Gaming Machines
The gaming machine addresses the issue of repetitive gameplay by using a performance control system to vary and manage special performances within the machine, thereby enhancing player interest and engagement.
Patent Information
- Application Number
- JP2023133222
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-18
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2041-07-16
AI Technical Summary
In gaming machines, performing a series of unit performances can lead to repetitive content, decreasing player interest.
A gaming machine that executes variable games based on lottery results, incorporating a performance execution means and a performance control means. The performance control means manages the execution of special performances, ensuring that performance content varies and that special performances are completed before new ones are initiated, maintaining player engagement.
The solution enhances player interest by providing varied and dynamic performance content, preventing repetitive gameplay and maintaining engagement.
Smart Images

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Figure 0007671518000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in gaming machines, when a jackpot display result is displayed in a variable game, a jackpot game advantageous to the player is awarded. Some of these pachinko gaming machines execute effects composed of multiple types of unit effects (for example, Patent Document 1). The pachinko gaming machine described in Patent Document 1 is capable of executing a first SU effect composed of multiple steps. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-073390 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in such gaming machines, when executing an effect made up of multiple types of unit effects, there is a risk that interest in the game will be reduced if the same effect content is executed consecutively. [Means for solving the problem]
[0005] The gaming machine for solving the above-mentioned problems is capable of executing a variable game based on the result of a winning lottery and capable of executing various effects, and is equipped with an effect execution means for executing effects and an effect control means for controlling the effect execution means, the effects that can be executed by the effect execution means include special effects, and the effect control means controls the special effects to be executed when a special number of times have ended since power supply to the gaming machine was started. After that, when executing the next special performance of the special number of times, A performance content different from the performance content of the special performance of the special number of times In front The special performance will be held、 When a win occurs before the special effects for the special number of times are executed after the power supply to the gaming machine is started and the game state when the win occurs is the same as the game state after the win occurs, the special effects for the special number of times end after the power supply to the gaming machine is started before a new win occurs. After that, when executing the next special performance of the special number of times, A performance content different from the performance content of the special performance of the special number of times In front The special performance will be performed on the special number of times. Before The contents of the special performances can be decided Direction Content and, The special number of Next The content of the special performance can be determined Direction Content The same specific production element Including The effect control means determines the type of the specific effect element to be included in the effect content of the next special effect of the special number of times according to the type of the specific effect element included in the effect content determined as the effect content of the special effect of the special number of times. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 3] FIG. 13 is an explanatory diagram showing an example of a presentation mode of dialogue presentation. [Figure 4] FIG. 11 is an explanatory diagram showing the types of characters and dialogue content in dialogue presentations. [Diagram 5] 13 is a flowchart showing a first line performance determination process. [Figure 6] FIG. 13 is an explanatory diagram showing a manner in which a character is determined in a dialogue presentation. [Figure 7] 13 is a flowchart showing a second line performance determination process. [Figure 8] 13(a) to 13(c) are timing charts showing an example of a specific flow of a presentation when a dialogue presentation is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment embodied in a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player.
[0009] As shown in Fig. 1, a pachinko gaming machine 10 as a gaming machine is provided with a launch handle HD operated by a player when launching a gaming ball. The pachinko gaming machine 10 is also provided with a speaker Sp as a sound output means for outputting sound. The pachinko gaming machine 10 is also provided with a decorative lamp La that performs a light emission effect using a light-emitting body (not shown). The decorative lamp La can perform a light emission effect by turning on, blinking, and turning off a light-emitting body (not shown).
[0010] The pachinko game machine 10 includes a game board YB. A game area YBa having a substantially circular shape in a front view is defined on the front side of the game board YB. In this embodiment, a game ball launched by operating a launch handle HD reaches the game area YBa.
[0011] The pachinko gaming machine 10 is equipped with an information display device 11. For example, the information display device 11 is disposed at a position on the game board YB that is visible to a player. The information display device 11 notifies various information indicating the control state of the pachinko gaming machine 10.
[0012] The information display device 11 includes a first special symbol display unit 11a. The first special symbol display unit 11a can execute a first special symbol change game in which a predetermined symbol is displayed variably and the first special symbol is finally displayed as a fixed stop. In the following description, the first special symbol change game is abbreviated to "first special game". The information display device 11 includes a second special symbol display unit 11b. The second special symbol display unit 11b can execute a second special symbol change game in which a predetermined symbol is displayed variably and the second special symbol is finally displayed as a fixed stop. In the following description, the second special symbol change game is abbreviated to "second special game". In addition, the first special game and the second special game are collectively referred to as "special game". The special symbol is a symbol for notifying the result of a jackpot determination (jackpot lottery) described later.
[0013] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "determined stop display" means a state in which the pattern is definitively displayed and the type of the displayed pattern does not change. In this specification, "determined stop display" and "derive" have the same meaning. In this embodiment, the special patterns include at least a jackpot pattern as a jackpot display result and a miss pattern as a miss display result. In this embodiment, if a jackpot is determined in the jackpot determination, a jackpot pattern is displayed in the special game, while if a miss is determined in the jackpot determination, a miss pattern is displayed in the special game. In this way, in this embodiment, a special game can be executed based on the result of the jackpot determination. Therefore, if a jackpot pattern is displayed in the special game, a player can recognize a jackpot, and if a miss pattern is displayed in the special game, a player can recognize a miss.
[0014] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed in priority to the first special game. In this embodiment, if a jackpot is determined in the jackpot determination, the jackpot symbol is displayed in a fixed stop in the special game, and the jackpot game is awarded after the special game ends. In this embodiment, the jackpot game is an extremely advantageous state for the player because the player can win a large number of prize balls and other benefits.
[0015] The information display device 11 includes a first special reservation display section 11c. The first special reservation display section 11c displays information that allows the user to recognize the number of first special games whose execution has been reserved because the reservation conditions have been met but the execution conditions have not yet been met. In the following description, the number of reserved first special games is indicated as the "first special reservation number". The information display device 11 includes a second special reservation display section 11d. The second special reservation display section 11d displays information that allows the user to recognize the number of second special games whose execution has been reserved because the reservation conditions have been met but the execution conditions have not yet been met. In the following description, the number of reserved second special games is indicated as the "second special reservation number". For example, the maximum values of the first special reservation number and the second special reservation number are "4". The reservation conditions for the special game can also be understood as conditions for starting the special game (so-called start conditions).
[0016] The information display device 11 includes a normal symbol display unit 11e. The normal symbol display unit 11e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal win judgment (normal win lottery). In the following description, the normal symbol variation game is abbreviated to "normal game". The normal symbols in this embodiment include at least a normal win symbol and a normal loss symbol. When a normal win symbol is displayed as a fixed stop in the normal game, the player can recognize a normal win. When a normal loss symbol is displayed as a fixed stop in the normal game, the player can recognize a normal loss.
[0017] In this embodiment, when a normal win is determined in the normal win determination, the normal win symbol is displayed in a fixed stop in the normal game, and the normal win game is awarded after the normal game ends. In this embodiment, the normal win game is advantageous to the player because it makes it easier for the player to establish the reservation conditions for the special game.
[0018] The information display device 11 is equipped with a regular hold display section 11f. The regular hold display section 11f displays information that allows the user to recognize the number of regular games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following explanation, the number of regular games that are on hold will be referred to as the "regular hold number." For example, the maximum regular hold number is 4.
[0019] The pachinko gaming machine 10 is equipped with a performance display device 12 that executes a performance. The performance display device 12 is, for example, a liquid crystal display type display device. The performance display device 12 may be an organic EL display type display device, or a display device configured to include a projector and a screen. The performance display device 12 is equipped with an image display unit GH on which an image is displayed. That is, in this embodiment, the performance display device 12 functions as a performance execution means that executes a performance. The performance display device 12 is capable of executing a performance (hereinafter referred to as a display performance) that displays an image (picture) that imitates a predetermined character or letter as one of the performances.
[0020] The pachinko game machine 10 is provided with a first start port 13 as a winning port that opens in the game area YBa below the performance display device 12 on the game board YB. The first start port 13 is always open so that a game ball can enter the winning port. In the following description, the game ball entering the winning port may be referred to as "winning". The pachinko game machine 10 is provided with a first start sensor SE1 that detects the game ball that has entered the first start port 13 (shown in FIG. 2). For example, the first start sensor SE1 is provided in a passage (not shown) through which the game ball that has entered the first start port 13 passes. In this embodiment, when the game ball is detected by the first start sensor SE1, the reservation condition of the first special game may be established and the payout condition of the prize ball is established.
[0021] The pachinko game machine 10 is provided with a second start hole 14 as a winning hole that opens into the game area YBa at the lower right of the performance display device 12 on the game board YB. The pachinko game machine 10 is also provided with a first variable member 15 on the game board YB that can be operated between an allowable state (open state) and a restricted state (closed state). The allowable state is a state in which a game ball can be inserted into the second start hole 14 or it is easy to insert the ball. The restricted state is a state in which a game ball cannot be inserted into the second start hole 14 or it is difficult to insert the ball. The pachinko game machine 10 is provided with a first actuator AC1 that operates the first variable member 15 (shown in FIG. 2). The first variable member 15 is operated to the allowable state in a normal winning game.
[0022] The pachinko gaming machine 10 also includes a second start sensor SE2 that detects a gaming ball that has entered the second start hole 14 (shown in FIG. 2). For example, the second start sensor SE2 is provided in a passage (not shown) through which the gaming ball that has entered the second start hole 14 passes. In this embodiment, when a gaming ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for prize balls is also established.
[0023] The pachinko game machine 10 is provided with a big prize opening 16 that opens into the game area YBa at the lower left of the second start opening 14 on the game board YB. The pachinko game machine 10 is provided with a second variable member 17 that can be operated between an allowable state (open state) and a restricted state (closed state) on the game board YB. The second variable member 17 is a so-called big prize opening door. The allowable state is a state in which a game ball can be inserted into the big prize opening 16 or it is easy to insert the ball. The restricted state is a state in which a game ball cannot be inserted into the big prize opening 16 or it is difficult to insert the ball. The pachinko game machine 10 is provided with a second actuator AC2 that operates the second variable member 17 (shown in FIG. 2). The second variable member 17 is operated into the allowable state during a big win game.
[0024] The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that enter the big prize opening 16 (shown in FIG. 2). For example, the count sensor SE3 is provided in a passage (not shown) through which game balls that enter the big prize opening 16 pass. In this embodiment, when a game ball is detected by the count sensor SE3, a payout condition for a prize ball is established.
[0025] The pachinko game machine 10 has a gate 18 through which a game ball can pass (enter) on the game board YB to the right of the performance display device 12. The gate 18 has a gate sensor SE4 that detects the game ball passing through the gate 18 (shown in FIG. 2). In this embodiment, when the game ball is detected by the gate sensor SE4, a reserve condition for the normal game may be established.
[0026] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the probability of winning a jackpot in a jackpot lottery (hereinafter referred to as jackpot probability) to a high probability, a ball entry assistance function that assists balls entering the second starting hole 14 at a game level, and a time reduction function that shortens the variation time of the special game. The game state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0027] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than that of the low probability state. When the probability change function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability change state (probability change state)."
[0028] The goal-scoring assistance function will now be explained. The ball entry assist function is a function that supports winning in a normal electric device, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry rate states, which are states in which the ball entry rate of game balls into the second starting hole 14 is different. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to establish the start conditions for the second special game. For this reason, the high ball entry rate state is an advantageous state for the player.
[0029] For example, the high ball entry rate state can be realized by executing one of the three auxiliary controls that can be selected arbitrarily, which will be described below, or by executing a combination of a plurality of controls. The first auxiliary control is a control that shortens the fluctuation time of the normal game compared to the low ball entry rate state. The second auxiliary control is a control that changes the probability of winning a normal win in a normal win lottery (hereinafter referred to as the normal win probability) to a higher probability than in the low ball entry rate state. The second auxiliary control may be a control that does not perform a normal win lottery itself in the low ball entry rate state, but performs a normal win lottery with a predetermined winning probability in the high ball entry rate state. The third auxiliary control is a control that makes the total opening time of the first variable member 15 in one normal win game longer than in the low ball entry rate state. In addition, as the third auxiliary control, it is preferable to perform at least one of the following controls: control for increasing the number of times the first variable member 15 is opened during one normal winning game compared to when the ball entry rate is low; and control for making the opening time of the first variable member 15 during one normal winning game longer than when the ball entry rate is low.
[0030] The time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko game machine 10 has a plurality of time-varying states in which the variation time (average variation time) of the special game is different. The plurality of time-varying states include a long variation time state and a short variation time state in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the time-varying state transitions from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. In other words, the efficiency of consuming reserved special games is improved. In this embodiment, the time-varying function is activated in conjunction with the ball-striking assist function. In other words, the time-varying function is activated together with the ball-striking assist function, and is deactivated together with the ball-striking assist function.
[0031] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, the ball entry assistance function, and the time-saving function are all not activated. The first advantageous state is a game state in which the probability variable function, the ball entry assistance function, and the time-saving function are all activated. The second advantageous state is a game state in which the probability variable function is not activated, but the ball entry assistance function and the time-saving function are activated. In this embodiment, the normal state corresponds to the first game state, and the first advantageous state and the second advantageous state correspond to the second game state that is more advantageous to the player than the first game state.
[0032] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment is provided with a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols can be understood as types of jackpots. For example, the plurality of types of jackpot symbols are classified into a specific symbol group and a non-specific symbol group. The types of jackpot games are respectively determined for the plurality of types of jackpot symbols.
[0033] In the jackpot game, a predetermined performance is first performed for a predetermined opening time. In this embodiment, as the predetermined performance, for example, an opening performance that notifies the start of the jackpot game is performed. In the jackpot game, after the opening time has elapsed, a round game is performed in which the large prize winning hole 16 is opened. The round game is performed up to a predetermined upper limit number of times. One round game is ended when a first end condition in which a predetermined upper limit number of game balls enters, or a second end condition in which a predetermined upper limit time has elapsed, is established. In the round game, a round performance is performed. Then, in the jackpot game, when the final round game is ended, a predetermined performance is performed for a predetermined ending time. In this embodiment, as the predetermined performance, for example, an ending performance that notifies the end of the jackpot game is performed. The jackpot game is ended with the ending time having elapsed.
[0034] Depending on the type of jackpot, the number of rounds in the jackpot game, the upper limit time of the rounds, the game state controlled after the jackpot game, etc. are different. For example, after the end of the jackpot game based on a specific symbol, the game is controlled to the second advantageous state, while after the end of the jackpot game based on a non-specific symbol, the game is controlled to the first advantageous state.
[0035] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are variably displayed in multiple rows and a final combination of performance patterns is derived. In the following explanation, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.
[0036] The effect game is started with the start of the special game and is ended with the end of the special game. Specifically, in the effect game, the effect symbols are temporarily displayed in a stopped state in each of the first to third symbol rows (hereinafter, referred to as a "temporary stop display"), and then the effect symbols temporarily displayed in each symbol row are displayed in a definite stopped state, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. When a big win symbol (a big win display result) is derived in the special game, a big win symbol combination (a big win display result) is derived in the effect game as well. For example, the big win symbol combination in the effect symbol is a symbol combination in which the effect symbols in all columns are the same. In addition, when a losing symbol (a losing display result) is derived in the special game, a losing symbol combination (a losing display result) is derived in the effect game as well. For example, a losing combination of effect symbols is a combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns. In the following description, the special game and the effect game may be collectively referred to as a "variable game."
[0037] In addition, in the presentation game of this embodiment, it is possible to execute a reach presentation. The reach presentation of this embodiment is a presentation that is performed in a state where the same presentation pattern is temporarily stopped and displayed in a specific column (the first column and the second column in this embodiment) among all the symbol columns in the presentation game. In the following explanation, a combination of presentation patterns in which the same presentation pattern is temporarily stopped and displayed in a specific column among all the symbol columns may be referred to as a "reach pattern combination."
[0038] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 2, the pachinko gaming machine 10 is provided with a main control board 30 on the back side (rear) of the game board YB. The main control board 30 performs various processes and outputs control signals (control commands) according to the results of the processes. The pachinko gaming machine 10 is also provided with a sub-control board 31 on the back side (rear) of the game board YB. The sub-control board 31 executes a predetermined process based on the control signal input from the main control board 30.
[0039] First, the main control board 30 will be described in detail. The main control board 30 includes a main control CPU 30a, a main control ROM 30b, and a main control RAM 30c. The main control CPU 30a executes a main control program to perform various processes.
[0040] The main control ROM 30b stores a main control program, a judgment value used in a predetermined lottery, etc. The main control ROM 30b also stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify a fluctuation time from the start of a special game to the end of the special game.
[0041] The variation patterns of this embodiment include a jackpot variation pattern that is determined when a jackpot is determined in the jackpot determination, and a miss variation pattern that is determined when a jackpot is not determined in the jackpot determination. In the jackpot variation pattern, the performance content of the performance game is determined to be a performance content that ultimately derives a jackpot symbol combination. In the miss variation pattern, the performance content of the performance game is determined to be a performance content that ultimately derives a miss symbol combination without going through a reach performance or through a reach performance. In this way, the variation pattern of this embodiment is information that can specify a part or all of the performance to be executed during the execution of the performance game.
[0042] The main control RAM 30c is configured to be capable of storing various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 30c is, for example, a flag, a counter, and a timer. The main control board 30 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.
[0043] The main control CPU30a is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU30a is configured to be able to input a detection signal output by each sensor when the sensor detects a game ball. The main control CPU30a is connected to the information display device 11 (first special symbol display section 11a, second special symbol display section 11b, first special hold display section 11c, second special hold display section 11d, normal symbol display section 11e, normal hold display section 11f). The main control CPU30a is configured to be able to control the display contents of the information display device 11. The main control CPU30a is connected to the first actuator AC1 and the second actuator AC2. The main control CPU30a is configured to be able to control the operation of each actuator.
[0044] Next, the sub-control board 31 will be described. The sub-control board 31 and the main control board 30 are connected to each other. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 30 to the sub-control board 31.
[0045] The sub-control board 31 includes a sub-control CPU 31a, a sub-control ROM 31b, and a sub-control RAM 31c. The sub-control CPU 31a executes a sub-control program to perform various processes (e.g., processes related to performance). The sub-control ROM 31b stores the sub-control program and a judgment value used in a lottery. The sub-control ROM 31b stores display performance data related to display performance, light emission performance data related to light emission performance, and audio performance data related to audio performance.
[0046] The sub-control RAM 31c is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 31c is, for example, a flag, a counter, and a timer. The sub-control board 31 is also configured to be capable of generating random numbers. The random numbers may be generated as hardware random numbers or software random numbers.
[0047] In this embodiment, the sub-control CPU 31a and the performance display device 12 are connected. The sub-control CPU 31a is configured to be able to control the display contents of the performance display device 12. Specifically, in this embodiment, the sub-control CPU 31a is capable of controlling the performance display device 12 to display various images based on the display performance data stored in the sub-control ROM 31b. That is, in this embodiment, the sub-control CPU 31a functions as a performance control means for controlling the performance executed by the performance display device 12, and also functions as a performance determination means for determining the performance executed by the performance display device 12. The sub-control CPU 31a and the decorative lamp La are connected. The sub-control CPU 31a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 31a and the speaker Sp are connected. The sub-control CPU 31a is configured to be able to control the output mode of the sound by the speaker Sp.
[0048] The pachinko gaming machine 10 of this embodiment is capable of retaining (backing up) various pieces of information stored in the sub-control RAM 31c after the power supply to the pachinko gaming machine 10 is cut off.
[0049] Next, various types of processing (control) executed in the pachinko gaming machine 10 will be described. The main control CPU 30a of the main control board 30 executes various processes such as special symbol input processing and special symbol start processing based on the main control program. The main control CPU 30a executes various processes such as special symbol input processing and special symbol start processing at a predetermined control period (e.g., 4 ms).
[0050] First, the special symbol input process will be described. In the special symbol input process, the main control CPU30a judges whether a game ball has entered the first start hole 13. At this time, the main control CPU30a judges that a game ball has entered the first start hole 13 by inputting a detection signal from the first start sensor SE1. When a game ball has entered the first start hole 13, the main control CPU30a judges whether the first special reserved number stored in the main control RAM30c is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU30a adds 1 to the first special reserved number stored in the main control RAM30c to update it. At this time, the main control CPU30a controls the information display device 11 to display the updated first special reserved number. Thus, in this embodiment, when the first special reserved number is less than the upper limit number, the reservation condition of the first special game is established by the game ball entering the first start hole 13.
[0051] Next, the main control CPU 30a acquires random numbers generated in the main control board 30, and stores random number information based on the acquired random numbers in the main control RAM 30c. For example, the random numbers are jackpot random numbers, jackpot symbol random numbers, and variation pattern random numbers. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main control RAM 30c, the execution of the first special game can be suspended until the execution condition of the first special game is established. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method.
[0052] When a game ball has not entered the first start hole 13, when the number of first special reserved balls is not less than the upper limit number, and when the random number information for the first special game is stored in the main control RAM 30c, the main control CPU 30a judges whether a game ball has entered the second start hole 14. At this time, the main control CPU 30a judges that a game ball has entered the second start hole 14 by inputting a detection signal from the second start sensor SE2. When a game ball has not entered the second start hole 14, the main control CPU 30a ends the special symbol input process. On the other hand, when a game ball has entered the second start hole 14, the main control CPU 30a judges whether the number of second special reserved balls stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). When the number of second special reserved balls is not less than the upper limit number, the main control CPU 30a ends the special symbol input process. On the other hand, if the second special reserved number is less than the upper limit number, the main control CPU 30a updates the second special reserved number stored in the main control RAM 30c by adding 1. At this time, the main control CPU 30a controls the information display device 11 to display the updated second special reserved number. Thus, in this embodiment, if the second special reserved number is less than the upper limit number, the reservation condition for the second special game is established by a game ball entering the second start hole 14.
[0053] Next, the main control CPU 30a acquires random numbers generated in the main control board 30, and stores random number information based on the acquired random numbers in the main control RAM 30c. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 30c, it is possible to suspend the execution of the second special game until the execution condition of the second special game is satisfied. After that, the main control CPU 30a ends the special symbol input process.
[0054] Next, the special symbol start process will be described. First, the main control CPU 30a judges whether the execution condition of the special game is satisfied. In this judgment, the main control CPU 30a judges that the execution condition is satisfied when neither a jackpot game nor a special game is being played, while it judges that the execution condition is not satisfied when a jackpot game or a special game is being played. If the execution condition is not satisfied, the main control CPU 30a ends the special symbol start process.
[0055] On the other hand, when the execution condition is satisfied, the main control CPU30a acquires the second special reserved number stored in the main control RAM30c and judges whether the acquired second special reserved number is greater than 0 (zero). When the second special reserved number is greater than 0, the main control CPU30a starts the second special game. On the other hand, when the second special reserved number is 0, the main control CPU30a acquires the first special reserved number and judges whether the acquired first special reserved number is greater than 0. When the first special reserved number is greater than 0, the main control CPU30a starts the first special game. On the other hand, when the first special reserved number is 0, the main control CPU30a ends the special symbol start process without starting the special game. As a result, the pachinko game machine 10 of this embodiment does not execute the first special game and the second special game simultaneously, and executes the second special game preferentially.
[0056] When the second special game is started, the main control CPU30a subtracts 1 from the second special reserved number to update it, and controls the information display device 11 to display the second special reserved number after the subtraction.
[0057] Next, the main control CPU30a acquires the random number information for the second special game that was stored first from the main control RAM30c. The main control CPU30a then performs a jackpot determination as to whether or not a jackpot has occurred, using the value of the jackpot random number identified from the acquired random number information. The jackpot determination corresponds to a jackpot lottery to determine whether or not a jackpot has occurred. For example, the jackpot determination may be determined based on whether or not the value of the random number matches a jackpot determination value. Also, for example, the jackpot determination may be determined based on whether or not the value obtained by adding the value of the random number and the jackpot determination value exceeds a predetermined value.
[0058] When the jackpot is determined in the jackpot determination, the main control CPU30a performs a jackpot variation process. In the jackpot variation process, the main control CPU30a determines a jackpot pattern of a special pattern based on the value of the jackpot pattern random number specified from the acquired random number information. This determined jackpot pattern becomes the final stop pattern derived in the special game. In addition, when the main control CPU30a determines a jackpot pattern of a special pattern, the main control CPU30a determines a jackpot variation pattern from among a plurality of types of jackpot variation patterns by performing a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information. On the other hand, when the jackpot is not determined in the jackpot determination, the main control CPU30a performs a loss variation process. In the loss variation process, the main control CPU30a determines a loss pattern of a special pattern. This determined loss pattern becomes the final stop pattern derived in the special game. In addition, when the main control CPU 30a determines a losing special pattern, it determines a losing variation pattern from among a plurality of types of losing variation patterns by conducting a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information.
[0059] In addition, when starting the first special game, the main control CPU30a performs the same control as the control for the second special game described above for the first special game. That is, the main control CPU30a performs subtraction of the first special reserved number, jackpot determination, and jackpot variation processing or miss variation processing based on the result of the jackpot determination. After that, the main control CPU30a ends the special symbol start processing.
[0060] Then, when the special symbol start process is finished, the main control CPU30a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU30a controls the display content of the information display device 11 so as to start the variation of the first special symbol or the second special symbol. The main control CPU30a also sets information (hereinafter, referred to as a special symbol designation command) that designates the special symbol determined in the special symbol start process in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 31 in a predetermined output process. The main control CPU30a also sets information (hereinafter, referred to as a variation pattern designation command) that designates a variation pattern and instructs the start of a performance game in the output buffer. The main control CPU30a also measures the variation time determined for the variation pattern determined in the special symbol start process. The main control CPU30a then controls the information display device 11 so that the special symbol determined in the special symbol start process is derived when the variation time determined for the variation pattern has elapsed. In addition, when the change time set in the change pattern determined in the special pattern start process has elapsed, the main control CPU 30a sets information for deriving a combination of performance patterns (hereinafter referred to as an all pattern stop command) in the output buffer.
[0061] Next, the big win process performed by the main control CPU 30a will be described. In the jackpot process, the main control CPU 30a specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. After the jackpot special game ends, the main control CPU 30a starts control to award the specified jackpot game and outputs predetermined control information.
[0062] When the special game of the big win is over, the main control CPU30a starts measuring the opening time and generates a command (hereinafter, referred to as an opening command) for instructing the execution of the opening performance and sets it in the output buffer. When the opening time has elapsed, the main control CPU30a performs a process for executing a round game. Specifically, the main control CPU30a controls the second actuator AC2 so that the big prize opening 16 is opened in the round game. After starting the round game, the main control CPU30a ends the round game by closing the big prize opening 16 when the first end condition or the second end condition is established. The main control CPU30a repeats such a process for executing the round game until the round game is completed up to the upper limit number of times set for the big win game. Furthermore, the main control CPU30a generates a command (hereinafter, referred to as a round command) for instructing the execution of the round performance every time the round game is started and sets it in the output buffer. Then, when the final round of play is over, the main control CPU 30a generates a command to instruct the execution of an ending performance (hereinafter, referred to as an ending command) and sets it in the output buffer. When the ending time has elapsed, the main control CPU 30a ends the big win game.
[0063] Next, a process for shifting the gaming state will be described. In this embodiment, the main control CPU 30a executes the following process to realize a gaming state control means for controlling the gaming state.
[0064] When the main control CPU 30a ends a jackpot game based on a specific symbol, it sets a high probability flag in the main control RAM 30c, thereby controlling the state to a high probability state. On the other hand, when the main control CPU 30a ends a jackpot game based on a non-specific symbol, it does not set a high probability flag in the main control RAM 30c. That is, the main control CPU 30a controls the state to a low probability state. When the main control CPU 30a starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the main control CPU 30a controls the state to a low probability state during a jackpot game.
[0065] In addition, when the jackpot game ends, the main control CPU30a sets an operation flag in the main control RAM30c to control the state to a high ball entry rate. The main control CPU30a counts the number of times the special game is executed after the jackpot game ends by updating the value of the execution counter stored in the main control RAM30c every time the special game is started after the jackpot game based on the non-specific symbol ends. When the special game ends in which the number of times the special game is executed after the jackpot game ends reaches the operation number, the main control CPU30a erases the operation flag stored in the main control RAM30c. That is, the main control CPU30a controls the state to a low ball entry rate when the special game that has been activated ends after the jackpot game based on the non-specific symbol ends. When the jackpot game starts and the operation flag is set, the main control CPU30a erases the operation flag. That is, the main control CPU30a controls the state to a low ball entry rate during the jackpot game. In addition, the main control CPU 30a controls the ball to a short fluctuation time state when controlling the ball to a high ball scoring rate state, and controls the ball to a long fluctuation time state when controlling the ball to a low ball scoring rate state.
[0066] When the main control CPU30a transitions the game state, it generates a game state command capable of identifying the current game state and outputs the game state command to the sub-control CPU31a. In addition to the above-mentioned processes, the main control CPU 30a also performs the following processes. For example, the main control CPU 30a also performs processes related to normal symbols and processes related to errors. In the normal symbol processes, the main control CPU 30a inputs a detection signal from the gate sensor SE4 and starts a normal symbol variation game.
[0067] Next, a description will be given of various processes executed by the sub-control CPU 31a of the sub-control board 31 based on the sub-control program. When a control signal is input from the main control CPU 30a, the sub-control CPU 31a executes various processes in response to the control signal.
[0068] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU31a inputs a special symbol designation command and a variation pattern designation command, the sub-control CPU31a controls the effect display device 12 to execute an effect game corresponding to the special game. Specifically, when the sub-control CPU31a inputs a special symbol designation command, the sub-control CPU31a determines a combination of effect symbols to be derived in the effect game based on the special symbol designated by the input special symbol designation command. When a jackpot symbol of a special symbol is designated, the sub-control CPU31a determines a pattern combination of a jackpot by the effect symbols. As a result, in the effect game of this embodiment, when a jackpot is determined in the jackpot determination, a jackpot display result is derived. Also, when a losing symbol of a special symbol is designated, the sub-control CPU31a determines a combination of effect symbols to be derived in the effect game based on a variation pattern designated by the variation pattern designation command. Specifically, when a losing variation pattern capable of identifying the execution of a reach effect is designated, the sub-control CPU31a determines a losing symbol combination for the reach. In this embodiment, the losing symbol combination for a reach is a combination of effect symbols in which the effect symbols in a specific column (for example, the first column and the second column) are the same, and the effect symbols in the other columns (for example, the third column) are different. Also, when a loss variation pattern that can specify that the reach effect is not executed is specified, the sub-control CPU31a determines a losing symbol combination for a normal loss. In this embodiment, the losing symbol combination for a normal loss is a combination of effect symbols in which the effect symbols in all columns are different.
[0069] Also, when the sub-control CPU31a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the performance game based on the variation pattern designated by the input variation pattern designation command. The process of determining the effect to be executed will be described in detail later. After that, the sub-control CPU31a controls the performance display device 12 to start the variable display of the performance symbols of each symbol row. That is, the sub-control CPU31a starts the performance game. Specifically, the sub-control CPU31a controls the performance display device 12 to variably display three columns of performance symbols. Also, the sub-control CPU31a controls the execution of various performances that have been determined. Next, when a predetermined timing arrives after starting the performance game, the sub-control CPU31a temporarily stops and displays the performance symbols of each symbol row, and then, upon input of the all symbol stop command, causes the performance symbols of each symbol row to be fixed and stopped and displayed. In addition, the sub-control CPU31a may display the performance symbols of each symbol row in a fixed stop state upon the lapse of a variable time set in the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0070] Next, the processing related to the big win game will be described. When the sub-control CPU31a receives an opening command, it controls the group of performance devices to execute an opening performance. In this embodiment, the group of performance devices includes the performance display device 12, the decorative lamp La, and the speaker Sp. When the sub-control CPU31a receives a round command, it controls the group of performance devices to execute a round performance. When the sub-control CPU31a receives an ending command, it controls the group of performance devices to execute an ending performance.
[0071] The pachinko gaming machine 10 of this embodiment is configured to be able to execute various effects related to the variable game during execution of the variable game, based on the result of the big win lottery.
[0072] Next, processing related to the game state will be described. When the sub-control CPU 31a receives a game status command from the main control CPU 30a, the sub-control CPU 31a stores information capable of identifying the game status identified from the received game status command in a predetermined storage area in the sub-control RAM 31c. This enables the sub-control CPU 31a to identify the current game status.
[0073] The following describes the effects that can be performed in the pachinko gaming machine 10 of this embodiment. The effects that can be executed by the pachinko gaming machine 10 of this embodiment include a dialogue effect. In this embodiment, the dialogue effect is an effect that can be executed before the start of a reach effect during the execution of a variable game. In this embodiment, the dialogue effect corresponds to a special effect.
[0074] In this embodiment, the dialogue presentation is a presentation that shows one of a plurality of types of characters and one of a plurality of types of dialogue content. As a specific example, the dialogue presentation in this embodiment is a presentation that displays a character image showing the character and a dialogue image showing the dialogue content. In the following description, the character shown in the dialogue presentation may be simply referred to as the "character in the dialogue presentation," and the dialogue content shown in the dialogue presentation may be simply referred to as the "line content in the dialogue presentation."
[0075] Hereinafter, an example of a presentation mode of a dialogue presentation will be described with reference to FIG. As shown in FIG. 3, the dialogue effect is executed a predetermined time after the variable display of the effect symbols starts on the image display section GH. The predetermined time here refers to the time before a reach is formed in the variable game. Then, on the image display section GH, a character image 101 and a dialogue image 101a are displayed. For example, in FIG. 3, the character image 101 is an image that resembles a rabbit's face. Also, for example, in FIG. 3, the dialogue image 101a is an image in which the words "Hello!" are written in black letters in a white window.
[0076] Next, the character and the content of the dialogue shown in the dialogue presentation will be described. In this embodiment, the content of the dialogue corresponds to the first information in the dialogue presentation. In this embodiment, the character corresponds to the second information in the dialogue presentation.
[0077] As shown in Fig. 4, in this embodiment, there are multiple types of characters that can be determined as characters in the dialogue production. Specifically, there are four types of characters that can be determined as characters in the dialogue production of this embodiment: Character A, Character B, Character C, and Character D. In addition, there are multiple types of dialogue content that can be determined as dialogue content in the dialogue production. Specifically, there are ten types of dialogue content that can be determined as dialogue content in the dialogue production of this embodiment: dialogue content A1, dialogue content A2, dialogue content B1, dialogue content B2, dialogue content C1, dialogue content C2, dialogue content D1, dialogue content D2, dialogue content Y, and dialogue content Z.
[0078] In this embodiment, the line contents that can be determined as the line contents in the line performance differ depending on the character in the line performance. For example, when the character in the line performance is character A, the line contents that can be determined as the line contents in the line performance are four types: line content A1, line content A2, line content Y, and line content Z. When the character in the line performance is character B, the line contents that can be determined are four types: line content B1, line content B2, line content Y, and line content Z. When the character in the line performance is character C, the line contents that can be determined are four types: line content C1, line content C2, line content Y, and line content Z. When the character in the dialogue performance is character D, there are four types of dialogue content that can be determined: dialogue content D1, dialogue content D2, dialogue content Y, and dialogue content Z.
[0079] As described above, the dialogue contents in this embodiment include dialogue contents that can be determined only when a specific character is determined as the character in the dialogue performance. For example, dialogue contents A1 and A2 can be determined when character A is determined, but cannot be determined when characters B to D are determined. Furthermore, the dialogue contents in this embodiment include dialogue contents that can be determined regardless of which character is determined as the character in the dialogue performance. For example, dialogue contents Y and Z can be determined regardless of which of characters A to D is determined.
[0080] The control for executing the dialogue presentation will be described below. The sub-control CPU 31a, upon input of the variation pattern designation command, performs a dialogue performance execution lottery to determine whether or not to execute a dialogue performance.
[0081] If the dialogue performance execution lottery is not won, the sub-control CPU31a controls so that the dialogue performance is not executed during the execution of the variation game corresponding to the input variation pattern designation command. On the other hand, if the dialogue performance execution lottery is won, the sub-control CPU31a executes a first dialogue performance determination process for determining the character in the dialogue performance. In this embodiment, the first dialogue performance determination process determines the character in the dialogue performance for a special number of times (for example, four times) (hereinafter, referred to as a series of dialogue performances). In this embodiment, the series of dialogue performances can also be understood as a performance composed of the special number of dialogue performances. That is, in this embodiment, the series of dialogue performances corresponds to a specific performance. Also, in this embodiment, each of the dialogue performances constituting the series of dialogue performances corresponds to a unit performance.
[0082] As shown in FIG. 5, the sub-control CPU 31a judges whether or not the character in the current line performance is undetermined in the first line performance determination process (step S201). In the process of step S201, the sub-control CPU 31a judges that the character in the current line performance is undetermined if the sub-control RAM 31c does not store information that can identify the character in the current line performance. On the other hand, in the process of step S201, the sub-control CPU 31a judges that the character in the current line performance is determined (not undetermined) if the sub-control RAM 31c stores information that can identify the character in the current line performance. In the following description, the information that can identify the character in the line performance is simply referred to as "character information."
[0083] If the character in the current line performance is not yet determined (step S201: NO), the sub-control CPU 31a ends the first line performance determination process. On the other hand, if the character in the current line performance is yet to be determined (step S201: YES), the sub-control CPU 31a judges whether information capable of identifying the character in the immediately preceding line performance (hereinafter referred to as final character information) is stored in the sub-control RAM 31c (step S202). Although details will be described later, in the first line performance determination process of this embodiment, the characters in the special number of line performances constituting the series of line performances are each determined. For this reason, in this embodiment, the final character information can be understood as information capable of identifying the character in the final line performance of the series of line performances executed immediately before.
[0084] Then, when the sub-control CPU 31a judges that the final character information is stored in the sub-control RAM 31c (step S202: YES), it determines a character for the first dialogue performance of the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the final character information. After that, the sub-control CPU 31a stores information that can identify the determined character (hereinafter, referred to as first character information) in the sub-control RAM 31c (step S203).
[0085] On the other hand, when the sub-control CPU 31a determines that the final character information is not stored in the sub-control RAM 31c (step S202: NO), it determines a character for the first dialogue performance of the series of dialogue performances from among characters that can be determined as characters in the dialogue performances. After that, the sub-control CPU 31a stores information that can identify the determined character in the sub-control RAM 31c as first character information (step S204).
[0086] After storing the first character information in the sub-control RAM 31c, the sub-control CPU 31a determines a character for the second dialogue performance of the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the first character information. After that, the sub-control CPU 31a stores information that can identify the determined character (hereinafter, referred to as second character information) in the sub-control RAM 31c (step S205).
[0087] Next, the sub-control CPU 31a determines a character for the third dialogue performance among the characters that can be determined as characters for the dialogue performance based on the first and second character information. After that, the sub-control CPU 31a stores information that can identify the determined character (hereinafter, referred to as third character information) in the sub-control RAM 31c (step S206).
[0088] Then, the sub-control CPU 31a determines a character for the fourth dialogue performance among the characters that can be determined as characters for the dialogue performance based on the first to third character information. Then, the sub-control CPU 31a stores information that can identify the determined character (hereinafter, referred to as fourth character information) in the sub-control RAM 31c (step S207).
[0089] Then, the sub-control CPU 31a deletes the final character information from the sub-control RAM 31c (step S208). After that, the sub-control CPU 31a ends the first line performance determination process.
[0090] In this embodiment, among various information stored in the sub-control RAM 31c, character information in the dialogue performance is configured to be erased without being stored when the power supply is cut off. For this reason, in this embodiment, for example, when the first line performance determination process is executed after the power supply to the pachinko gaming machine 10 is started, character information that can identify the character in the current line performance is not stored. That is, in the process of step S201 in the first line performance determination process after the power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a determines that the character in the current line performance is undetermined. For this reason, in the first line performance determination process after the power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a determines the character in the special number of line performances that constitute a series of line performances. In other words, the sub-control CPU 31a determines the character in the special number of line performances that constitute a series of line performances from the start of the power supply to the pachinko gaming machine 10 until the first line performance is executed.
[0091] According to this, if the power supply is cut off before the special number of line performances are executed after the character in the first line performance determination process is determined, the character information that can identify the character determined in the first line performance determination process is erased. Therefore, in this embodiment, if the power supply is subsequently resumed and the first line performance determination process is executed again, the sub-control CPU31a again determines the character in the special number of line performances by lottery in the first line performance determination process.
[0092] In addition, in the first line performance determination process of this embodiment, character information capable of identifying a character in the special number of line performances constituting the series of line performances is stored in the sub-control RAM 31c. The character information stored in the sub-control RAM 31c is erased each time the second line performance determination process described later is executed. Here, the second line performance determination process is a process executed each time execution of the line performance is determined. For this reason, in this embodiment, after determining the character in the special number of line performances constituting the series of line performances, the sub-control CPU 31a determines in the process of step S201 that the character in the current line performance has been determined (not undetermined) until the special number of line performances are executed. On the other hand, after determining the character in the special number of line performances constituting the series of line performances, when execution of the line performance is determined again after the special number of line performances are executed, the sub-control CPU 31a determines in the process of step S201 that the character in the current line performance is undetermined.
[0093] As a result, in the first line performance determination process, the sub-control CPU31a of this embodiment determines the characters in the special number of line performances that constitute a series of line performances, and then determines the characters in the special number of line performances that constitute the next series of line performances after the series of line performances is completed. In particular, in this embodiment, when a series of line performances is completed, the sub-control CPU31a determines the characters in the special number of line performances that constitute the next series of line performances when it is determined to execute the first line performance in the next series of line performances.
[0094] As described above, in the first line performance determination process, the sub-control CPU31a determines the characters in the second to fourth line performances based on the characters in the first line performance in the processes of steps S205 to S207. That is, the sub-control CPU31a determines the characters in the first line performance among the special number of line performances constituting the series of line performances, and then determines the characters in the predetermined number of line performances different from the first line performance among the special number of line performances constituting the series of line performances based on the characters in the first line performance. In particular, in this embodiment, the sub-control CPU31a determines the characters in all line performances after the first line performance among the special number of line performances constituting the series of line performances based on the characters in the first line performance among the special number of line performances constituting the series of line performances.
[0095] Here, a determination manner in which a character for each line performance is determined in the first line performance determination process will be described. 6, in this embodiment, there are four types of characters, characters A to D, that can be determined as characters in the dialogue performance. Therefore, the final character information stores character information that can identify any one of characters A to D. In other words, the final dialogue performance of the series of dialogue performances executed immediately before the series of dialogue performances whose characters are determined in the current first dialogue performance determination process is executed in a manner that indicates any one of the multiple types of characters.
[0096] In addition, there are four types of characters, A to D, that can be determined as characters in the first dialogue performance of the series of dialogue performances. That is, in this embodiment, the type of characters that can be determined as characters in the dialogue performance is the same in the first dialogue performance of the series of dialogue performances and the final dialogue performance of the immediately preceding series of dialogue performances. When determining a character in the first dialogue performance of the series of dialogue performances, the sub-control CPU 31a determines a character different from the character that can be specified from the final character information among the characters A to D. Specifically, the sub-control CPU 31a acquires a predetermined random number, and determines a character in the first dialogue performance of the series of dialogue performances according to whether the value of the acquired random number matches any one of the judgment values for character content lottery in the dialogue performance stored in the sub-control ROM 31b. At this time, the sub-control CPU 31a uses different judgment values as the judgment values for character content lottery according to the character that can be specified from the final character information, thereby controlling not to determine the same character as the character that can be specified from the final character information.
[0097] Here, in this embodiment, the final character information is information capable of identifying a character in the final (last) line performance of the immediately preceding series of line performances. Therefore, the character in the first line performance of the series of line performances is determined based on the character in the final line performance of the immediately preceding series of line performances. That is, in this embodiment, it can be said that the first line performance of the series of line performances is determined based on the final line performance of the immediately preceding series of line performances. In particular, the sub-control CPU31a determines a character different from the character in the final line performance of the immediately preceding series of line performances as the character in the first line performance of the series of line performances.
[0098] In addition, there are four types of characters, A to D, that can be determined as characters in the second to fourth dialogue performances of the series of dialogue performances. That is, in this embodiment, the types of characters that can be determined as characters in the dialogue performances are the same for any of the first to fourth dialogue performances of the series of dialogue performances. When determining a character for the second dialogue performance of the series of dialogue performances, the sub-control CPU31a determines, among the characters A to D, a character that is different from the character that can be specified from the character information of the first performance. Furthermore, when determining a character for the third dialogue performance of the series of dialogue performances, the sub-control CPU31a determines, among the characters A to D, a character that is different from both the character that can be specified from the character information of the first performance and the character that can be specified from the character information of the second performance. Then, when determining a character for the fourth dialogue performance in the series of dialogue performances, the sub-control CPU 31a determines, among characters A to D, a character that is different from any of the characters that can be identified from the first character information, the second character information, and the third character information.
[0099] Due to the above-mentioned character determination mode, when determining characters in the special number of dialogue performances constituting a series of dialogue performances, the sub-control CPU31a determines characters in each dialogue performance so that the same characters do not overlap. Therefore, in this embodiment, the same characters do not overlap in the special number of dialogue performances constituting a series of dialogue performances. Furthermore, when determining characters in the special number of dialogue performances constituting a series of dialogue performances, the sub-control CPU31a determines characters in each dialogue performance so that the same characters do not appear consecutively. Therefore, in this embodiment, the same characters do not appear consecutively in the special number of dialogue performances constituting a series of dialogue performances.
[0100] In addition, in the present embodiment, different characters are shown in the special number of dialogue effects constituting the series of dialogue effects. That is, in the present embodiment, it can be said that the special number of dialogue effects constituting the series of dialogue effects are different types of dialogue effects. Therefore, in the present embodiment, it can be said that the series of dialogue effects is composed of multiple types of dialogue effects.
[0101] In particular, in this embodiment, the sub-control CPU31a determines the characters in the dialogue performances by a predetermined lottery in the order in which the dialogue performances are executed for the special number of dialogue performances that constitute the series of dialogue performances. In other words, in this embodiment, the multiple types of dialogue performances that constitute the series of dialogue performances are executed in the execution order determined by the lottery.
[0102] In addition, in the first dialogue performance determination process of this embodiment, the sub-control CPU31a determines which of the multiple types of characters to execute in the dialogue performance, regardless of the content of the variation game in which the dialogue performance is executed. In particular, the sub-control CPU31a determines the character in the dialogue performance in the order in which the dialogue performance is executed for the special number of dialogue performances constituting a series of dialogue performances, regardless of the content of the variation game in which the dialogue performance is executed. That is, in this embodiment, the sub-control CPU31a determines the execution order of the multiple types of dialogue performances, regardless of the content of the variation game in which the dialogue performance is executed.
[0103] In this embodiment, the sub-control CPU31a determines characters for the first to fourth dialogue performances of the series of dialogue performances in a first dialogue performance determination process that is executed when it is determined to execute the first dialogue performance of the series of dialogue performances. That is, in this embodiment, the sub-control CPU31a determines characters for the second to fourth dialogue performances of the series of dialogue performances before the content of the variable game in which the second to fourth dialogue performances of the series of dialogue performances are executed is determined.
[0104] Furthermore, when the sub-control CPU31a ends the first line performance determination process, it executes a second line performance determination process for determining the line content to be shown in the line performance. As shown in FIG. 7, in the second line performance determination process, the sub-control CPU 31a acquires the variation pattern designated by the input variation pattern designation command (step S301).
[0105] Next, the sub-control CPU 31a acquires the character information of the youngest number of times from the character information stored in the sub-control RAM 31c (step S302). For example, when the first to fourth character information are stored in the sub-control RAM 31c, the sub-control CPU 31a acquires the first character information. Also, for example, when the third and fourth character information are stored in the sub-control RAM 31c, the sub-control CPU 31a acquires the third character information.
[0106] Next, the sub-control CPU31a determines the line content in the current line performance by performing a predetermined lottery based on the acquired variation pattern and the acquired character information (step S303). Specifically, the sub-control CPU31a determines the line content that can be determined as the line content in the current line performance based on the character identified from the acquired character information, and determines one of the determinable line contents. For example, when the sub-control CPU31a identifies the character A from the acquired character information, it determines one of the line contents A1, A2, Y, and Z.
[0107] In addition, when the sub-control CPU31a determines one of the determinable dialogue contents, the sub-control CPU31a determines the dialogue contents so that the expectation that the running variation game will be a jackpot (hereinafter, referred to as the jackpot expectation) is different according to the type of dialogue contents. Specifically, the sub-control CPU31a determines the dialogue contents at different determination ratios when the acquired variation pattern is a jackpot variation pattern and when it is a loss variation pattern.
[0108] For example, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation is the same regardless of whether the line content A1 or the line content A2 is determined. On the other hand, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation is higher when the line content Y or the line content Z is determined than when the line content A1 and the line content A2 are determined. In particular, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation is higher when the line content Z is determined than when the line content Y is determined. That is, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation is higher in the order of line content A1, A2 < line content Y < line content Z.
[0109] Similarly, when the sub-control CPU31a identifies character B from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content B1, B2 < line content Y < line content Z. Also, when the sub-control CPU31a identifies character C from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content C1, C2 < line content Y < line content Z. Furthermore, when the sub-control CPU31a identifies character D from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content D1, D2 < line content Y < line content Z.
[0110] In this manner, in the second line performance determination process of the present embodiment, the sub-control CPU31a determines the line content in the line performance according to the content of the variable game in which the line performance is executed.
[0111] Next, the sub-control CPU 31a judges whether the acquired character information is the fourth character information in the series of dialogue performances (step S304). That is, the sub-control CPU 31a judges whether the current dialogue performance is the final dialogue performance in the special number of dialogue performances constituting the series of dialogue performances.
[0112] When the sub-control CPU 31a judges that the acquired character information is the fourth character information (step S304: YES), the sub-control CPU 31a stores the acquired character information as the final character information in the sub-control RAM 31c (step S305). Then, the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c (step S306). After that, the sub-control CPU 31a ends the second line performance determination process.
[0113] On the other hand, if it is determined that the acquired character information is not the fourth character information (step S304: NO), the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c without storing the acquired character information in the sub-control RAM 31c as the final character information (step S306).Then, the sub-control CPU 31a ends the second line performance determination process.
[0114] In this embodiment, the sub-control CPU 31a can control the erasure of character information stored in the sub-control RAM 31c when the jackpot game ends. Specifically, when the game state at the time of the jackpot game is different from the game state after the jackpot game, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the jackpot game ends. On the other hand, when the game state at the time of the jackpot game is the same as the game state after the jackpot game, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c when the jackpot game ends.
[0115] Next, the sub-control CPU 31a controls the line performance to be executed in a manner showing the character determined in the first line performance determination process and the line content determined in the second line performance determination process. This makes it possible to execute the line performance in the performance display device 12 in this embodiment.
[0116] Next, an example of a specific flow of a presentation when a dialogue presentation is executed will be described with reference to FIG. As shown in FIG. 8(a), the sub-control CPU31a decides to execute a dialogue performance with the start of the first variable game after the power supply to the pachinko gaming machine 10 is started. The dialogue performance decided to be executed here is the first dialogue performance after the power supply is started. In this case, since the character in the current dialogue performance has not been decided, the sub-control CPU31a decides the characters in the series of dialogue performances in the first dialogue performance decision process. In this example, it is decided that, among the series of dialogue performances, character A is decided as the character in the first dialogue performance, character B is decided as the character in the second dialogue performance, character C is decided as the character in the third dialogue performance, and character D is decided as the character in the fourth dialogue performance. In FIG. 8(a), the characters in the first to fourth dialogue performances decided in the first dialogue performance decision process are shown as "A→B→C→D". Also, [A] to [D] in brackets indicate the type of character in the dialogue performance executed in the running variation game. Then, in the second dialogue performance determination process, the sub-control CPU31a determines the dialogue content in the current dialogue performance and deletes character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the first dialogue performance in a series of dialogue performances. Then, the sub-control CPU31a controls the dialogue performance to be executed in a manner that indicates the character and dialogue content in the first dialogue performance.
[0117] Next, the sub-control CPU31a decides to execute a dialogue performance with the start of the next variable game. The dialogue performance determined to be executed here is the second dialogue performance since the start of power supply. In this case, since the character in the current dialogue performance has already been determined (character B in this example), the sub-control CPU31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, in the second dialogue performance determination process, the sub-control CPU31a determines the dialogue content in the current dialogue performance and deletes character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the second dialogue performance in the series of dialogue performances. Then, the sub-control CPU31a controls the dialogue performance to be executed in a manner that indicates the character and dialogue content in the second dialogue performance.
[0118] After that, the sub-control CPU31a decides to execute a dialogue performance with the start of the next variable game. The dialogue performance decided to be executed here is the third dialogue performance since the start of power supply. In this case, since the character in the current dialogue performance has already been decided (character C in this example), the sub-control CPU31a does not newly decide the character in the dialogue performance in the first dialogue performance decision process. Then, in the second dialogue performance decision process, the sub-control CPU31a decides the dialogue content in the current dialogue performance and deletes the character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the third dialogue performance in the series of dialogue performances. Then, the sub-control CPU31a controls the dialogue performance to be executed in a manner that indicates the character and dialogue content in the third dialogue performance.
[0119] Also, it is assumed that the sub-control CPU31a does not determine the execution of the dialogue performance when the next variable game starts. In this case, the sub-control CPU31a does not execute the first dialogue performance determination process and the second dialogue performance determination process, and does not execute the dialogue performance.
[0120] Also, the sub-control CPU31a decides to execute a dialogue performance with the start of the next variable game. The dialogue performance determined to be executed here is the special dialogue performance since the start of power supply. In this case, since the character in the current dialogue performance has already been determined (character D in this example), the sub-control CPU31a does not newly determine the character in the dialogue performance in the first dialogue performance determination process. Then, the sub-control CPU31a determines the dialogue content in the current dialogue performance in the second dialogue performance determination process. In this case, the current dialogue performance is the fourth dialogue performance in the series of dialogue performances, and is the final dialogue performance in the series of dialogue performances. After that, the sub-control CPU31a stores the character information capable of identifying the character in the current dialogue performance as the final character information in the second dialogue performance determination process, and then deletes the character information capable of identifying the character in the current dialogue performance. Then, the sub-control CPU31a controls the execution of the dialogue performance in a manner showing the character and the dialogue content in the fourth dialogue performance, thereby completing a series of dialogue performances.
[0121] Thereafter, if the variation game starts after the series of dialogue presentations has ended, the sub-control CPU31a does not decide to execute the dialogue presentation at the start of the variation game. In this case, the sub-control CPU31a does not execute the first dialogue presentation determination process and the second dialogue presentation determination process. That is, even if the variation game starts after the series of dialogue presentations has ended, if the sub-control CPU31a does not decide to execute the dialogue presentation at the start of the variation game, it does not determine the character in the next series of dialogue presentations.
[0122] Then, when the variation game starts after the series of dialogue performances ends, the sub-control CPU31a decides to execute the dialogue performance with the start of the variation game. The dialogue performance determined to be executed here is the next dialogue performance of the special number of times since the power supply started. In this case, since the character in the current dialogue performance has not been determined, the sub-control CPU31a determines the character in the next series of dialogue performances in the first dialogue performance determination process. At this time, the sub-control CPU31a determines a character different from the character in the final dialogue performance of the previous series of dialogue performances as the character in the first dialogue performance of the next series of dialogue performances. That is, when the special number of dialogue performances ends after the power supply started, the sub-control CPU31a can control the execution of the next dialogue performance of the special number of times in a manner showing a character different from the character in the special number of times dialogue performance. In this example, it is assumed that character B is determined as the character in the first line performance of the next series of line performances, character C is determined as the character in the second line performance, character D is determined as the character in the third line performance, and character A is determined as the character in the fourth line performance. In FIG. 8(a), the characters in the first to fourth line performances determined in the first line performance determination process are shown as "B→C→D→A". In the second line performance determination process, the sub-control CPU31a determines the line content in the current line performance and deletes character information that can identify the character in the current line performance. In this case, the current line performance is the first line performance in the next series of line performances. The sub-control CPU31a controls the line performance to be executed in a manner that indicates the character and line content in the first line performance.
[0123] In this way, when the sub-control CPU31a in this embodiment stores character information capable of identifying a character in a series of dialogue effects in the first dialogue effect determination process in the sub-control RAM31c, the sub-control CPU31a does not erase the character information stored in the sub-control RAM31c even when a variation game in which no dialogue effects are executed is executed thereafter. Then, when it is determined that a dialogue effect is to be executed thereafter, the sub-control CPU31a executes the dialogue effect based on the character information stored before the variation game in which no dialogue effects are executed is executed. That is, in this embodiment, a series of dialogue effects can be executed across multiple variation games, including a variation game in which no dialogue effects are executed.
[0124] In addition, although not shown, in this embodiment, if the execution of a dialogue performance is not determined with the start of the first variation game after the power supply is started, the sub-control CPU31a does not determine the characters in the series of dialogue performances with the start of the first variation game. After that, the sub-control CPU31a determines the characters in the series of dialogue performances with the first determination of the execution of a dialogue performance after the power supply is started.
[0125] As shown in FIG. 8(b), the sub-control CPU31a decides to execute a dialogue presentation with the start of the variable game in a state controlled to the second advantageous state. Also, at this time, it is assumed that the character in the current dialogue presentation has not been determined. In this case, the sub-control CPU31a determines the character in the series of dialogue presentations in the first dialogue presentation determination process. Note that, in this example, it is assumed that the character in the series of dialogue presentations has been determined similarly to the example shown in FIG. 8(a). Also, the sub-control CPU31a decides the dialogue content in the current dialogue presentation in the second dialogue presentation determination process, and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the first dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content in the first dialogue presentation.
[0126] Also, the sub-control CPU31a decides to execute a dialogue presentation with the start of the next variable game while still being controlled in the second advantageous state. In this case, since the character in the current dialogue presentation has already been determined (character B in this example), the sub-control CPU31a does not newly determine a character in the dialogue presentation in the first dialogue presentation determination process. Then, in the second dialogue presentation determination process, the sub-control CPU31a determines the dialogue content in the current dialogue presentation and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the second dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content in the second dialogue presentation.
[0127] In this example, the jackpot display result is derived in the variable game in which the second dialogue performance in the series of dialogue performances is executed, and then the jackpot game is awarded. As described above, in this embodiment, the jackpot game is controlled to a normal state (low probability state and low ball entry rate state) during the jackpot game. In addition, in this example, after the jackpot game ends, the game is controlled to the second advantageous state as before the jackpot game is awarded. That is, in this example, the game state at the time of the jackpot and the game state after the jackpot are the same. In this case, the sub-control CPU31a does not erase character information that can identify the character in the series of dialogue performances determined in the first dialogue performance determination process before the jackpot game is awarded. That is, in this embodiment, when the game state at the time of the jackpot and the game state after the jackpot are the same, the sub-control CPU31a does not erase the character information even if the game state changes with the award or end of the jackpot game.
[0128] In this case, when the sub-control CPU31a decides to execute a dialogue presentation with the start of the next variable game in a state controlled to the second advantageous state after the end of the big win game, the character in the current dialogue presentation has already been decided (character C in this example). For this reason, the sub-control CPU31a does not newly decide a character in the dialogue presentation in the first dialogue presentation decision process. Then, the sub-control CPU31a decides the dialogue content in the current dialogue presentation in the second dialogue presentation decision process, and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the third dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content in the third dialogue presentation.
[0129] Also, the sub-control CPU31a decides to execute a dialogue presentation with the start of the next variable game. In this case, since the character in the current dialogue presentation has already been decided (character D in this example), the sub-control CPU31a does not newly decide the character in the dialogue presentation in the first dialogue presentation decision process. Then, the sub-control CPU31a decides the dialogue content in the current dialogue presentation in the second dialogue presentation decision process. In this case, the current dialogue presentation is the fourth dialogue presentation in the series of dialogue presentations, and is the final dialogue presentation in the series of dialogue presentations. After that, the sub-control CPU31a stores character information capable of identifying the character in the current dialogue presentation as final character information in the second dialogue presentation decision process, and then deletes the character information capable of identifying the character in the current dialogue presentation. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner showing the character and dialogue content in the fourth dialogue presentation. This ends the series of dialogue presentations.
[0130] In this embodiment, when the sub-control CPU31a stores character information capable of identifying a character in a series of dialogue effects in the sub-control RAM31c, the sub-control CPU31a does not erase the character information if the game state is the same before and after the jackpot, even if a jackpot occurs before the special number of dialogue effects are executed. Then, when it is decided to execute a dialogue effect after that, the sub-control CPU31a executes the dialogue effect based on the character information stored before the jackpot. That is, in this embodiment, a series of dialogue effects can be executed across multiple variable games including a jackpot game.
[0131] After the series of dialogue performances is completed, the sub-control CPU31a controls the dialogue performances in the same manner as the example shown in FIG. 8(a). That is, when the sub-control CPU31a determines to execute a dialogue performance with the start of a variable game after the series of dialogue performances is completed, the sub-control CPU31a determines a character in the next series of dialogue performances in the first dialogue performance determination process. At this time, the sub-control CPU31a determines a character different from the character in the final dialogue performance of the immediately preceding series of dialogue performances as the character in the first dialogue performance of the next series of dialogue performances. As a result, when a jackpot is hit before the special number of dialogue performances is executed and the game state is the same before and after the jackpot, the sub-control CPU31a executes the next special number of dialogue performances in a manner showing a character different from the character in the special number of dialogue performances when the total number of dialogue performances before and after the jackpot reaches the special number.
[0132] In addition, although not shown, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the game state is different before and after the big win, triggered by the end of the big win game. Therefore, the sub-control CPU 31a decides again the characters in the series of dialogue effects in the first dialogue effect decision process, triggered by the decision to execute the dialogue effect with the start of the variable game after the end of the big win game.
[0133] In this embodiment, the sub-control CPU31a does not erase the character information stored in the sub-control RAM31c when the game state changes without a jackpot being awarded. For example, after the characters in the series of dialogue performances are determined in the first dialogue performance determination process, the game state changes without a jackpot being awarded before the series of dialogue performances ends. In this case, when the execution of the dialogue performance is subsequently determined, the sub-control CPU31a executes the dialogue performance based on character information that can identify the character determined before the game state changes. That is, in this embodiment, when the game state changes without a jackpot being awarded, the series of dialogue performances can be executed across the variable games before and after the game state changes.
[0134] As shown in FIG. 8(c), the sub-control CPU31a decides to execute a dialogue performance with the start of the variable game. Also, at this time, it is assumed that the character in the current dialogue performance has not been determined. In this case, the sub-control CPU31a determines the character in the series of dialogue performances in the first dialogue performance determination process. Note that, in this example, it is assumed that the character in the series of dialogue performances has been determined similarly to the example shown in FIG. 8(a). Also, the sub-control CPU31a decides the dialogue content in the current dialogue performance in the second dialogue performance determination process, and deletes character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the first dialogue performance in the series of dialogue performances. Then, the sub-control CPU31a controls the dialogue performance to be executed in a manner that indicates the character and dialogue content in the first dialogue performance.
[0135] Also, the sub-control CPU31a decides to execute a dialogue presentation with the start of the next variable game. In this case, since the character in the current dialogue presentation has already been decided (character B in this example), the sub-control CPU31a does not newly decide the character in the dialogue presentation in the first dialogue presentation decision process. Then, in the second dialogue presentation decision process, the sub-control CPU31a decides the dialogue content in the current dialogue presentation and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the second dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content in the second dialogue presentation.
[0136] Then, in this example, after the end of the variation game in which the second dialogue performance is executed and during the interval period before the next variation game is executed, the power supply to the pachinko game machine 10 is cut off, and then the power supply is resumed. As described above, in this embodiment, the character information in the dialogue performance is configured to be erased without being stored when the power supply is interrupted. For this reason, when the variation game is started after the power supply is resumed, the sub-control CPU 31a determines the characters in the series of dialogue performances again in the first dialogue performance determination process when the execution of the dialogue performance is determined with the start of the variation game. For example, in this example, it is determined that, among the series of dialogue performances, character D is the character in the first dialogue performance, character A is the character in the second dialogue performance, character B is the character in the third dialogue performance, and character C is the character in the fourth dialogue performance. In FIG. 8(c), the characters in the first to fourth line performances determined in the first line performance determination process are shown as "D→A→B→C". Then, in the second line performance determination process, the sub-control CPU31a determines the line content in the current line performance and deletes character information that can identify the character in the current line performance. In this case, the current line performance is the first line performance in the series of line performances. Then, the sub-control CPU31a controls the line performance to be executed in a manner that indicates the character and line content in the first line performance.
[0137] After determining the characters in the series of dialogue presentations, the sub-control CPU 31a performs control regarding the dialogue presentations in a manner similar to the example shown in FIG. 8(a). With this type of control, in this embodiment, if the power supply is cut off after the sub-control CPU 31a has determined a character in a series of dialogue performances and before the special number of dialogue performances are executed, the sub-control CPU 31a will re-determine the character in the series of dialogue performances when it is decided to execute the next dialogue performance.
[0138] The effects of this embodiment will be described. (1) In the first line performance determination process of this embodiment, when determining the characters in the line performances that constitute a series of line performances, the character in the first line performance of the next series of line performances is determined based on the character in the final line performance of the immediately preceding series of line performances. Therefore, in this embodiment, the immediately preceding series of line performances and the next series of line performances are related to each other, allowing the player to enjoy the game.
[0139] (2) In particular, the sub-control CPU 31a of this embodiment determines the characters in the special number of dialogue performances in one first dialogue performance determination process. This allows the player to be aware of the special number of dialogue performances as a series of dialogue performances. Furthermore, this embodiment can prevent the character in the first dialogue performance of the series of dialogue performances from becoming the same character as the character in the final (special number) dialogue performance of the immediately preceding series of dialogue performances. This allows the embodiment to prevent dialogue performances showing the same character from continuing when a series of dialogue performances comes to an end, thereby preventing a decrease in interest in the dialogue performances.
[0140] (3) In the first dialogue performance determination process of this embodiment, after a series of dialogue performances is completed, a character in the dialogue performance constituting the next series of dialogue performances is determined. Therefore, in this embodiment, the control when a dialogue performance is executed can be simplified compared to, for example, a gaming machine that determines a character in the dialogue performance each time execution of the dialogue performance is determined.
[0141] (4) In particular, when a series of lines is completed, the sub-control CPU31a of this embodiment determines the character in the next series of lines in the first line performance determination process executed when the execution of the next series of lines is determined. Therefore, in this embodiment, the control when a series of lines is completed can be simplified, for example, compared to the case where the character in the next series of lines is determined when a series of lines is completed.
[0142] (5) In the first dialogue performance determination process, the sub-control CPU 31a determines the character in the dialogue performance regardless of the content of the variation game to be executed. Therefore, in this embodiment, the dialogue performance can be enjoyed in a manner in which a predetermined character is shown regardless of the content of the variation game to be executed.
[0143] (6) In addition, the content of the lines shown in the dialogue effects of this embodiment includes a plurality of types of dialogue contents that indicate the same jackpot expectation. Therefore, in this embodiment, the content of the dialogue effects can be diversified to entertain the player while determining the content of the dialogue effects according to the content of the variable game being executed.
[0144] (7) The dialogue content shown in the dialogue presentation of this embodiment includes dialogue content that can be determined on the condition that a specific character has been determined as the character in the dialogue presentation, and dialogue content that can be determined regardless of which character has been determined as the character in the dialogue presentation. This allows the player to enjoy the dialogue presentation with dialogue content according to the determined character, while determining some dialogue content regardless of the determined character, thereby diversifying the combinations of characters and dialogue content and entertaining the player.
[0145] (8) In particular, the determinable dialogue content, regardless of which character is determined as the character in the dialogue performance, is configured to be a dialogue content with a high probability of winning compared to the dialogue content that can be determined under the condition that a specific character is determined as the character in the dialogue performance. In this way, in this embodiment, it is possible to make it easier to recognize which dialogue content has a high probability of winning, and even if no dialogue content with a high probability of winning is determined, it is possible to prevent the player from being disappointed by allowing the player to enjoy the dialogue performance with dialogue content that matches the character.
[0146] (9) In particular, the sub-control CPU 31a determines the characters in the multiple dialogue effects constituting the series of dialogue effects in the first dialogue effect determination process, regardless of the content of the executed variation game. Therefore, in this embodiment, the player can enjoy the multiple dialogue effects in various execution orders, regardless of the content of the executed variation game.
[0147] (10) Among the characters and the dialogue content shown in the dialogue presentation, the dialogue content is determined according to the content of the variation game to be executed, while the characters are determined regardless of the content of the variation game to be executed. Therefore, in the dialogue presentation of this embodiment, while the dialogue content allows the player to guess the content of the variation game, the player can be entertained by showing various characters regardless of the content of the variation game.
[0148] (11) In this embodiment, the series of dialogue effects can be executed across multiple variable games including a jackpot game. As a result, in this embodiment, even if a jackpot game is awarded after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed with related effects before and after the jackpot game, which can increase the player's interest.
[0149] (12) In particular, in this embodiment, if a jackpot occurs before the series of dialogue effects ends after the character in the series of dialogue effects is determined, the series of dialogue effects can be executed across multiple variable games that include the jackpot game, provided that the game state at the time of the jackpot game and the game state after the jackpot game are the same. According to this, in this embodiment, in the case where the gameplay does not change significantly before and after the jackpot game, a series of dialogue effects can be executed with related effects before and after the jackpot game, which can increase the player's interest.
[0150] (13) In addition, in this embodiment, if a jackpot occurs before the end of a series of dialogue presentations after the characters in the series of dialogue presentations are determined, and if the game state at the time of the jackpot is different from the game state after the jackpot, the characters in the series of dialogue presentations are determined again when the execution of the dialogue presentations is determined after the end of the jackpot game. According to this, in this embodiment, if the gameplay changes significantly before and after the jackpot game, the series of dialogue presentations can be executed with the newly determined presentation content after the end of the jackpot game, so that it is possible to prevent the player from feeling uncomfortable when the series of dialogue presentations is executed with related presentation content despite the change in gameplay.
[0151] (14) Among the characters that can be determined as characters in the final dialogue performance of the series of dialogue performances, there are a plurality of types of characters, including characters A to D. As a result, in this embodiment, for the final dialogue performance of the series of dialogue performances, a variety of performance contents can be provided to entertain the player.
[0152] (15) Similarly, there are multiple types of characters that can be determined as characters in the first dialogue performance of the series of dialogue performances, including characters A to D. As a result, in this embodiment, the player can be entertained by a variety of performance contents for the first dialogue performance of the series of dialogue performances.
[0153] (16) The characters that can be determined as characters in the first dialogue performance of the series of dialogue performances include characters that can be determined as characters in the final dialogue performance of the series of dialogue performances. This allows the player to enjoy a variety of performance contents for the first dialogue performance of the series of dialogue performances.
[0154] (17) In the first line performance determination process, the sub-control CPU31a determines a character in a predetermined number of line performances different from the first line performance in the series of line performances based on a character in the first line performance in the series of line performances. Therefore, in this embodiment, a relationship is created between a character in the first line performance in the series of line performances and a character in a predetermined number of line performances different from the first line performance, which can entertain the player.
[0155] (18) In particular, in the first dialogue performance determination process, the sub-control CPU 31a determines characters in all subsequent dialogue performances in the series of dialogue performances based on the characters in the first dialogue performance in the series of dialogue performances. Therefore, in this embodiment, the entire series of dialogue performances can be related to each other, entertaining the player.
[0156] (19) In the first dialogue presentation determination process, the sub-control CPU 31a determines characters in each dialogue presentation constituting a series of dialogue presentations so that the same character is not consecutively used. In this manner, in the present embodiment, it is possible to prevent the player from becoming bored with the dialogue presentations due to the same character being consecutively shown for multiple dialogue presentations in the series of dialogue presentations.
[0157] (20) In addition, in the first dialogue presentation determination process, the sub-control CPU 31a determines characters in each dialogue presentation constituting a series of dialogue presentations so that the same character is not repeated. In this manner, in this embodiment, it is possible to prevent the player from becoming bored with the dialogue presentations due to the same character being shown multiple times in the series of dialogue presentations.
[0158] (21) If the power supply to the pachinko gaming machine 10 is cut off before the series of dialogue effects is completed after the characters in the series of dialogue effects have been determined, the sub-control CPU 31a re-determines the characters in the series of dialogue effects when the execution of the dialogue effects is determined after the power supply is resumed. In this embodiment, therefore, after the power supply to the pachinko gaming machine 10 is resumed, the player can enjoy the series of dialogue effects from the beginning again, thereby increasing the player's interest.
[0159] (22) In this embodiment, the series of dialogue effects can be executed across multiple variation games, including variation games in which no dialogue effects are executed. According to this, in this embodiment, even if a variation game in which no dialogue effects are executed is executed after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed with related effects before and after the variation game in which no dialogue effects are executed, thereby increasing the interest of the player.
[0160] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0161] The presentation mode of the dialogue presentation may be changed as appropriate. For example, in the dialogue presentation, the character and the dialogue content may be configured to be displayed in a manner different from the display of the image. As an example, the character and the dialogue content may be displayed by the output of sound from the speaker Sp. In this case, the dialogue content may be displayed by the content of the sound output from the speaker Sp. Also, the character may be displayed by the voice quality of the sound output from the speaker Sp. In this case, the character displayed in the dialogue presentation corresponds to a voice actor who utters a predetermined line.
[0162] The timing of the execution of the dialogue performance does not have to be the time before the reach is formed in the variation game. For example, the sub-control CPU31a may control the dialogue performance so that it can be executed after the reach is formed in the variation game. Also, the sub-control CPU31a may control the dialogue performance so that it can be executed in the variation game in which the reach is not executed.
[0163] The determination manner in which the character in the series of dialogue performances is determined in the first dialogue performance determination process may be changed as appropriate. For example, the sub-control CPU31a may be capable of determining the character in the final dialogue performance in the immediately preceding series of dialogue performances as the character in the first dialogue performance in the series of dialogue performances. The sub-control CPU31a may also be capable of determining the same character as the character in any of the multiple non-consecutive dialogue performances in the series of dialogue performances. That is, in the series of dialogue performances, dialogue performances in which a predetermined character is shown may be executed in duplicate. Furthermore, the sub-control CPU31a may be capable of determining the same character as the character in any of the multiple consecutive dialogue performances in the series of dialogue performances. That is, in the series of dialogue performances, dialogue performances in which a predetermined character is shown may be executed in succession. In this case, the series of dialogue performances may all be executed in the same manner.
[0164] In the first line performance determination process, the sub-control CPU31a may determine characters in some of the second to fourth line performances based on characters in the first line performance. In other words, the sub-control CPU31a may determine characters in some of the multiple line performances constituting a series of line performances based on characters in the first line performance of the series of line performances.
[0165] The type of character that can be determined as a character in a dialogue performance may differ depending on the number of dialogue performances in a series of dialogue performances. For example, the sub-control CPU31a may be able to determine a specific character as a character in the first dialogue performance of the series of dialogue performances, while being unable to determine a specific character as a character in the fourth dialogue performance of the series of dialogue performances. In this case, even if a specific character has not been determined as a character in the first to third dialogue performances of the series of dialogue performances, the sub-control CPU31a does not determine a specific character as a character in the fourth dialogue performance. Also, the type of character that can be determined as a character in a predetermined number of dialogue performances of the series of dialogue performances may be one type. In other words, the sub-control CPU31a may determine a predetermined type of character for the character in a predetermined number of dialogue performances of the series of dialogue performances.
[0166] The dialogue contents that can be determined as dialogue contents in the dialogue performance may not include dialogue contents that can be determined regardless of which character is determined as the character in the dialogue performance. In other words, the dialogue contents that can be determined as dialogue contents in the dialogue performance may be only dialogue contents dedicated to each character. In this case, the sub-control CPU31a may make all of the dialogue contents that can be determined different depending on the type of character determined as the character in the dialogue performance in the second dialogue performance determination process.
[0167] The dialogue content that can be determined as the dialogue content in the dialogue performance does not have to include dialogue content that can be determined only when a specific character is determined as the character in the dialogue performance. In other words, the dialogue content that can be determined as the dialogue content in the dialogue performance may be only dialogue content that is common to all characters. In this case, the sub-control CPU31a may set all of the dialogue content that can be determined as the same in the second dialogue performance determination process, regardless of the type of character that is determined as the character in the dialogue performance.
[0168] In the dialogue presentation, the information suggesting the probability of a jackpot in the variable game being played may be changed as appropriate. For example, in the dialogue presentation, the probability of a jackpot may be suggested according to the color of the dialogue image instead of or in addition to the dialogue content.
[0169] The number of dialogue performances that determine a character in the first dialogue performance determination process may be changed as appropriate. In other words, the number of dialogue performances that constitute a series of dialogue performances may be changed as appropriate. Also, the number of dialogue performances that determine a character in the first dialogue performance determination process may be determined each time the first dialogue performance determination process is executed. For example, in the first dialogue performance determination process, the sub-control CPU31a may determine a character in a first number of dialogue performances as the dialogue performances that constitute the series of dialogue performances, and may determine a character in a second number of dialogue performances different from the first number as the dialogue performances that constitute the series of dialogue performances.
[0170] In the first dialogue performance determination process, the sub-control CPU31a may determine characters in some or all of the dialogue performances that constitute a series of dialogue performances according to the content of the variation game to be executed. In this case, the sub-control CPU31a may determine characters in the series of dialogue performances according to the content of the variation game that is held in addition to the content of the variation game to be executed. In this case, the main control CPU30a may determine in advance the content of the variation game when the variation game is held in advance, and output information that can identify the result of the advance determination to the sub-control CPU31a.
[0171] In the first line presentation determination process, the sub-control CPU31a may change the order in which characters are shown in a plurality of line presentations constituting a series of line presentations, depending on the content of the variable game being executed.
[0172] The types of characters that can be determined as characters in a dialogue performance may be changed as appropriate. For example, the number of types of characters that can be determined as characters in a dialogue performance does not have to be the same as the number of dialogue performances that make up a series of dialogue performances. For example, a series of dialogue performances may be composed of four dialogue performances, while the types of characters that can be determined as characters in the dialogue performance may be five or more. In this case, there may be characters that are not determined as characters in a series of dialogue performances. Also, for example, a series of dialogue performances may be composed of four dialogue performances, while the types of characters that can be determined as characters in the dialogue performance may be three or less. In this case, a predetermined character may be determined multiple times as a character in a series of dialogue performances.
[0173] The probability of winning a jackpot in a dialogue performance may differ depending on the combination of the character and the dialogue content. For example, the sub-control CPU 31a may determine the dialogue content in a dialogue performance so that the probability of winning a jackpot is higher when the dialogue performance is performed in a manner in which the character B and the dialogue content Y are shown than when the dialogue performance is performed in a manner in which the character A and the dialogue content Y are shown.
[0174] The sub-control CPU31a may determine both the character and the content of the dialogue in the series of dialogue effects in the first dialogue effect determination process. In this case, the dialogue effect does not indicate the probability of a big win. In this case, the sub-control CPU31a may not execute the second dialogue effect determination process.
[0175] In the second line performance determination process, the sub-control CPU31a may determine the line content in the line performance regardless of the content of the variable game being executed. The contents determined in the first and second line performance determination processes may be changed as appropriate. For example, the sub-control CPU 31a may determine the contents of lines in a series of line performances in the first line performance determination process, and may determine the characters in the line performances in the second line performance determination process.
[0176] When a series of dialogue performances is completed, the sub-control CPU 31a may determine the characters in the next series of dialogue performances before the execution of the next series of dialogue performances is determined. For example, the sub-control CPU 31a may determine the next series of dialogue performances when a series of dialogue performances is completed.
[0177] When power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a may determine the characters in the series of dialogue effects before the execution of the dialogue effects is determined with the start of the variation game. For example, the sub-control CPU 31a may determine the characters in the series of dialogue effects even if the execution of the dialogue effects is not determined with the start of the first variation game after the power supply to the pachinko gaming machine 10 is started. That is, the sub-control CPU 31a may determine the characters in the series of dialogue effects with the start of the first variation game after the power supply to the pachinko gaming machine 10 is started, regardless of whether the execution of the dialogue effects is determined with the start of the variation game. Also, for example, the sub-control CPU 31a may determine the characters in the series of dialogue effects with the start of the power supply to the pachinko gaming machine 10 as a trigger. In other words, the sub-control CPU 31a may determine the character in a series of dialogue presentations when power supply to the pachinko game machine 10 is started, regardless of whether a variable game has been started after power supply was started.
[0178] The character information in the series of dialogue effects may be stored and held even when the power supply to the pachinko gaming machine 10 is cut off. In this case, when the sub-control CPU 31a determines to execute the dialogue effect after the power supply is resumed, the dialogue effect may be executed based on the stored character information. That is, the series of dialogue effects may be executable before and after the power supply to the pachinko gaming machine 10 is stopped. In addition, the character information in the series of dialogue effects may be erased by operating a predetermined operation means, and may be erased when the power supply to the pachinko gaming machine 10 is resumed while the predetermined operation means is being operated.
[0179] The sub-control CPU31a may not erase the character information stored in the sub-control RAM31c when a jackpot occurs before the end of a series of dialogue presentations after determining a character in the series of dialogue presentations, even if the game state at the time of the jackpot and the game state after the jackpot are different. In other words, the sub-control CPU31a may execute a series of dialogue presentations across multiple variable games including the jackpot game, even if the game state at the time of the jackpot and the game state after the jackpot are different, when a jackpot occurs before the end of a series of dialogue presentations after determining a character in the series of dialogue presentations.
[0180] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when a jackpot game is awarded, regardless of whether the game state is the same before and after the jackpot game. In other words, the sub-control CPU 31a may not execute a series of dialogue effects across multiple variable games that include the jackpot game.
[0181] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the game state changes without a jackpot being awarded. For example, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the second advantageous state is changed to the normal state when the number of times the special game is executed reaches the number of times it is activated. In this case, when the game state changes without a jackpot being awarded, the series of dialogue effects are not executed across the variable games before and after the game state changes.
[0182] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the execution of the dialogue performance is not determined with the start of the variation game. In other words, a series of dialogue performances may not be executed across multiple variation games, including a variation game in which the dialogue performance is not executed.
[0183] ·When the sub-control CPU31a has determined the character in the series of dialogue effects and has transitioned to a standby state in which neither the variable game nor the jackpot game is being executed before the series of dialogue effects is completed, the sub-control CPU31a may or may not erase the character information stored in the sub-control RAM31c. If the character information is not erased, the sub-control CPU31a can execute the series of dialogue effects across multiple variable games including the standby state. If the character information is erased, the sub-control CPU31a will not execute the series of dialogue effects across multiple variable games including the standby state. In addition, when the sub-control CPU31a has determined the character in the series of dialogue effects and has transitioned to a standby state before the series of dialogue effects is completed, the sub-control CPU31a may erase the character information stored in the sub-control RAM31c when the standby state has continued for a predetermined time.
[0184] The present invention may be embodied in a gaming machine (a so-called type 1 / type 2 mixed machine) that awards a jackpot game when a gaming ball is detected by a specific sensor. The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 30 and the sub-control board 31. The functions of the main control board 30 may be divided and realized on multiple boards. The main control CPU 30a may be composed of multiple CPUs mounted on a single board.
[0185] The type of the jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in the jackpot game, the opening time of the jackpot opening, and the number of times the jackpot opening is opened may be changed.
[0186] The present invention may be embodied in a gaming machine having multiple big prize slots. The first special game and the second special game may be played according to the order in which the game balls enter the starting holes 13, 14, or may be played simultaneously in parallel. The second special game may be omitted.
[0187] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the image display unit GH. In this embodiment, the gaming machine is a pachinko gaming machine, but is not limited to this and may be configured as a slot machine.
[0188] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (i) The execution order of the multiple types of unit performances that make up the next specific performance is determined when the execution of the next specific performance is decided.
[0189] (b) In the execution order of the multiple types of unit effects determined by the effect determination means, unit effects of the same type are not consecutive. (c) In the execution order of the multiple types of unit effects determined by the effect determination means, unit effects of the same type do not overlap.
[0190] (ii) A gaming machine capable of executing a variable game based on the result of a winning lottery and capable of executing various types of presentations, comprising: a presentation execution means for executing a presentation; and a presentation determination means for determining a presentation to be executed by the presentation execution means, wherein the presentations that can be determined by the presentation determination means include specific presentations, which are presentations made up of a plurality of types of unit presentations, and the unit presentations are executed in an execution order determined by lottery, and wherein the presentation determination means is capable of determining the execution order of the plurality of types of unit presentations that constitute the next specific presentation after one specific presentation made up of the plurality of types of unit presentations has ended, and wherein when the execution order of the plurality of types of unit presentations that constitute the next specific presentation is determined, the gaming machine is capable of determining, as the first unit presentation in the next specific presentation, a type of unit presentation that is different from the last unit presentation in the immediately preceding specific presentation. [Explanation of symbols]
[0191] YB...Game board YBa...Game area La...Decorative lamp Sp...Speaker GH...Image display unit 10...Pachinko game machine 11...Information display device 11a...First special symbol display unit 11b...Second special symbol display unit 11c...First special hold display unit 11d...Second special hold display unit 11e...Normal symbol display unit 11f...Normal hold display unit 12...Performance display device (Performance execution means) 13...First start port 14...Second start port 15...First variable member 16...Large prize port 17...Second variable member 18...Gate 30...Main control board 30a...Main control CPU 30b...Main control ROM 30c...Main control RAM 31...Sub-control board 31a...Sub-control CPU (Performance control means, Performance determination means) 31b...Sub-control ROM 31c...Sub-control RAM SE1...First start sensor SE2: Second start sensor SE3: Count sensor SE4: Gate sensor AC1: First actuator AC2: Second actuator 101: Character image 101a...Dialogue image A~D...Character A1...Dialogue content A2...Dialogue content B1...Dialogue content B2...Dialogue content C1...Dialogue content C2...Dialogue content D1...Dialogue content D2...Dialogue content Y...Dialogue content Z...Dialogue content
Claims
[Claim 1] In a gaming machine capable of executing a variable game based on the result of a winning lottery and executing various effects, A performance execution means for executing a performance; A performance control means for controlling the performance execution means, The effects that the effect execution means can execute include special effects, The performance control means includes: When the special performance for the special number of times is ended after the power supply to the gaming machine is started, the special performance is executed with a different performance content from the special performance for the special number of times when the next special performance for the special number of times is executed; When a win occurs after the start of power supply to the gaming machine and before the special performance of the special number of times is executed, and the gaming state when the win occurs is the same as the gaming state after the win occurs, before a new win occurs, when the next special performance of the special number of times is executed after the special performance of the special number of times is finished after the start of power supply to the gaming machine, the special performance is executed with a different performance content from the special performance of the special number of times, The effect content that can be determined as the effect content of the special effect of the special number of times and the effect content that can be determined as the effect content of the next special effect of the special number of times include the same specific effect element, The gaming machine is characterized in that the presentation control means determines the type of the specific presentation element to be included in the presentation content of the next special presentation for the special presentation depending on the type of the specific presentation element included in the presentation content determined as the presentation content of the special presentation for the special presentation.
Citation Information
Patent Citations
Game machine
JP2016073390A
Game machine
JP2017195929A