whether the second variable display start command reception flag is on (step 213SGS273). If the second variable display start command reception flag is off (step 213SGS273; N), the variable display start setting process is terminated, and if the second variable display start command reception flag is on (step 213SGS273; Y), the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special chart reservation memory in the start winning time reception command buffer are shifted up by one buffer number (step 213SGS274). Note that the contents of the buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0273] Specifically, the various command data and flags stored in association with buffer number "2-1" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-0", the various command data and flags stored in association with buffer number "2-2" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-1", the various command data and flags stored in association with buffer number "2-3" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-2", and the various command data and flags stored in association with buffer number "2-4" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-3".
[0274] After executing step 213SGS272 or step 213SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 213SGS275).
[0275] Next, the display result (stop pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) and the variation pattern (step 213SGS276). In this case, the performance control CPU 120 determines the stop pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stop pattern of the decorative pattern in the decorative pattern display result storage area.
[0276] Next, the performance control CPU 120 executes a notice performance determination process (step 213SGS277) for determining whether or not to execute a notice performance in the variable display and the performance pattern of the notice performance to be executed, and a chance up performance determination process (step 213SG278) for determining whether or not to execute a chance up performance in the variable display. Then, a process table according to whether or not the chance up performance is executed and the change pattern is selected (step 213SGS286), and a process timer is started (step 213SGS287).
[0277] In addition, in the process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L, 8R, and operation unit control execution data for controlling the operation of the push button 31B and the stick controller 31A are arranged in chronological order in correspondence with each process data n (numbered 1 to N).
[0278] Next, the performance control CPU 120 executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 213SGS288). For example, it outputs a command to the display control unit 123 to display an image corresponding to a fluctuation pattern on the image display device 5. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the lighting / extinguishing of various lamps. It also outputs a control signal (sound number data) to the sound control board 13 to output sound from the speakers 8L, 8R.
[0279] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variation pattern designation command (step 213SGS289). A predetermined time is also set to the variable display control timer (step 213SGS290). The predetermined time is, for example, 30 ms, and the performance control CPU 120 writes image data indicating the display state of the left, center, and right decorative patterns to the VRAM every time the predetermined time elapses, the display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing the variable display (variation) of the decorative patterns. Next, the value of the performance control process flag is updated to a value corresponding to the variable display performance process (step S172), and the variable display start setting process is terminated (step 213SGS291).
[0280] Fig. 24 is a flowchart of the advance notice performance determination process shown in Fig. 23. In the advance notice performance determination process, the performance control CPU 120 first specifies the variable display result and the variation pattern (step 213SG301). Then, it is determined whether the specified variation pattern is any of the shortened non-reach variation patterns (PA1-2, PA1-3, PA1-4) (step 213SGS302). If the specified variation pattern is any of the shortened non-reach variation patterns (PA1-2, PA1-3, PA1-4) (step 213SGS302; Y), the advance notice performance determination process is terminated, and if the specified variation pattern is not any of the shortened non-reach variation patterns (step 213SGS302; N), the advance notice performance determination process is determined based on the specified variable display result and variation pattern (step 213SGS303).
[0281] The performance control CPU 120 judges whether or not it has been decided in step 213SGS303 to execute a preview performance (step 213SGS304). If it has been decided in step 213SGS303 not to execute a preview performance (step 213SGS304; N), the preview performance decision process is terminated, and if it has been decided in step 213SGS303 to execute a preview performance (step 213SGS304; Y), the decided performance pattern is stored (step 213SGS305), a preview performance start waiting timer is set, and the preview performance decision process is terminated (step 213SGS306).
[0282] Fig. 25 is a flowchart of the chance-up effect determination process shown in Fig. 23. Note that the chance-up effect in this case is an effect in which the display mode of the title, the line S, the line L, and the cut-in displayed during the reach effect changes to a plurality of modes such as red, gold, and rainbow.
[0283] In the chance-up effect determination process, the effect control CPU 120 first judges whether the variable display fluctuation pattern is a SP reach fluctuation pattern (step 213SGS311). If the variable display fluctuation pattern is a non-reach or normal reach fluctuation pattern (step 213SGS311; N), the chance-up effect determination process is terminated, and if the variable display fluctuation pattern is a SP reach fluctuation pattern (step 213SGS311; Y), the effect control CPU 120 judges whether the variable display fluctuation pattern is a fluctuation pattern for special consecutive effects A and B (step 213SGS312).
[0284] If the change pattern of the variable display is the change pattern of the special consecutive performances A and B (step 213SGS312; Y), the performance control CPU 120 determines whether or not to execute the chance-up performance based on the change pattern of the special consecutive performances A and B and the variable display result (step 213SGS313). Then, the chance-up performance determination process is terminated.
[0285] If the change pattern of the variable display is not that of special consecutive performances A and B (step 213SGS312; N), it is determined whether or not it is the change pattern of SP reach A (step 213SGS314). If it is the change pattern of SP reach A (step 213SGS314; Y), it is determined whether or not to execute a chance up performance in SP reach A (step 213SGS315). If the chance up performance is not to be executed in SP reach A (step 213SGS315; N), the chance up performance determination process is terminated.
[0286] When a chance up performance is executed in SP reach A (step 213SGS315; Y), it is determined whether or not to execute a chance up performance for the title (step 213SGS316). When a chance up performance for the title is executed (step 213SGS316; Y), it is determined whether or not to execute a chance up performance based on the fluctuation pattern of SP reach A and the variable display result (step 213SGS317). Then, it is determined whether or not to execute a chance up performance for the line S (step 213SGS316). When a chance up performance for the title is not executed (step 213SGS315; N), it is determined whether or not to execute a chance up performance for the line S (step 213SGS318).
[0287] If the chance-up performance of the line S is to be executed (step 213SGS318; Y), it is determined whether or not to execute the chance-up performance based on the fluctuation pattern of the SP reach A and the variable display result (step 213SGS319). After that, it is determined whether or not to execute the chance-up performance of the cut-in (step 213SGS320). If the chance-up performance of the line S is not to be executed (step 213SGS318; N), it is determined whether or not to execute the chance-up performance of the cut-in (step 213SGS320).
[0288] If a cut-in chance-up effect is to be executed (step 213SGS320; Y), it is determined whether or not to execute the chance-up effect based on the fluctuation pattern of the SP reach A and the variable display result (step 213SGS321). Then, the chance-up effect determination process ends. If a cut-in chance-up effect is not to be executed (step 213SGS320; N), the chance-up effect determination process ends.
[0289] If it is not the SP reach A fluctuation pattern (step 213SGS314; N), it is determined whether it is the SP reach B fluctuation pattern (step 213SGS322). If it is the SP reach B fluctuation pattern (step 213SGS322; Y), it is determined whether to execute a chance up performance in the SP reach B (step 213SGS323). If the chance up performance is not to be executed in the SP reach B (step 213SGS323; N), the chance up performance determination process is terminated.
[0290] When a chance up performance is executed in SP reach B (step 213SGS323; Y), it is determined whether or not to execute a chance up performance for the title (step 213SGS324). When a chance up performance for the title is executed (step 213SGS324; Y), it is determined whether or not to execute a chance up performance based on the fluctuation pattern of SP reach B and the variable display result (step 213SGS325). Then, it is determined whether or not to execute a chance up performance for the line S (step 213SGS326). When a chance up performance for the title is not executed (step 213SGS324; N), it is determined whether or not to execute a chance up performance for the line S (step 213SGS326).
[0291] If the chance-up performance of the line S is to be executed (step 213SGS326; Y), it is determined whether or not to execute the chance-up performance based on the fluctuation pattern of SP reach B and the variable display result (step 213SGS327). After that, it is determined whether or not to execute the chance-up performance of the line L (step 213SGS328). If the chance-up performance of the line S is not to be executed (step 213SGS326; N), it is determined whether or not to execute the chance-up performance of the line L (step 213SGS328).
[0292] If the chance-up effect of the line L is to be executed (step 213SGS328; Y), it is determined whether or not to execute the chance-up effect based on the fluctuation pattern of SP reach B and the variable display result (step 213SGS329). After that, the chance-up effect determination process is terminated. If the chance-up effect of the line L is not to be executed (step 213SGS328; N), the chance-up effect determination process is terminated.
[0293] If the fluctuation pattern is not SP reach B (step 213SGS322; N), it is determined whether or not to execute a chance-up performance in SP reach C (step 213SGS330). If the chance-up performance is not executed in SP reach C (step 213SGS330; N), the chance-up performance determination process is terminated.
[0294] When a chance up performance is executed in SP reach C (step 213SGS330; Y), it is determined whether or not to execute a chance up performance for the title (step 213SGS331). When a chance up performance for the title is executed (step 213SGS331; Y), it is determined whether or not to execute a chance up performance based on the fluctuation pattern of SP reach C and the variable display result (step 213SGS332). Then, it is determined whether or not to execute a chance up performance for the line S (step 213SGS333). When a chance up performance for the title is not executed (step 213SGS331; N), it is determined whether or not to execute a chance up performance for the line S (step 213SGS332).
[0295] If the chance up performance of the line S is to be executed (step 213SGS333; Y), it is determined whether or not to execute the chance up performance based on the fluctuation pattern of the SP reach C and the variable display result (step 213SGS334). After that, it is determined whether or not to execute the chance up performance of the line L (step 213SGS335). If the chance up performance of the line S is not to be executed (step 213SGS333; N), it is determined whether or not to execute the chance up performance of the line L (step 213SGS335).
[0296] If the chance-up effect of the line L is to be executed (step 213SGS335; Y), it is determined whether or not to execute the chance-up effect based on the fluctuation pattern of the SP reach C and the variable display result (step 213SGS336). After that, the chance-up effect determination process is terminated. If the chance-up effect of the line L is not to be executed (step 213SGS335; N), the chance-up effect determination process is terminated.
[0297] <Normal fluctuation flow> 26 to 31 are diagrams showing the details of the flow of fluctuations until the development into the SP reach during normal times. In this embodiment, the pattern of development from the pseudo consecutive <flow of normal fluctuations (1)> and the pattern of development from the special consecutive performance <flow of normal fluctuations (2)> are shown, but the present invention is not limited to these, and the pattern may develop into the SP reach even if the pseudo consecutive or special consecutive performance is not executed, or may not develop into the SP reach.
[0298] <Normal fluctuation flow (1)> Figures 26 to 28 show the effects that occur when a variation pattern in which pseudo consecutive reels are executed twice (pseudo consecutive reels are temporarily stopped twice) is selected. (1-1) shows that the variation that was in progress has ended, and the numbers on the decorative pattern stop at the number "125". A new variation occurs (1-2), and during that variation, the character "Nana" and a dialogue frame showing the lines of the character "Nana" are displayed, and the conversation performance begins (1-3). A few seconds after the lines of the character "Nana" are displayed, the lines of the character "Jam" are displayed (1-4). While the conversation performance is taking place, the background becomes darker than usual.
[0299] After the conversation ends, the background returns to normal brightness, and the left decorative pattern displays the number "5," and the right decorative pattern displays the number "4" (1-5). After the left and right decorative patterns have temporarily stopped, the pseudo-repeat pattern is displayed at a slower rate (1-6). The pseudo-repeat pattern is accompanied by an effect image when it temporarily stops in the center of the screen (1-7). After the pseudo-repeat pattern has temporarily stopped, it is enlarged while tilting, and when the enlarged display ends, the letters "x2" are displayed in the bottom right of the pseudo-repeat pattern, suggesting that the pseudo-repeat will start to change again (1-8).
[0300] After the pseudo-consecutive is executed, the fluctuation starts again. At that time, the letters "x2" are displayed in the upper right corner of the screen, indicating that the fluctuation is after the pseudo-consecutive has occurred (1-9). A few seconds after the fluctuation starts, the character "Nana" and a dialogue box showing the character "Nana"'s lines are displayed, and the conversation starts (1-10). A few seconds after the character "Nana"'s lines are displayed, the character "Jam"'s lines are displayed (1-11). While the conversation is taking place, the background is darker than usual.
[0301] After the conversation performance ends, the background returns to normal brightness, and the left decorative pattern "5" and the right decorative pattern "5" temporarily stop, and are displayed in a reach mode (1-12). After the left decorative pattern and the right decorative pattern temporarily stop, the pseudo consecutive pattern changes and is displayed from the changing center decorative pattern (1-13). When the pseudo consecutive pattern temporarily stops in the center of the screen, an effect image is displayed (1-14). After the pseudo consecutive pattern temporarily stops, it is enlarged while tilting, and when the enlarged display ends, the letters "x3" are displayed in the bottom right of the pseudo consecutive pattern, suggesting that the pseudo consecutive pattern will start changing again (1-15).
[0302] After the pseudo consecutive wins are executed, the fluctuation starts again. At that time, the letters "x3" are displayed in the upper right corner of the screen, indicating that the fluctuation is after the pseudo consecutive wins have occurred (1-16). A few seconds after the fluctuation starts, a reserve change effect is executed that changes the active display, and the white reserve changes to a red reserve (1-17)~(1-19). After that, the ornamental pattern "2" is temporarily stopped on the left ornamental pattern, and the ornamental pattern "2" is temporarily stopped on the right ornamental pattern, and is displayed in a reach state (1-20). After that, an SP reach suggestion effect is executed that suggests that an SP reach will be executed (1-21). After that, an SP reach determined by the fluctuation pattern is executed.
[0303] <Normal fluctuation flow (2)> 29 to 31 show the effects when the variation pattern in which the special consecutive performance A is executed is selected. (2-1) shows that the variation that has been variable display up until now has ended, and the number of the decorative pattern stops at the number "125". The variation ends, and a new variation is performed (2-2), during which the character "Nana" and a dialogue frame displaying the character "Nana"'s lines are displayed, and the conversation performance begins (2-3). A few seconds after the character "Nana"'s lines are displayed, the character "Jam"'s lines are displayed (2-4). During the conversation performance, the background becomes darker than usual. After that, the decorative pattern "2" is temporarily stopped on the left decorative pattern, and the decorative pattern "2" is temporarily stopped on the right decorative pattern, and is displayed in a reach mode (2-5). After that, the screen gradually whites out, and the special consecutive performance A (Jam's training) begins (2-6).
[0304] When special sequence A starts, the title of special sequence A, "Jam's Training," is displayed first (2-6). After the title is displayed, the character "Jam" speaks lines before starting his training (2-7) (2-8). At that time, subtitles for the lines are displayed at the bottom of the screen. When he finishes speaking, the perspective changes from the perspective where the character "Jam" and Wooden Man Tsubaki can be seen (third person perspective) to the perspective where the performance is displayed from the character "Jam"'s point of view (first person perspective), and the character "Jam's" hands and Wooden Man Tsubaki are displayed (2-9). Wooden Man Tsubaki is a piece of equipment for martial arts training, and is a wooden pillar with several handles. After that, the character "Jam" performs a punch action towards Wooden Man Tsubaki. At this time, the character "Jam" says "Yaa," but no subtitles for the lines are displayed. When the punch of the character "Jam" hits the wooden man Tsubaki, the arm of the character "Jam" is enveloped in a blue aura (2-10). After that, the arm of the character "Jam" that punched returns, and the wooden man Tsubaki sways. After this, if the special consecutive performance A continues, the wooden man Tsubaki stands still, and if it ends, the axis of the wooden man Tsubaki breaks and it is displayed as if it is falling over (2-11). This time, the wooden man Tsubaki stands still and the word "Continue" is displayed, notifying that the special consecutive performance A will continue (2-12). After that, the character "Jam" performs a punch action towards the wooden man Tsubaki. At this time, the character "Jam" utters the sound "Yaa", but no dialogue subtitles are displayed. When the punch of the character "Jam" hits the wooden man Tsubaki, the arm of the character "Jam" is enveloped in a green aura (2-13). After that, the arm of the character "Jam" that punched returns, and the wooden man Tsubaki sways (2-14). Afterwards, the wooden man Tsubaki stands still and the word "Continue" is displayed, notifying that special continuous performance A will continue (2-15). Afterwards, the character "Jam" performs a punch action towards the wooden man Tsubaki. At this time, the character "Jam" utters the sound "Yaaa", but no dialogue subtitles are displayed. When the punch of the character "Jam" hits the wooden man Tsubaki, a red aura surrounds the arm of the character "Jam" (2-16). Afterwards, the arm of the character "Jam" that punched returns, and the wooden man Tsubaki sways (2-17). Afterwards, the axis of the wooden man Tsubaki breaks, and it is shown as if it is falling over (2-18).Then, the perspective changes from first person to third person, and the wooden man Tsubaki and the character "Jam"'s arms are displayed with a red aura. At that time, dialogue subtitles are displayed at the bottom of the screen, and the character "Jam" speaks (2-19). After that, the decorative pattern is displayed in a reach mode, the special continuous performance A ends, and the SP reach is executed.
[0305] In this way, the special continuous performance A is a performance in which the same action is performed multiple times (including single times), and is designed so that the more times it is performed, the higher the possibility of a big win. Also, as will be described later, it is designed so that the more times it is performed, the more chances are executed during the SP reach, so that the special continuous performance A and the SP reach can be related, and both can be paid attention to. Also, since the special continuous performance A is performed from the perspective of the character "Jam" (first-person perspective), confidence can be projected onto the character performing the action, which increases the interest in the game. Also, the attack of the character "Jam" is only a punch with his right arm, and it is designed so that the punch of the character "Jam" is performed with the same attack motion, so that it is easy to recognize that it has continued. Also, the scene suggesting whether or not to continue is designed to be the same for each time, so that it is easy to recognize that it is a performance suggesting whether or not to continue by being common. Also, when it starts (start performance) and ends (end performance), dialogue subtitles are displayed and the voice of the character "Jam" is output, but when an attack is occurring, the dialogue subtitles are not displayed and the voice of the character "Jam" is output. In this way, by not displaying the dialogue subtitles, it is possible to focus attention on the action of that scene, and by displaying the dialogue subtitles when it starts (start performance) and ends (end performance), it is easier for the player to recognize that it has started and ended. Also, when the special consecutive performance ends, the decorative pattern is designed to be displayed in a reach mode. In this way, it is easy to tell that the special consecutive performance A has ended, which increases the interest in the game.
[0306] Figs. 32 to 50 are explanatory diagrams of various SP reaches. In this embodiment, after the flows (1) and (2) of normal fluctuations, three types of SP reaches, namely SP reach A, SP reach B, and SP reach C, are executed, and they are designed such that the jackpot expectation degree is higher in the order of SP reach A < SP reach B < SP reach C. Also, SP reach B and SP reach C display a black band-like display (also referred to as a cinemascope area) in the upper and lower regions of the liquid crystal, and show the development of the SP reach in the display area at the center of the liquid crystal. This showing method is a display technique used in movies and the like, called cinemascope expression or letterbox expression. The reason for adopting these expressions is related to the relationship between the video material and the size of the liquid crystal. In particular, when the aspect ratio of the vertical and horizontal of the video size does not match the aspect ratio of the vertical and horizontal of the liquid crystal size, or when the video size is set to the same magnification and is smaller than the liquid crystal size, this display technique is adopted. Although it is displayed with a black band, it is not limited to this, and other colors may be used as long as both ends are different from the display at the center. Also, when serif subtitles (such as serif S, serif L, etc.) are displayed during each SP reach, the audio (the voice of the character) is designed to be output.
[0307] <SP reach A> (Figs. 32 to 36) First, SP reach A will be described. In SP reach A, after the flows (1) and (2) of normal fluctuations, the ground is displayed (A-1), and a production display is performed such that the character "Mumu" lands on the ground (A-2). The upper body of the character "Mumu" is enlarged and displayed, and a background image including a plurality of stars corresponding to the character "Mumu" is displayed (A-3).
[0308] Next, the character "Mumu" and the character "Bakuchu" face each other, and the character display of "VS" is performed to suggest that the battle starts (A-4).
[0309] Next, the character "Bakuchu" attacks the character "Mumu" (specifically, emits a ray of light from his fingertips). At this time, the character "Mumu" becomes a shield, blocking the attack with the center decoration pattern "9" (or a pattern image corresponding to the center decoration pattern "9") (A-5).
[0310] Next, an attack from the character "Bakuchu" to the character "Mumu" (specifically, a ray of light emitted from the fingertip) is displayed, destroying the "9" symbol that was acting as a shield. At this point, the "9" symbol appears destroyed (A-6). Then, the character "Mumu" is enlarged and a background image including multiple stars corresponding to the character "Mumu" is displayed (A-7).
[0311] Next, the character "Mumu" starts attacking the character "Bakuchu" (specifically, punching) (A-8). Then, the opposing character "Bakuchu" is displayed from the front (A-9), and a display is performed in which a middle decoration pattern "1" appears in front of the character "Bakuchu" (A-10). Then, this middle decoration pattern "1" becomes a shield that prevents the character "Mumu" from attacking the character "Bakuchu", that is, a display is performed in which the character "Mumu" attacks the middle decoration pattern "1" (specifically, punches) (A-11).
[0312] The decorative pattern "1" displayed in (A-10) is the decorative pattern displayed just before the decorative pattern "2" that results in the winning combination "222". Therefore, the decorative pattern "1" displayed in (A-10) is destroyed and the next decorative pattern "2" is displayed, which indicates a winning combination.
[0313] When the attack by the character "Mumu" reaches the center decoration pattern "1" (A-11), the effect image displayed just before is displayed with reduced brightness and saturation, and a cut-in effect is executed (A-12) in which an image (normal or high brightness and saturation) depicting the character "Mumu" and multiple stars is superimposed. Then, when the image displayed by the cut-in effect is erased, the same effect display as just before the cut-in effect (A-11) is performed again (A-13).
[0314] At this point, the "decisive button" effect starts, and a push button image resembling a push button and an indication of the valid operation period are displayed superimposed on the effect display that was displayed immediately before (A-14). In other words, an effect display that encourages the user to press the push button starts.
[0315] In the case of a jackpot, when a push button press is detected (A-14), a background image with a radial pattern is displayed on the image display device 5 (A-15), and a movable body performance is executed (A-16) in which the movable body 32 moves from the initial position to a performance position in front of the image display device 5. Next, the movable body 32 stops at the performance position in front of the image display device 5 for a predetermined period of time (A-17).
[0316] Thereafter, the movable body 32 is controlled to return from the performance position to the initial position, and the attack from the character "Mumu" to the character "Bakuchu" becomes effective, the central decorative pattern "1" that was acting as a shield is destroyed, and a performance is displayed in which the attacked character "Bakuchu" is blown away (A-18).
[0317] Next, the character "Mumu" is displayed in a jubilant manner (A-19), after which a light effect image is displayed superimposed on the immediately preceding performance display including the characters "Mumu" and "Bakuchu" (A-20), and the light effect image is enlarged to cover the characters "Mumu" and "Bakuchu" (A-21). At this time, the light effect image is opaque, so the covered characters "Mumu" and "Bakuchu" cannot be seen.
[0318] Next, after the light effect image covers the entire screen, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" displayed in the normal mode appears (A-22). The jackpot pattern "222" is gradually enlarged (A-23) and is enlarged enough to cover the entire screen (A-24). After that, the jackpot pattern "222" is displayed in the same size as when the normal fluctuation was performed before the reach was established, and is displayed as if it is shaking four times (A-25).
[0319] Next, the big win symbol "222" is temporarily hidden and the text "Completely settled" is displayed (A-26). Then, the image display device 5 goes white, the Super Reach A performance ends, and the same background image as when the normal fluctuation was performed before the reach was established is displayed, and the big win symbol "222" is temporarily stopped (A-27). After that, the big win symbol "222" is temporarily stopped (A-28). In this embodiment, the temporary stop display is not a completely stopped display, but a display that is slightly shaking.
[0320] In the case of a miss, after (A-14), the attack from the character "Mumu" to the character "Bakuchu" is not effective, and the central decorative pattern "1" that acted as a shield is not destroyed and changes from the cracked state to the normal state again (A-29).
[0321] Next, the character "Bakuchu" is displayed with both hands raised diagonally (A-30), and the center decoration pattern "1" is displayed superimposed on the character "Bakuchu" (A-31). After the center decoration pattern "1", which is a losing combination, is displayed shaking four times, the image display device 5 goes black (A-32), and the Super Reach A performance ends.
[0322] When Super Reach A ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "212" is temporarily displayed (A-33). After that, the losing symbol "212" is displayed (A-34).
[0323] <SPリーチB> (Fig. 37 to 43) Next, the SP Reach B will be described. In the SP Reach B, after the normal flow of fluctuations (1) and (2), the title of the SP Reach B is displayed (B-1). After the title of the SP Reach B is displayed, the performance of the SP Reach B starts. The CinemaScope area is displayed at the edge of the screen by the performance of the SP Reach B from (B-1) to (B-27) and (B-40) to (B-43), and the lines S are displayed superimposed on the CinemaScope area as in (B-2). The CinemaScope area has a rectangular shape, and a performance like a movie can be performed. This display method makes it possible to emphasize the lines S on the CinemaScope area, while making the lines S easier to see than in the case of the SP Reach A, and to clearly distinguish it from the SP Reach A, and thus to provide a gaming machine that does not tire the player. Furthermore, since the display method is different from the SP Reach A and other notices, it is possible to recognize at a glance that this is a performance that can be expected to lead to a big win. After the title of SP Reach B is displayed, a performance in which the character "Mumu" walks down the street is displayed in the center of the screen, and the character "Mumu"'s lines S are displayed in accordance with the performance (B-2) to (B-5). Next, a line L larger than the line S, a white star-shaped effect image that emphasizes the line L, and the background in the center of the screen are displayed in a white display mode (B-6). At this time, the decorative illuminant is also emitting light in a white mode (color). The content of the line L is displayed in relation to the line S, and a part of the line of SP Reach B is displayed as the line L. In this way, by displaying some of the lines large, the lines displayed large can be impressed, and interest in the game is improved. In addition, by displaying related characters, the performance can be smoothly executed while the line L can be impressed. In addition, the font size of each character of the line S is unified, and the display position and the direction in which the characters are written are also unified, but the font size of the line L is not unified, and the characters that are keywords (for example, "Lunch") are displayed large. Furthermore, as in (B-8), the direction of the serif L is changed. By doing this, the reader can focus on the serif L rather than the serif S. The serif L is also displayed while moving.This moving display is performed at a speed at which the line L can be recognized by the player, and the line L moves out of the screen area due to the moving display, but only a part of it moves out of the screen area, and the scene switches to the next scene (B-7) before the line L is completely no longer displayed. By doing so, the player can pay more attention to it than a still image. In addition, the display of the line L is determined, and in this embodiment, it is displayed as the line L only when the lines are (B-6), (B-8), and (B-10). After (B-6), the character "Jam" and the line S are displayed in the center of the screen (B-7), and after the character "Jam" finishes saying the line S in the center of the screen, the line L and a red effect image that emphasizes the line L and the background in the center of the screen are displayed in a red display mode (B-8). At this time, the decorative illuminant is also emitting light in a red mode (color). When displayed in a red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. In (B-8), the line L, an effect image emphasizing the line L, and the background in the center of the screen are displayed in a red display mode, but this is the chance-up effect described above, and means that the chance has increased from white to red. Since the display is red from the beginning, it is not possible to see the change from white to red. After that, the character "Mumu" and the line S are displayed in the center of the screen (B-9), and after the character "Mumu" finishes saying the line S, the line L, an effect image emphasizing the line L, and the background in the center of the screen are displayed in a red display mode (B-10). After that, the character "Mumu" and the line S are displayed in the center of the screen (B-11) (B-12), and from (B-13) to (B-25), the character "Mumu" and the images of the line L that have been displayed so far ((B-6), (B-8), (B-10)) are displayed alternately. This design not only strengthens the association between the character "Mumu" and the line L, but also leaves a strong impression, improving the interest in the game. At this time, the image of the line L that is redisplayed is displayed while quickly shaking up and down and left and right. Furthermore, the image of the line L that is redisplayed is displayed in the same display mode as when it was displayed the first time.By doing this, the re-displayed lines L can be impressed, while allowing the player to recognize that it is a re-displayed display. At this time, the decorative illuminant does not emit light in a manner (color) related to the display manner of the lines L and the effect image emphasizing the lines L that were displayed the first time, and the background in the center of the screen, and the performance is executed while the white lamp flashes at high speed. Furthermore, the sound that was output during the chance up is not output, and instead, it is designed to output a short specific sound 2 every time the screen is switched. After that, the button display is enlarged and displayed in the screen area (B-26). At this time, the CinemaScope area is erased and displayed. By doing this, the player can pay attention to the button display. Then, the moment the enlarged button display is reduced and reaches a specified size as shown in (B-27), a gauge indicating the valid period of the button display and the CinemaScope area are displayed, and the win / lose performance is executed when the push button 31B is pressed or the valid period of the button display has passed for a certain period (for example, 5 seconds). By doing this, not only is it easy to understand the timing of the win / lose performance, but the button promotion performance can also increase the interest in the game.
[0324] In the case where the SP Reach B is a big hit, after (B-27), the movable body 32 falls, and a background image of a radial pattern is displayed on the screen (B-28). In this embodiment, the movable body 32 moves while the light emission control in which the decorative light emitter emits light in rainbow colors is started from the scene shown in (B-28) to (B-29). From this point, it is designed to erase the Cinemascope area. By doing so, the big hit can be celebrated on the entire screen. After that, a performance display is performed in which the character "Jam" talks to the character "Mumu", and the dialogue S is displayed in a rainbow display mode (B-31) to (B-33). In this embodiment, the light emission control in which the decorative light emitter emits light in rainbow colors is started from the scene shown in (B-28). For example, in the scenes shown in (B-28) and (B-43), the decorative illuminant flashes in rainbow colors at high speed, and in the scenes shown in (B-29) to (B-33) and (B-35) to (B-37), the decorative illuminant slowly emits rainbow colors. When the dialogue S disappears from the screen in (B-33), the background image becomes difficult to recognize as in (B-34), and a performance display is performed in which the jackpot pattern "222" appears from the center of the screen (B-34). Then, the jackpot pattern "222" is gradually enlarged (B-35), and is enlarged to cover the entire screen (B-36). After that, the jackpot pattern "222" is displayed in the same size as when the normal fluctuation was performed before the reach was established (B-37). Then, the image display device 5 goes white, SP Reach B ends, and the same background image as when the normal fluctuation before the Reach is performed is displayed, and the big win symbol "222" is temporarily stopped (B-38). After that, the big win symbol "222" is stopped (B-39).
[0325] In the case where the SP Reach B is a miss, after (B-27), a performance in which the character "Jam" talks to the character "Mumu" is displayed, and the dialogue S is displayed in a white display mode superimposed on the Cinemascope area is displayed (B-40), (B-41). In this embodiment, the light emission control in which the decorative illuminator emits low-luminance white light is started from the scene shown in (B-40). Next, when the dialogue S disappears from the screen of (B-41), the background image becomes difficult to recognize as in (B-42), and a performance display in which the miss pattern "212" appears from the center of the screen is performed in a transparent state (B-42). The transparency decreases from the transparent state, and the miss pattern can be clearly recognized (B-43). After that, the screen goes black, and the SP Reach B ends. When the SP Reach B ends, the same background image as when the normal fluctuation before the reach was established is displayed, and the miss pattern "212" is temporarily stopped and displayed (B-44). After that, the losing symbol "212" is displayed (B-45).
[0326] In this embodiment, the shape of the CinemaScope area is a rectangle, but it may be freely changed to a jagged shape or a circle, and the color may not be black. In addition, the chance-up performance is displayed in red from the beginning, so that the change from white to red cannot be recognized. However, the dialogue L, an effect image emphasizing the dialogue L, and the background in the center of the screen may be displayed while the player is shown the change from white to red. In addition, when the result is notified, the background image is displayed in a state that is difficult to recognize, but by doing so, the pattern is emphasized, making it easier for the player to recognize whether it is a big hit or a miss. Furthermore, the display mode of the active display may be changed during the SP Reach B performance, and when the display mode is changed, the display mode may be changed from outside the CinemaScope area or from within the CinemaScope area. By doing so, the display mode of the active display and the CinemaScope area image can be focused on, improving the interest in the game.
[0327] <SPリーチC> (Fig. 44 to 50) Next, (C-1)C will be explained. In SP Reach C, the title of SP Reach C is displayed after the normal flow of fluctuations (1) and (2) (C-1). After the title of SP Reach C is displayed as in (C-1), the performance of SP Reach C starts. From (C-1) to (C-25), (C-40) to (C-43), the performance of SP Reach C displays a CinemaScope area at the edge of the screen, and the line S is displayed in an overlapping manner as in (C-2). The CinemaScope area does not display anything other than the line S. By displaying the CinemaScope area, the line S can be emphasized, and the line S is easier to see than in SP Reach A, so that not only can the line S be drawn to attention, but also a feeling of watching a movie can be given. After the title of SP Reach C is displayed, the character "Nana" and many other character displays are displayed surrounding the character "Nana" in the center of the screen, and the line S of the character "Nana" is displayed in accordance with the performance (C-2) to (C-4). Next, in the center of the screen, a line L larger than the line S, an effect image emphasizing the line L, and the background in the center of the screen are displayed in a white display mode (C-5). At this time, the decorative illuminant is also emitting light in a white mode (color). The content of the line L is displayed in relation to the line S, and a part of the line of the SP reach C is displayed as the line L. In addition, the font size of each character of the line S is unified, and the direction in which the characters are written is also unified, but the font size of the line L is not unified, and the characters that are keywords are displayed large. Furthermore, there is also a display of the line L with the characters in a different direction, as in (C-7). By doing this, it is possible to focus more on the line L than the line S. In addition, the line L is displayed while moving. This moving display moves at a speed that allows the player to recognize the lines L, and although the lines L move outside the screen area due to the moving display, the next scene (C-6) is displayed before the lines L are completely removed, with only a portion of the lines moving outside the screen area. This allows the player to pay more attention to the lines L than a still image. Also, the display of some of the lines L is predetermined, and in this embodiment, lines L are displayed only when the lines are (C-5), (C-7), and (C-9).After (C-5), the character "Moetaro" and the line S are displayed in the center of the screen (C-6), and after the character "Moetaro" finishes saying line S, line L, an effect image emphasizing line L, and the background in the center of the screen are displayed in a red display mode (C-7). At this time, the decorative illuminant also emits light in a red mode (color). When displayed in a red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. In (C-7), line L, an effect image emphasizing line L, and the background in the center of the screen are displayed in a red display mode, which is the chance up performance described above, and means that the chance up has changed from white to red. Since it is displayed in red from the beginning, it is not possible to recognize the change from white to red. After that, the character "Nana" and the line S are displayed in the center of the screen (C-8), and after the character "Nana" finishes saying the line S, the line L, an effect image emphasizing the line L, and the background in the center of the screen are displayed in a gold display mode (C-9). At this time, the decorative illuminant also emits light in a gold display mode (color). When displayed in a gold display mode, a specific sound 3 different from when a red display mode is displayed is output so that the player recognizes that a chance up has occurred. (C-9) uses a color corresponding to the character "Nana", and the gold color of the character "Nana" is blue. Furthermore, when the line L is displayed in gold, the image of the character "Nana" is also designed to be displayed together. By doing so, it is easy to understand that it is gold, and it is more lively than other display modes, improving the interest in the game. In (C-9), the line L, an effect image emphasizing the line L, and the background in the center of the screen are displayed in a gold color, but this is the chance-up effect described above, and means that the chance has increased from red to gold. Because it is displayed in gold from the beginning, it is not possible to see the change from red to gold. After that, the character "Nana" and the line S are displayed in the center of the screen, and from (C-10) (C-11) to (C-12) to (3-33), images of the character "Nana" and the lines L that have been displayed so far ((C-5), (C-7), (C-9)) are displayed alternately.By designing in this way, not only is the association between the character "Nana" and the line L strengthened, but also the impression can be made, and the interest in the game can be improved. At this time, the image of the line L displayed again is displayed while quickly shaking up and down and left and right. Furthermore, the image of the line L displayed again is displayed in the same display mode as the display mode displayed the first time. By doing so, the line L displayed again can be made to leave an impression, and it can be recognized that it is a display that has been displayed again. At this time, the decorative illuminant does not emit light in a mode (color) related to the display mode of the line L displayed the first time, the effect image that emphasizes the line L, and the background in the center of the screen, and the performance is executed while the white lamp flashes at high speed. Furthermore, the sound that was output when the chance was up is not output, and instead, it is designed to output a short specific sound 2 every time the screen is switched. After that, the button display is enlarged and displayed in the screen area (C-25). The moment the enlarged button display shrinks to a specified size as shown in (C-26), a gauge indicating the validity period of the button display and a CinemaScope area are displayed, and the winning / losing effect is executed when the push button 31B is pressed or a certain period of validity of the button display has elapsed (for example, 5 seconds). By doing this, not only is it easy to understand the timing when the winning / losing effect is executed, but the button promotion effect can also increase the interest in the game.
[0328] In the case where the SP Reach C is a big hit, after (C-26), the movable body 32 falls, and a background image of a radial pattern is displayed on the screen (C-27). In this embodiment, the light emission control in which the decorative light emitter emits light in rainbow colors is started from the scenes shown in (C-27) to (C-29). From this time, it is designed to erase the Cinemascope area. By doing so, the big hit can be celebrated on the full screen. After that, a performance display is executed in which the character "Nana" talks to the characters displayed around her, and the dialogue S is displayed in a rainbow display mode (C-30) to (C-33). In this embodiment, the light emission control in which the decorative light emitter emits light in rainbow colors is started from the scene shown in (C-27). For example, in the scenes shown in (C-27) and (C-33), the decorative light emitter flashes (flashes) in rainbow colors at high speed, and in the scenes shown in (C-28) to (C-33) and (C-35) to (C-37), the decorative light emitter slowly emits light in rainbow colors. When the dialogue S disappears from the screen (C-33), the background image becomes difficult to recognize as in (C-34), and the performance display is executed in which the jackpot pattern "222" appears from the center of the screen (C-34). Then, the jackpot pattern "222" is gradually enlarged (C-35) and is enlarged to cover the entire screen (C-36). After that, the jackpot pattern "222" is displayed in the same size as when the normal fluctuation before the reach is established is executed (C-37). Then, the image display device 5 goes white and the SP reach C ends, and the background image similar to when the normal fluctuation before the reach is established is displayed, and the jackpot pattern "222" is temporarily stopped (C-38). After that, the jackpot pattern "222" is stopped (C-39).
[0329] In the case where the SP Reach C is a miss, after (C-26), a performance display is executed in which the character "Nana" talks to the characters displayed around her, while the dialogue S is displayed in a white display mode superimposed on the Cinemascope area (C-40), (C-41). In this embodiment, light emission control is started in which the decorative illuminant emits low-luminance white light from the scene shown in (C-40). Next, when the dialogue S disappears from the screen in (C-41), the background image becomes difficult to recognize as in (C-34), and a performance display in which the miss pattern "212" appears from the center of the screen is executed in a transparent state (C-42). The transparency decreases from the transparent state, and the miss pattern can be clearly recognized (C-43). After that, the screen goes black, and the SP Reach C ends. When the SP Reach C ends, the same background image as when the normal variation before the reach was established is displayed, and the miss pattern "212" is temporarily stopped and displayed (C-44). After that, the losing symbol "212" is displayed (C-45).
[0330] In this embodiment, the shape of the CinemaScope area is a rectangle, but it may be any shape such as a jagged shape or a circle, and the color may not be black. In addition, the chance-up performance is displayed in red from the beginning, so the player cannot recognize the change from white to red. However, the dialogue L, an effect image that emphasizes the dialogue L, and the background in the center of the screen may be displayed while the player is shown the change from white to red. In addition, when the result is notified, the background image is displayed in a state that is difficult to recognize (C-34), but by doing so, the pattern is emphasized, making it easier for the player to recognize whether it is a big hit or a miss. Furthermore, the display mode of the active display may be changed during the SP Reach C performance, and when the display mode is changed, the display mode may be changed from outside the CinemaScope area or from within the CinemaScope area. By doing so, the player can pay attention to the display mode of the active display and the CinemaScope area image, improving the interest in the game.
[0331] <Details of Special Consecutive Performance A> FIG. 51 and FIG. 52 are detailed illustrations of the special consecutive performance A. The explanation (flow) of the special consecutive performance A was described in <Flow of normal variation (2)>, but here we will explain the details. In the special consecutive performance A, a title is displayed and a start performance is executed (3-1)~(3-3) that suggests that the special consecutive performance A will start. After that, the viewpoint changes (3-4), and there are the first scene (3-5), (3-8), (3-14) in which the wooden man Tsubaki attacks, the second scene (3-7), (3-13) that suggests whether to continue or end, and the end performance (3-10)~(3-12), (3-16)~(3-18), (3-19)~(3-21) that suggests that the special consecutive performance will end. In the special consecutive performance A, the first scene is executed a maximum of three times, and the color of the aura on the character "Jam"'s arm changes each time. In the first scene of the first time, it changes to blue (3-5), in the first scene of the second time, it changes to green (3-8), and in the first scene of the third time, it changes to red (3-14). In addition, the ending effect of Special Continuous Effects A is executed in the same way no matter how many times it is executed. At this time, the content of the effect does not change, but the color of the aura on the character "Jam"'s arm is displayed in the same color as it was just before the ending effect was executed. In addition, the color of the aura on the character "Jam"'s arm changes depending on the first scene, and when it changes, the game machine lamp changes to the changed color, and a specific sound is designed to be output.
[0332] In this way, by performing the start and end effects, it becomes easy to understand the start and end of the special consecutive effects, which increases the interest in the game. Also, by ending the end effect with the same effect content regardless of the timing, it is possible to accurately inform the player that the special consecutive effects have ended.
[0333] <Details of Special Consecutive Performance B> 53 to 56 are diagrams illustrating the special consecutive performance B in detail. The special consecutive performance B is a performance that has a higher expectation of being controlled by a jackpot than the special consecutive performance A, and unlike the special consecutive performance A, there are multiple modes of attack (action). The special consecutive performance B includes start performances (4-1) and (4-2) that display the title and suggest that the special consecutive performance B will begin, first scenes (4-3) to (4-8), (4-21) to (4-26), and (4-39) to (4-44) in which attacks are made on the pot, and change scenes (4-9) to (4-11), (4-27) to (4-29), and (4-45) to (4-47) in which the color of the pot changes, indicating whether to continue or end the performance. The first scene suggests that the special sequence will end, and the ending scenes suggest that the special sequence will end, which are (4-13), (4-14), (4-16), (4-17), (4-19), (4-20), (4-31), (4-32), (4-34), (4-35), (4-37), (4-38), (4-48)~(4-53). The first scene of the special sequence B is executed a maximum of three times, and the color of the contents of the pot changes each time. The ending scene of the special sequence B is executed in the same way regardless of how many times it is executed. In this case, the content of the scene does not change, but the color of the contents of the pot is displayed in the same color as it was just before the ending scene was executed. Also, the color of the contents of the pot changes depending on the first scene, and when it does, the game machine lamp changes to the new color and a specific sound is output. Also, although not shown, when the end performance is executed, after the dialogue is displayed, the decorative pattern is displayed in the reach mode (similar to special continuous performance A). Also, the second scene, which suggests whether to continue or end, is performed with the same performance content each time, without changing the performance content.
[0334] When Special Continuous Performance B begins, a title is displayed as the opening performance (4-1). After the title is displayed, the character "Nana" speaks a line before starting her training (4-2). At that time, subtitles for the line are displayed at the bottom of the screen. After the line is spoken, the first scene is executed and one of several magic actions is selected. One of the actions, "Fire Ball," "Ice Ball," or "Ultimate Ball," is selected and executed. At this time, the character "Nana" shouts the name of the magic, so a voice is output but no subtitles for the line are displayed; this is the same from the first time onwards. Among the various actions, "Fireball" shows the character "Nana" in the first pose and the background color is blue (4-3) (4-4), "Iceball" shows the character "Nana" in the second pose and the background color is green (4-5) (4-6), and "Ultimate Ball" shows the character "Nana" in the third pose and the background color is red (4-7) (4-8). After that, the magic heads toward the pot. As the magic heads toward the pot, the perspective changes from third person perspective to first person perspective (the perspective of the character "Nana"). When the magic hits the pot, the contents of the pot change and become blue (4-9), green (4-10), or red (4-11). The contents of the pot are displayed in different sizes and with different numbers of bubbles depending on the color, and the more bubbles there are, the higher the expectation of being controlled by the jackpot.
[0335] After the contents of the pot change, a letter appears from the pot, and the second scene is executed, indicating whether the special continuous performance B will continue or end. If it continues, the word "Continue" appears from the pot, and if it ends, the word "Development" appears from the pot (4-12), (4-13), (4-15), (4-16), (4-18), (4-19). After the word "Development" appears, the perspective returns from the first person perspective to the third person perspective, and the character "Nana" appears from the left of the screen, and the ending performance is executed while displaying dialogue subtitles (4-14), (4-17), (4-20). After the word "Continue" appears from the pot, the perspective returns from the first person perspective to the third person perspective, and the first scene is executed again. The first scene executed here is executed with the same performance content as the first scene executed earlier (4-21)~(4-26). As the magic heads toward the pot, the perspective changes from the third person perspective to the first person perspective (the perspective of the character "Nana"). When the magic hits the pot, the contents of the pot change and become either green (4-27), red (4-28), or gold (4-29).
[0336] After the contents of the pot change, a letter appears from the pot, and the second scene is executed, indicating whether the special continuous performance B will continue or end. If it continues, the word "Continue" appears from the pot, and if it ends, the word "Development" appears from the pot (4-30), (4-31), (4-33), (4-34), (4-36), (4-37). After the word "Development" appears, the perspective returns from the first person perspective to the third person perspective, and the character "Nana" appears from the left of the screen, and the ending performance is executed while displaying dialogue subtitles (4-32), (4-35), (4-38). After the word "Continue" appears from the pot, the perspective returns from the first person perspective to the third person perspective, and the first scene is executed again. The first scene executed here is executed with the same performance content as the first scene executed earlier (4-39)~(4-44). As the magic heads toward the pot, the perspective changes from the third person perspective to the first person perspective (the perspective of the character "Nana"). When the magic hits the pot, the contents of the pot change color, becoming either red (4-45), gold (4-46), or rainbow (4-47).
[0337] After the contents of the pot change, letters appear from within the pot and the second scene is played, indicating whether Special Continuous Performance B will continue or end. Special Continuous Performance B can play the first scene three times at most, and in this second scene, the same production content as the other second scenes is performed, but a "development" always appears, indicating the end. After the development appears, the perspective returns from the first person to the third person, and the character "Nana" appears from the left of the screen, displaying dialogue subtitles as the ending performance is played (4-49), (4-51), (4-53).
[0338] The special continuous performance B is designed so that the more times it is performed, the more chances are increased during the SP reach, and a relationship can be established between the special continuous performance B and the SP reach, allowing players to pay attention to both. In addition, the special continuous performance B is performed from the perspective of the character "Nana" (first-person perspective), allowing players to project confidence onto the character taking action, improving gameplay interest. In addition, the scene suggesting whether or not to continue is designed to be the same for each time, and by doing so, it is easy to recognize that it is a performance suggesting whether or not to continue by being common. In addition, when it starts (start performance) and ends (end performance), dialogue subtitles are displayed and the voice of the character "Nana" is output, but in the scene where an attack is being performed, no dialogue subtitles are displayed and the voice of the character "Nana" is output, and by doing so, it is possible to draw attention to the action of that scene by not displaying the dialogue subtitles, and by displaying the dialogue subtitles when it starts (start performance) and ends (end performance), it is easy for players to recognize that it has started and ended. In addition, when the special continuous performance ends, the decorative pattern is designed to be displayed in a reach mode. This makes it easier to know when the special consecutive performance B has ended, increasing the interest in the game. In addition, although not shown, when an attack (punch, magic, etc.) hits an object (wooden man camellia or pot) in the special consecutive performance A or B, the object is sent from the initial position where the object is placed to the first position (flying away from the character that attacked in the first scene of the first time), the second position (flying away from the character that attacked in the first scene of the second time), or the third position (flying away from the character that attacked in the first scene of the third time). The relationship of the positions is the first position, the second position, and the third position in order of proximity from the initial position, and the further away the object is sent, the more times the first scene of the special consecutive performance will occur, so that the expectation of being controlled by a jackpot is higher. The first position, second position, and third position are all spaced equally apart. For example, the distance from the first position to the second position is 2 m, the distance from the second position to the third position is 2 m, and the distance from the first position to the third position is 4 m.In addition, by repeating multiple times the first scene in which the character takes action and the second scene which suggests whether or not to continue, the special consecutive performances A and B allow the player to easily recognize what will lead to continuation or an end, the first scene makes it easy to tell the player that the game has continued, and the second scene makes it easy to focus on whether or not to continue, and the rate at which the game is controlled to be in an advantageous state varies depending on the number of times the first and second scenes are repeated, thereby increasing the player's interest in the game.
[0339] 57 and 58 are diagrams showing the execution period of special consecutive performance A and special consecutive performance B. This embodiment is divided into a start performance, a first part, and a second part. The start performance is a performance that notifies the start of the special consecutive performance. The first part is composed of scenes (3-4), (3-7'), and (3-13') in a stance, scenes (3-5), (3-8), and (3-14) in which an attack (action) is made on the wooden man Tsubaki, and scenes (3-6), (3-9), and (3-15) in which the arm is returned after the attack (action) on the wooden man Tsubaki. The second part has a continuation pattern and a pattern in which an end performance is performed. In the continuation pattern, after the scene in which the arm is returned after the attack (action) on the wooden man Tsubaki, the wooden man Tsubaki becomes stationary and the word "continue" is displayed (3-7) and (3-13). At this time, a voice is output, but it is not the voice of the character "Jam", but the voice of another character or a narrator or the like outputs a line indicating that the game will continue. Also, the viewpoint may be returned to the third person viewpoint at this time. After that, the first part is played again, and the second part is played again. The patterns for the ending performance are the scene where the player returns his arm after attacking the wooden man Tsubaki (action), followed by the wooden man Tsubaki falling down (3-10), (3-16), (3-19), the scene where the viewpoint changes (from third person to first person) and the character "Jam" and the dialogue subtitles are displayed (3-11), (3-17), (3-20), and the scene where the character "Jam" and the dialogue subtitles are displayed on the screen and a decorative pattern is displayed in a reach state (3-12), (3-18), (3-21). The performance period of the first and second parts is designed to be the same regardless of how many times they are performed. First, the first part of special continuous performance A is designed to take place over two seconds, during which the player returns his arm after attacking (action) Wooden Man Tsubaki, and by doing so, the player can focus on the action and whether Wooden Man Tsubaki falls or not. Next, if it continues with the second part, it takes five seconds. If it ends with the second part, it takes ten seconds. In this way, the first part is set to a shorter period than the second part, and by making the periods of the first and second parts different, the player can intrigue about whether special continuous performance A will continue, increasing interest in the game.Also, the second part which performs the end performance is designed to be performed for a longer period than the continuing first part, so that the end can be clearly communicated and attention can be paid to the next performance. Also, the end performance is composed of three scenes, but is not limited to this, and the end may be notified only by the scene where the decorative pattern is displayed in a reach state, or by the other two scenes. Also, the first part is designed to be performed for a shorter period than the pseudo consecutive (for example, 10 seconds), so that the interest of the first part, which may be performed more frequently than the pseudo consecutive, is less likely to decrease.
[0340] The first part of Special Continuous Performance B takes 8 seconds to complete. If it continues with the second part, it takes 3 seconds to complete. If it ends with the second part, it takes 12 seconds to complete. The first part consists of the scenes where the names of the attack (action) techniques are displayed (4-3), (4-5), (4-7), (4-21), (4-23), (4-25), (4-39), (4-41), (4-43), the scenes where the attack (action) techniques are used (4-4), (4-6), (4-8), (4-22), (4-24), (4-26), (4-40), (4-42), (4-44), and the scenes where the contents of the pot change (4-9)~(4-11), (4-27)~(4-29), (4-45)~(4-47). The second part can be continued or ended. In the continued pattern, the word "continue" appears from the transformed pot (4-12), (4-15), (4-18), (4-30), (4-33), (4-36). At this time, a voice is output, but it is not the voice of the character "Nana", but the voice of another character or a narrator saying that the game will continue. The viewpoint can also be changed back to a third-person viewpoint at this time. After that, the first part is played again, and then the second part is played again. The end performance patterns are as follows: (4-13), (4-16), (4-19), (4-31), (4-34), (4-37), (4-48), (4-50), (4-52) when the word "Development" appears from the transformed pot, and (4-14), (4-17), (4-20), (4-32), (4-35), (4-38), (4-49), (4-51), (4-53) when the viewpoint changes (from third person to first person) and the character "Nana" and dialogue subtitles are displayed. In this way, the first part is set to a shorter period than the second part (Development), and by making the periods of the first and second parts different, it is possible to arouse the player's interest in whether the special continuous performance A will continue. In addition, the special consecutive performance B has more action patterns and a longer first part than the special consecutive performance A, which allows the action of the special consecutive performance B to be noticed.In addition, the first part is designed to be performed for a period shorter than the pseudo-consecutive (e.g., 10 seconds), which makes it difficult for interest in the first part, which may be performed more frequently than the pseudo-consecutive, to decrease.
[0341] Figures 59 to 61 are tables illustrating the patterns and judgment values of each special consecutive performance. First, Figure 59 is a diagram explaining the execution patterns executed in special consecutive performance A, and there are three patterns in which the first scene is executed a maximum of three times. The patterns of special consecutive performance A are Pattern A to Pattern C, and the judgment value of Pattern C is set to be the highest for the execution pattern executed when controlled to a big win, and the judgment value of Pattern A is set to be the highest for a miss.
[0342] 60-61 are diagrams explaining the execution patterns executed in the special consecutive performance B, and there are 16 patterns in which the first scene is executed a maximum of three times. The patterns of the special consecutive performance B are pattern 1 to pattern 16, and the judgment value of the execution pattern executed when controlled to be a jackpot is set to pattern 15, which is the highest, and the judgment value of pattern 1 is set to be the highest when controlled to be a miss. Also, pattern 16 is a performance that guarantees a jackpot.
[0343] There are three types of attack modes in the special consecutive performance B, and the order is designed so that the probability of winning increases in the order of Fire Ball < Ice Ball < Ultimate Ball. In addition, the color (contents of the pot) that changes in the special consecutive performance B changes in stages. The meaning of changing in stages refers to the color changing stages in this embodiment, which change in the order of default → blue → green → red → gold → rainbow. As shown in Figures 59 to 61, the judgment value controlled to the advantageous state differs depending on the color of the arm of the character "Jam" displayed in Special Continuous Performance A and Special Continuous Performance B and the color of the contents of the pot, so that both the number of times it is repeated and the special image serve as a means to predict whether the player will be controlled to an advantageous state, improving the interest of the game. In addition, Figure 62 shows in detail the continuation rate (continuation rate of the first scene) of whether or not to attack next depending on the attack mode executed first, and the order of the highest probability of continuation is Ice Ball < Fire Ball < Ultimate Ball. In this way, the presence of multiple attack patterns in the first scene increases interest in the game, and the number of times the first and second scenes are repeated varies depending on the type of attack pattern, allowing the player to focus on the first scene.
[0344] Next, FIG. 63 illustrates the probability of the chance up of the SP reach that is performed after the special continuous performance A is executed, and it is designed so that the chance up probability differs depending on the patterns A to C. Also, it is designed so that the aura of the character "Jam" finally changes to blue by the pattern A, the aura of the character "Jam" finally changes to green by the pattern B, and the aura of the character "Jam" finally changes to red by the pattern C. This final color is linked to the color of the chance up, and it is designed so that when the pattern A (blue) and the pattern B (green) are executed, the probability that the title and the line S are displayed in red and gold, which are the colors of the chance up, is the lowest, and when the pattern C (red) is executed, the probability that the title and the line S are displayed in red, which is the color of the chance up, is the highest. Similarly, it is designed so that when the pattern A (blue) and the pattern B (green) are executed, the probability that the cut-in or the line is displayed in red, which is the color of the chance up, is the lowest, and when the pattern C (red) is executed, the probability that the cut-in or the line is displayed in red, which is the color of the chance up, is the highest.
[0345] Next, FIG. 64 illustrates the probability of the SP reach chance up that is performed after the special continuous performance B is executed, and is designed so that the chance up probability differs according to pattern 1 to pattern 16. Also, it is designed so that the contents of the pot finally change to blue according to pattern 1 and pattern 2, the contents of the pot finally change to green according to pattern 3 to pattern 5, the contents of the pot finally change to red according to pattern 6 to pattern 12, the contents of the pot finally change to gold according to pattern 13 to pattern 15, and the contents of the pot finally change to rainbow colors according to pattern 16, and this final color is linked to the color of chance up, and when pattern 1 and pattern 2 (blue) and pattern 3 to pattern 5 (green) are executed, the probability that the title and the line S are displayed in red and gold, which are the colors of chance up, is the lowest, and when pattern 6 to pattern 11 (red) are executed, the probability that the title and the line S are displayed in red and gold, which are the colors of chance up, is lower than the probability that chance up is not executed, but it is designed so that the probability of chance up being executed is higher than pattern 1 and pattern 2 (blue) and pattern 3 to pattern 5 (green). Pattern 12 (red) has the highest probability of changing to red, the color for chance up. When patterns 13 to 15 (gold) are executed, the probability that the title and dialogue S will be displayed in red or gold, the color for chance up, is lower than the probability that chance up is not executed. However, the probability of chance up being executed is higher than patterns 1, 2 (blue) and 3 to 5 (green).
[0346] Next, the probability of the chance up of the cut-in or the line L of the SP reach that is performed after the special consecutive performance B is executed is illustrated, and it is designed so that the chance up probability differs according to the pattern 1 to the pattern 16. When the pattern 1, the pattern 2 (blue) and the pattern 3 to the pattern 5 (green) are executed, the probability that the cut-in or the line L is displayed in red, which is the color of the chance up, is the lowest, and the pattern 6 to the pattern 15 are designed so that the cut-in or the line L of the color based on the color that was finally changed in the special consecutive performance B is likely to be displayed. In this way, the probability that the SP reach is displayed in the chance up state according to the state of the change to B during the special consecutive performance increases, so that the special consecutive performance B and the SP reach can be related, and both can be drawn attention.
[0347] Next, FIG. 65 illustrates the display mode when the chance-up effect of the line L is executed. First, the default display will be described. The default display mode of this embodiment is displayed in white, and the line L, the effect image that emphasizes the line L, and the background at the center of the screen are displayed in white. Next, when the chance-up effect is displayed in a red display mode, the line L, the effect image that emphasizes the line L, and the background at the center of the screen are displayed in red. Next, when the chance-up effect is displayed in a gold display mode, the line L, the effect image that emphasizes the line L, and the background at the center of the screen are displayed in gold.
[0348] FIG. 66 illustrates events that occur when the chance-up performance is performed and when it is not performed. First, a description will be given of the case when the chance-up performance is not performed. When the chance-up performance is not performed, no sound is output and the movable body 32 does not operate. Also, at this time, the decorative light-emitting body also emits light in a white mode (color).
[0349] Next, the case where the chance-up performance is executed will be described. When the chance-up performance of the line L is executed, the sound is output according to the chance-up mode, and in the case of a red chance-up, a specific sound 1 is output. The movable body 32 operates at the timing when the chance-up performance is executed, and falls by 25% of the movable range (the central part of the image display device 5 is 50% of the movable range of the movable body 32). At this time, the decorative light-emitting body also emits light in a red mode (color), and the brightness is higher than that of the decorative light-emitting body that emits light when the chance-up performance is not executed.
[0350] FIG. 67 illustrates the display time of the line L. The display time of the line L is designed to be shorter each time it is displayed. By doing so, the display can be smoothly executed while emphasizing the display displayed first. The display time is common to both SP Reach A and SP Reach B. First, the line L displayed the first time is displayed for 3 seconds. Next, the line L displayed the second time is displayed for 1 second. Next, the line L displayed the third time is displayed for 0.5 seconds. In this embodiment, the display time of the line L displayed the first time is designed to be longer than the display time of the line S. By doing so, not only can the line L be made to attract more attention than the line S, but the line L has a higher expectation of a jackpot when the chance-up performance is executed than the line S, so that it is easier to recognize whether the display mode has changed due to the chance-up performance than the line S. In addition, the display of the line L displayed the second and third times may be displayed in a position different from the line L displayed the first time. By doing so, the player can naturally follow the display of the lines L with his eyes.
[0351] Figures 68 to 73 are modified examples of the special continuous performance A and the special continuous performance B shown in Figures 51 to 56. The content is partially different from the special continuous performance A and the special continuous performance B shown in Figures 51 to 56. In Figures 51 to 56, "Continue" or "Develop" appears as the second scene, but a button display is displayed before the text display of "Continue" or "Develop" is displayed, and the text display of "Continue" or "Develop" is displayed when the push button 31B is pressed or the valid period of the button display has elapsed for a certain period (for example, 5 seconds) (3-6'), (3-9'), (3-15'), (4-9') to (4-11'), (4-27') to (4-29'), (4-45') to (4-47').
[0352] In this way, the player can know whether the special continuous performance will continue or not by the player's actions, so that the player can pay attention to the special continuous performance. Also, the scene where the button is displayed suggests the continuation, and since it is an extension of the attack (action), it belongs to either the first part or the second part.
[0353] In addition, in the embodiment, a pachinko gaming machine is applied as an example of a gaming machine, but the present invention can also be applied to a slot machine in which, for example, a game can be started by setting a predetermined number of bets for one game using gaming value, one game ends when a variable display result is derived to a variable display device that can variably display multiple types of patterns that are each identifiable, and a prize can be won depending on the variable display result derived to the variable display device.
[0354] The gaming machine of the present invention can be applied to an enclosed gaming machine in which a gaming medium is enclosed and points are awarded based on the occurrence of winning, a slot machine, etc. Also, a gaming machine capable of playing a game is not limited to a pachinko gaming machine or a slot machine, and may be a general game machine as long as it is capable of playing a game. [Explanation of symbols]
[0355] 1: Pachinko machines 4A: 1st special pattern display device 4B: Second special pattern display device 5: Image display device 100: Game control microcomputer 120: Performance control CPU
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means is capable of executing a special continuous performance, The special continuous performance includes a first part and a second part, The first part includes a scene in which a specific character takes action, The second part is a part executed after the first part, and when the special consecutive performance continues, a continuation scene is executed in the first part, which suggests that the special consecutive performance will continue in a manner corresponding to the result of an action taken by the specific character, and when the special consecutive performance ends, an end scene is executed in the first part, which suggests that the special consecutive performance will end in a manner corresponding to the result of an action taken by the specific character, The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a re-variable display performance in which a specific performance is executed after the start of the variable display and then a re-variable display is executed; The re-variable display performance may be executed multiple times within one variation, The performance execution means includes: A predetermined effect that suggests that the game is controlled to the advantageous state can be executed. When the predetermined performance is executed, the special continuous performance or the re-variable display performance can be executed before the predetermined performance, The predetermined performance includes a first predetermined performance and a second predetermined performance having a higher expectation of being controlled to the advantageous state than the first predetermined performance, The execution rate of the second predetermined effect is higher when the special continuous effect continues for a specific number of times than when the re-variable display effect continues for a specific number of times; The first predetermined effect is an effect in which the specific character is not used and a special character is used, The second predetermined effect is an effect in which the specific character is used, The special character is not displayed in the first part; The execution rate of the second predetermined effect is higher in a case where the number of times the special consecutive effects continue is a second number of times, which is greater than the first number of times, than in a case where the number of times the special consecutive effects continue is a first number of times. Amusement machine.
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