Pachinko machine
The gaming machine addresses the lack of improvement in roulette effects by implementing a special continuous effect with varying display modes and execution ratios, enhancing player engagement and interest.
Patent Information
- Application Number
- JP2022067276
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-15
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2042-04-15
AI Technical Summary
Existing gaming machines lack improvement in the roulette effects performed multiple times, leading to a decrease in player engagement and interest.
A gaming machine that executes a special continuous effect, comprising a first part where a specific character performs an action and a second part that continues or ends the effect based on the action's result, with varying display modes and execution ratios to enhance player engagement.
The special continuous effect enhances gaming interest by allowing players to easily recognize continuation or termination conditions, with varying execution ratios and display modes that maintain player attention.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to a player.
Background Art
[0002] In a pachinko gaming machine, there is known a gaming machine that performs a roulette effect, and by displaying NEXT, the roulette effect continues, and by displaying SP, it develops into an SP reach (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine described in Patent Document 1, there was room for improvement in the roulette effects performed a plurality of times.
[0005] An object of the present invention is to provide a gaming machine in which an effect repeatedly executed as a pre-stage effect until an SP reach is improved.
Means for Solving the Problems
[0006] A gaming machine capable of controlling to an advantageous state advantageous to a player, comprising effect execution means capable of executing an effect, the effect execution means being capable of executing a special continuous effect, the special continuous effect being configured to include a first part and a second part, the first part being configured to include a scene in which a first character acts on a second character, The second part is a part that is executed after the first part. When the special continuous performance continues, a continuation scene is executed that suggests that the special continuous performance continues in a manner corresponding to the result of the action in the first part. When the special continuous performance ends, an end scene is executed that suggests that the special continuous performance ends in a manner corresponding to the result of the action in the first part. The degree of expectation controlled to the advantageous state differs depending on the number of times the special continuous performance continues. The performance execution means is capable of displaying a special image during the execution of the special continuous performance. The display mode of the special image can be changed according to the number of times the special continuous performance continues. After the special continuous performance ends, a predetermined performance suggesting that it is controlled to the advantageous state can be executed. Regardless of the number of times the special continuous performance continues, while ending the special continuous performance in a common manner, when ending the special continuous performance, the special image in the display mode displayed in the immediately preceding special continuous performance can be displayed. The action mode of the first character in the first part includes a first action mode and a second action mode whose degree of expectation of being controlled to the advantageous state is higher than that of the first action mode. The ratio at which the special continuous performance continues is different between the case where the action mode of the first character in the first part becomes the first action mode and the case where the action mode of the first character in the first part becomes the second action mode. and The performance execution means can execute, as the special continuous performance, a first special continuous performance and a second special continuous performance whose performance period in the first part is longer than that of the first special continuous performance. The number of types of performance modes of the second special continuous performance is larger than the number of types of performance modes of the first special continuous performance. According to such features, by repeating multiple times the production including the first part where a specific character attacks the second character and the second scene suggesting whether to continue the attack scene or not, it is possible to easily let the player recognize what will lead to continuation or termination, to easily convey that it has been continued by the first part, to focus on whether to continue by the second scene, and since the ratio controlled to an advantageous state varies depending on the number of times the first part and the second scene are repeated, the gaming interest is enhanced. Also, since there are multiple attack modes in the first part, the gaming interest is enhanced, and the number of times the first part and the second scene are repeated varies depending on the type of the attack mode, and the first part can be visually recognized by paying attention to this. The following are examples of the correspondence relationships of each configuration described in the mode for carrying out the invention. · First character: characters "Jam" and "Nana" · Second character: Kikuto Tsubaki, pot · First part: configured to include a scene where the character performs techniques such as punch, fireball, ice ball, ultimate ball, etc. · Second part: configured to include a scene where characters "continue" or "develop" appear in conjunction with the technique performed in the first part · Predetermined production: SP reach A, SP reach B, SP reach C · Mode of action: fireball, ice ball, ultimate ball, etc. · First mode of action: fireball · Second mode of action: ice ball
[0007] Note that the present invention may have only the invention specific matters described in the claims of the present invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] A mode for carrying out the gaming machine according to the present invention will be described below with reference to the drawings.
[0010] (Form of the characteristic part) (SKY2022-345) The gaming machine of Form 1-A is A gaming machine that can be controlled to an advantageous state favorable to a player, equipped with effect execution means capable of executing effects, the effect execution means is capable of executing a special continuous effect, the special continuous effect is composed of a first part and a second part, the first part is composed of a scene in which a specific character takes an action, the second part is a part executed after the first part. When the special continuous effect continues, a continuation scene suggesting that the special continuous effect continues in a manner corresponding to the result of the action taken by the specific character in the first part is executed. When the special continuous effect ends, an end scene suggesting that the special continuous effect ends in a manner corresponding to the result of the action taken by the specific character in the first part is executed. the ratio of being controlled to the advantageous state differs depending on the number of times the special continuous effect continues, after the special continuous effect ends, the effect execution means is capable of executing a predetermined effect suggesting that it is controlled to the advantageous state, the predetermined effect includes a first predetermined effect and a second predetermined effect, the first predetermined effect is an effect in which the specific character is not used, the second predetermined effect is an effect in which the specific character is used, the execution ratio of the second predetermined effect is higher when the number of times the special continuous effect continues is a second number greater than a first number than when the number of times the special continuous effect continues is the first number. According to such characteristics, by repeating a plurality of times a first part including a scene where a specific character takes an action and a second part suggesting whether to continue or not, the player can easily recognize what conditions will lead to continuation or termination. The predetermined performance executed after the end of the special continuous performance includes a predetermined performance in which a specific character is used and a predetermined performance in which the specific character is not used. When the number of continuous executions of the special continuous performance is large, the execution ratio of the predetermined performance in which the specific character is used is higher than when the number of continuous executions of the special continuous performance is small. Therefore, especially when the number of continuous executions is large, the time for visually recognizing the specific character becomes longer, and thus the specific character can be recognized more easily. The following is an example of the correspondence relationship of each component described in the mode for carrying out the invention. · Specific character: Character "Jam", Character "Nana" · First part: Composed of a scene including a scene where the character performs techniques such as punch, fireball, ice ball, and ultimate ball · Second part: Composed of a scene including a scene where characters "continue" or "develop" appear in conjunction with the techniques performed in the first part · Predetermined performance: SP reach A, SP reach B, SP reach C · First predetermined performance: SP reach A where Jam and Nana do not appear · Second predetermined performance: SP reach B where Jam appears, SP reach C where Nana appears Corresponding drawings: FIGS. 16 to 20, FIGS. 51 to 56
[0011] (SKY2022-346) The gaming machine of Form 1-B is a gaming machine that can be controlled to an advantageous state advantageous to the player, equipped with performance execution means capable of executing performances, the performance execution means is capable of executing a special continuous performance, the special continuous performance is composed of a first part and a second part, the first part is composed of a scene including a scene where a specific character takes an action, The second part is a part that is executed after the first part. When the special continuous performance continues, a continuation scene is executed that suggests that the special continuous performance continues in a manner corresponding to the result of the action taken by the specific character in the first part. When the special continuous performance ends, an end scene is executed that suggests that the special continuous performance ends in a manner corresponding to the result of the action taken by the specific character in the first part. The ratio controlled to the advantageous state varies depending on the number of times the special continuous performance continues. After the special continuous performance ends, the performance execution means can execute a predetermined performance that suggests being controlled to the advantageous state. A special image can be displayed during the special continuous performance. The special image includes a first special image, a second special image, and a third special image. There are cases where the first special image is displayed, the second special image is displayed, and the third special image is displayed when the specific character takes an action. When the third special image is displayed, the expectation of being controlled to the advantageous state is higher than when the first special image is displayed and when the second special image is displayed. The display ratio of the third special image is higher when the number of times the special continuous performance continues is a second number that is more than the first number than when the number of times the special continuous performance continues is the first number. According to such a feature, by repeating a first part including a scene where a specific character takes an action and a second part that suggests whether it continues or not a plurality of times, the player can easily recognize what will cause it to continue or end. Also, since the ratio controlled to the advantageous state varies depending on the type even for the special images displayed during the special continuous performance, it becomes a means for the player to predict whether they will be controlled to the advantageous state based on both the number of repetitions and the special images, improving the gaming interest. The following is an example of the correspondence relationship of each configuration described in the mode for carrying out the invention. · Specific character: Character "Jam", Character "Nana" · Part 1: Composed of scenes where the character performs techniques such as punching, firing a fireball, an ice ball, an ultimate ball, etc. · Part 2: Composed of scenes where the characters perform actions in conjunction with the techniques performed in Part 1 and the characters "continue" or "develop" · Predetermined performance: SP reach A, SP reach B, SP reach C · Special images: aura of the arm, contents of the pot · First special image: The aura of the arm and the contents of the pot are blue · Second special image: The aura of the arm and the contents of the pot are green · Third special image: The aura of the arm and the contents of the pot are red Corresponding drawings: Figures 16 to 20, Figures 51 to 56
[0012] (SKY2022 - 347) The gaming machine of Form 1 - C is A gaming machine that can be controlled to an advantageous state for the player, Equipped with performance execution means capable of executing performances, The performance execution means is capable of executing a special continuous performance, The special continuous performance is composed of a first part and a second part, The first part is composed of scenes where a specific character takes actions, The second part is a part executed after the first part. When the special continuous performance continues, a continuous scene is executed that suggests that the special continuous performance continues in a manner corresponding to the result of the action taken by the specific character in the first part. When the special continuous performance ends, an end scene is executed that suggests that the special continuous performance ends in a manner corresponding to the result of the action taken by the specific character in the first part. The ratio of being controlled to the advantageous state varies depending on the number of times the special continuous performance continues, The performance execution means is capable of executing a re - variable display performance in which after a variable display is started and a specific performance is executed, a re - variable display is performed again. The aforesaid re-variable display effect may be executed multiple times within one variation. The effect execution means After the aforesaid special continuous effect ends, it is possible to execute a predetermined effect suggesting that control is to the aforesaid advantageous state. After the aforesaid re-variable display effect ends, it is possible to execute the aforesaid predetermined effect. The aforesaid predetermined effect includes a first predetermined effect and a second predetermined effect with a higher expectation degree of being controlled to the aforesaid advantageous state than the first predetermined effect. When the number of times the special continuous effect continues is greater than the number of times the re-variable display effect continues, the execution ratio of the second predetermined effect is higher than when the number of times is a specific number. According to such a feature, by repeating a plurality of times a first part including a scene where a specific character performs an action and a second part suggesting whether it continues or not, the player can easily recognize what will continue or end and how. Since the execution ratio of the second predetermined effect with a higher expectation degree is higher when the special continuous effect continues a specific number of times than when the re-variable display effect continues a specific number of times, attention can be paid to the execution of the special continuous effect. The following is an example of the correspondence relationship of each configuration described in the mode for carrying out the invention. · Re-variable display effect: Pseudo chain · Specific character: Character "Jam", Character "Nana" · First part: Composed of including a scene where a character performs techniques such as punch, fireball, ice ball, and ultimate ball. · Second part: Composed of including a scene where characters "continue" or "develop" appear in conjunction with the techniques performed in the first part. · Predetermined effect: SP reach A, SP reach B, SP reach C · First predetermined effect: SP reach A · Second predetermined effect: SP reach B, SP reach C Corresponding drawings: FIGS. 16 to 20, FIGS. 51 to 56
[0013] (SKY2022 - 348) The gaming machine of form 1 - D A gaming machine that can be controlled to an advantageous state advantageous to a player, comprising effect execution means capable of executing an effect, the effect execution means being capable of executing a special continuous effect, the special continuous effect being configured to include a first part and a second part, the first part being configured to include a scene in which a specific character takes an action, the second part being a part executed after the first part, and when the special continuous effect continues, a continuation scene suggesting that the special continuous effect continues in a manner corresponding to the result of the action taken by the specific character in the first part is executed, and when the special continuous effect ends, an end scene suggesting that the special continuous effect ends in a manner corresponding to the result of the action taken by the specific character in the first part is executed. In the first part, it is possible to set the effect mode of the first part to a first mode or a second mode. After the special continuous effect ends, the effect execution means is capable of executing a predetermined effect suggesting that it is controlled to the advantageous state. In the predetermined effect, it is possible to set the effect mode of the predetermined effect to a normal mode or a special mode related to the second mode. The special mode is a mode in which the expectation of being controlled to the advantageous state is higher than that of the normal mode. When the special continuous effect ends and the predetermined effect is executed in a situation where the effect mode of the first part is the second mode, the ratio of the effect mode of the predetermined effect being the special mode is higher than when the special continuous effect ends and the predetermined effect is executed in a situation where the effect mode of the first part is the first mode. According to such features, by repeating a plurality of times a first part including a scene where a specific character performs an action and a second part suggesting whether to continue or not, the player can easily recognize what conditions will lead to continuation or termination. Since the mode of the special continuous effect becomes the second mode, the mode of the predetermined effect to be executed thereafter is likely to become a special mode, thus attracting attention to the modes of the special continuous effect and the predetermined effect. In particular, since the special mode is related to the second mode of the special continuous effect, it is possible to make the player aware of the linkage with the special continuous effect when the mode of the predetermined effect becomes the special mode. The following are examples of the correspondence relationships of the respective components described in the embodiments for carrying out the invention. · Specific characters: Character "Jam", Character "Nana" · First part: Composed of including a scene where the character performs techniques such as punch, fire ball, ice ball, ultimate ball, etc. · Second part: Composed of including a scene where characters appear in conjunction with the techniques performed in the first part and the characters "continue" or "develop" appear. · Predetermined effects: SP reach A, SP reach B, SP reach C · First mode: The aura of the arm, the color of the contents of the pot is blue · Second mode: The aura of the arm, the color of the contents of the pot is green · Third mode: The aura of the arm, the color of the contents of the pot is red · Normal mode: The caption L is displayed in white · Special mode: The caption L is displayed in red Corresponding drawings: FIGS. 16 to 20, FIGS. 51 to 56, FIGS. 59 to 64
[0014] (SKY2022-349) The gaming machine of Form 1-E is a gaming machine that can be controlled to an advantageous state favorable to the player, equipped with effect execution means capable of executing effects, the effect execution means is capable of executing a special continuous effect, the special continuous effect is composed of including a first part and a second part, The first part is configured to include a scene in which a specific character performs an action. The second part is a part that is executed after the first part. When the special continuous performance continues, a continuous scene is executed that suggests that the special continuous performance continues in a manner corresponding to the result of the action performed by the specific character in the first part. When the special continuous performance ends, an end scene is executed that suggests that the special continuous performance ends in a manner corresponding to the result of the action performed by the specific character in the first part. After the special continuous performance ends, the performance execution means can execute a predetermined performance that suggests being controlled to the advantageous state. The degree of expectation of being controlled to the advantageous state is different when the special continuous performance continues for the first number of times and when the special continuous performance continues for the second number of times. The special continuous performance is ended in a common manner when the special continuous performance continues for the first number of times and when the special continuous performance continues for the second number of times. According to such a feature, by repeating a first part including a scene in which a specific character performs an action and a second part suggesting whether to continue a plurality of times, the player can easily recognize what will continue or end and how, and can accurately convey to the player that the special continuous performance ends by ending with the same performance content regardless of the timing of ending. The following is an example of the correspondence relationship of each configuration described in the form for implementing the invention. · Specific character: Character "Jam", Character "Nana" · First part: Composed of a scene in which a character performs techniques such as punch, fireball, ice ball, and ultimate ball. · Second part: Linked to the techniques performed in the first part, and the characters "Continue" or "Develop" appear. · Predetermined performance: SP reach A, SP reach B, SP reach C Corresponding drawings: Figures 16 to 20, Figures 51 to 56, Figures 59 to 64
[0015] (SKY2022-350) The gaming machine of Form 1-F is a gaming machine that can be controlled to a favorable state advantageous to the player, equipped with effect execution means capable of executing effects, the effect execution means is capable of executing a special continuous effect, the special continuous effect is composed of a first part and a second part, the first part is composed of a scene in which a first character acts on a second character, the second part is a part executed after the first part. When the special continuous effect continues, a continuous scene suggesting that the special continuous effect continues in a manner corresponding to the result of the action in the first part is executed. When the special continuous effect ends, an end scene suggesting that the special continuous effect ends in a manner corresponding to the result of the action in the first part is executed. the degree of expectation of being controlled to the favorable state differs depending on the number of times the special continuous effect continues, after the special continuous effect ends, the effect execution means is capable of executing a predetermined effect suggesting that it is controlled to the favorable state, the action mode of the first character in the first part includes a first action mode and a second action mode with a higher degree of expectation of being controlled to the favorable state than the first action mode, the ratio of the continuation of the special continuous effect is different when the action mode of the first character in the first part is the first action mode and when the action mode of the first character in the first part is the second action mode. According to such features, by repeating multiple times the production including a first part where a specific character attacks a second character and a second scene suggesting whether to continue the attack scene or not, it is possible to easily make the player recognize what will lead to continuation or termination, to easily convey that it has been continued by the first part, to focus on whether to continue by the second scene, and since the ratio controlled to an advantageous state differs depending on the number of times the first part and the second scene are repeated, the gaming interest is enhanced. Further, since there are a plurality of attack modes in the first part, the gaming interest is enhanced, and the number of times the first part and the second scene are repeated differs depending on the type of the attack mode, and the first part can be visually recognized while paying attention thereto. The following are examples of the correspondence relationships of the respective configurations described in the mode for carrying out the invention. · First character: characters "Jam" and "Nana" · Second character: Kikijutsu Tsubaki and Nabe · First part: configured to include a scene where a character performs techniques such as punch, fire ball, ice ball, and ultimate ball · Second part: configured to include a scene where characters "Continue" or "Develop" appear in conjunction with the techniques performed in the first part · Predetermined production: SP reach A, SP reach B, SP reach C · Mode of action: fire ball, ice ball, ultimate ball, etc. · First mode of action: fire ball · Second mode of action: ice ball Corresponding drawings: FIGS. 16 to 20, FIGS. 51 to 56, FIGS. 59 to 64
[0016] The gaming machine of Form 2 is the gaming machine described in any one of Forms 1-A to 1-F, and executes a start production suggesting that a special continuous production is started and an end production suggesting that the special continuous production is ended. It is characterized by this. According to such features, the start and end of the special continuous production become easy to understand and the gaming interest is enhanced.
[0017] The gaming machine of Form 3 is a gaming machine described in any one of Forms 1-A to 1-F, wherein the first part is executable during a first period, and the second part is executable during a second period different from the first period. It is characterized by this. According to such a feature, by making the periods of the first part and the second part different, the degree of attention is different in each part of the special continuous effect, and the gaming interest is improved.
[0018] The gaming machine of Form 4 is a gaming machine described in any one of Forms 1-A to 1-F, wherein after the second part executes an action promotion effect, it suggests whether or not the special continuous effect continues. It is characterized by this. According to such a feature, it is possible to attract attention to the special continuous effect by making it possible for the player to know whether or not it continues by the player's action.
[0019] The gaming machine of Form 5 is a gaming machine described in any one of Forms 1-A to 1-F, in the first part and the second part, a dialogue character image corresponding to a specific character is not displayed, and the dialogue character image is displayed when an end effect for notifying the end of the special continuous effect is executed. It is characterized by this. According to such a feature, it is possible to attract attention to each part by not displaying the dialogue character image, and it becomes easier for the player to recognize the end by displaying the dialogue character image during the end effect.
[0020] The gaming machine of Form 6 is a gaming machine described in any one of Forms 1-A to 1-F, wherein all actions of the specific character executed in the first part are common. It is characterized by this. According to such a feature, it can be easily recognized that the action of the first part continues by sharing the action.
[0021] The gaming machine of form 7 is a gaming machine described in any one of forms 1-A to 1-F, All the suggestive effects indicating whether or not to continue in the second part are common. It is characterized by that. According to such a feature, it can be easily recognized that it is an effect that suggests whether or not to continue by sharing the suggestive effect of the second part.
[0022] The gaming machine of form 8 is a gaming machine described in any one of forms 1-A to 1-F, When the specific character takes an action, the specific display moves from the first position, There are cases where the specific display moves from the first position to the second position and cases where it moves to a third position different from the second position from the first position, The ratio of being controlled to the advantageous state is higher when the specific display moves from the first position to the third position than when it moves from the first position to the second position. It is characterized by that. According to such a feature, since the ratio of being controlled to the advantageous state changes depending on the position where the specific display moves, attention can be drawn to the position of the specific display.
[0023] The gaming machine of form 9 is a gaming machine described in any one of forms 1-A to 1-F, During the execution of the ending effect indicating the end of the special continuous effect, the decoration identification information is displayed in a reach mode. It is characterized by that. According to such a feature, it becomes easy to know that the special continuous effect has ended and the gaming interest is improved.
[0024] The gaming machine of form 10 is a gaming machine described in any one of forms 1-A to 1-F, The first part performs the production from the line of sight of the specific character. It is characterized by this. According to such a feature, it is possible to project confidence onto the character who is taking action, and the gaming interest is improved.
[0025] <Basic Explanation> First, the basic configuration and control of the pachinko machine 1 (which is also the configuration and control of a general pachinko machine) will be described.
[0026] [Configuration of Pachinko Machine 1, etc.] FIG. 1 is a front view of the pachinko machine 1 and shows the layout of the main members. The pachinko machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[0027] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll - displayed or updated - displayed, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking - displaying a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or variation. Note that the variable display may sometimes be expressed as a variable display or variation.
[0028] In addition, the special symbols variably displayed on the first special symbol display device 4A are also referred to as the "first special figure" or the "first special symbol", and the special symbols variably displayed on the second special symbol display device 4B are also referred to as the "second special figure" or the "second special symbol". Further, the special figure game using the first special figure is called the "first special figure game", and the special figure game using the second special figure is also called the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.
[0029] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.
[0030] For example, on the screen of the image display device 5, in synchronization with the first special figure game or the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbols, such as decorative symbols (symbols indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L (left decorative symbol), 5C (middle decorative symbol), and 5R (right decorative symbol) of "left", "middle", and "right". Note that the special figure game and the variable display of the decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0031] A display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display in progress may be provided on the screen of the image display device 5. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0032] The number of variable displays kept is also referred to as the number of stored memories. The number of stored memories corresponding to the first special figure game is also called the first stored memory number, and the number of stored memories corresponding to the second special figure game is also called the second stored memory number. The sum of the first stored memory number and the second stored memory number is also called the total stored memory number.
[0033] At a predetermined position of the game board 2, a first reserved display 25A and a second reserved display 25B, which are composed of a plurality of LEDs, are provided. The first reserved display 25A displays the first reserved memory number according to the number of lit LEDs. The second reserved display 25B displays the second reserved memory number according to the number of lit LEDs.
[0034] Below the image display device 5, a winning ball device 6A is provided, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0035] The winning ball device 6A forms, for example, a first starting winning port that is always kept in a certain open state where game balls can enter by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.
[0036] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A, and the second starting winning port is in a closed state where game balls cannot enter (it is also said that the second starting winning port is in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning port is in an open state where game balls can enter (it is also said that the second starting winning port is in the open state).
[0037] When a game ball enters the second start winning opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game may be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to one equipped with an electric tulip type accessory.
[0038] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions in the lower left of the game area and one position above the variable winning ball device 6B), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, ten) of game balls are paid out as prize balls.
[0039] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.
[0040] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for the special electric accessory) is in the off state, the big winning opening door closes the big winning opening, and game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in the on state, the big winning opening door opens the big winning opening, and game balls can easily enter the big winning opening.
[0041] When a game ball enters the big winning opening, a predetermined number (for example, fourteen) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.
[0042] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as start winning.
[0043] At a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", etc. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0044] To the right of the image display device 5, a passage gate 41 through which the game balls can pass is provided. Based on the game balls passing through the passage gate 41, a normal symbol game is executed.
[0045] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol hold memories, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.
[0046] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flow direction and speed of the game balls and a large number of obstacle pins are provided. At the lowermost part of the game area, an out port for taking in game balls that have not entered any winning ports is provided.
[0047] At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Above the image display device 5 in the game machine frame 3, a main lamp 9a is provided, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.
[0048] At a predetermined position of the game board 2 (above the image display device 5 in FIG. 1), a movable body 32 that operates according to an effect is provided. Further, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Note that the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d are configured to include LEDs.
[0049] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to fire a game ball toward the game area by a hitting and firing device is provided.
[0050] At a predetermined position of the game machine frame 3 below the game area, a hitting supply tray (upper tray) is provided that holds (stores) game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and firing device. Note that, separately from the upper tray, a payout unit (hitting supply tray) for paying out prize balls when the upper tray is full may be provided on the game machine frame 3.
[0051] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be held by a player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0052] At a predetermined position of the game machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by pressing or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).
[0053] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may be provided.
[0054] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. On the back surface of the pachinko gaming machine 1, the main board 11 housed in the board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a key switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position on the power supply board 17.
[0055] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display changeover switch 30 is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are arranged in the front when the back surface side of the game board 2 is visually recognized with the frame 3 for the gaming machine open.
[0056] The display monitor 29 can display, for example, winning information such as a consecutive ratio, a combination ratio, and a base. The consecutive ratio is the ratio of the number of bonus balls obtained by winning in the big winning opening (attacker) to the total number of bonus balls. The combination ratio is the ratio of the number of bonus balls obtained by winning in the second start winning opening (electric chew) and the number of bonus balls obtained by winning in the big winning opening (attacker) to the total number of bonus balls. The base is the ratio of the total number of bonus balls to the number of game balls launched. In the setting change state or the setting confirmation state, the display monitor 29 can display the setting values in the pachinko gaming machine 1. The display monitor 29 may be able to display setting values to be changed or confirmed, etc. in the setting change state or the setting confirmation state.
[0057] The setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is in the closed state. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0058] In the pachinko gaming machine 1, a security cover 50A is attached to the right end portion of an outer frame 1a formed in a vertically long rectangular frame shape. The security cover 50A covers the right side portion of the substrate case 201 including the setting key 51 and the setting changeover switch 52 from the back side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be formed of a synthetic resin having transparency.
[0059] [Overview of game progress] By a rotational operation of the player on the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the gaming area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. In addition, when the game ball passes through the passage gate 41 during the period of the execution of the previous normal symbol game (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be executed immediately), the normal symbol game based on the passage is held until a predetermined upper limit number (for example, 4).
[0060] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) is stopped and displayed as the determined normal symbol, the display result of the normal symbol becomes "normal symbol lose". When it becomes "normal symbol win", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0061] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0062] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0063] During the period of execution of the special symbol game and during the period controlled to the big win game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be executed immediately), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0064] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it becomes a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") is stopped and displayed, it becomes a "small win". Also, if a special symbol different from the big win symbol and small win symbol (losing symbol, for example, "-") is stopped and displayed, it becomes a "loss".
[0065] After the display result in the special symbol game becomes a "big win", it is controlled to the big win game state as an advantageous state for the player. After the display result in the special symbol game becomes a "small win", it is controlled to the small win game state.
[0066] In the jackpot gaming state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined manner. The open state continues until the earlier of the timing when a predetermined period (for example, 29 seconds or 1.8 seconds) elapses and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and is hereinafter also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the jackpot gaming state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.
[0067] In the jackpot gaming state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0068] Note that jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and gaming states after the jackpot gaming state (normal state, time-saving state, probability-variable state, etc.) are prepared, and jackpot types are set according to these. As jackpot types, there may be provided jackpot types that can obtain a large number of prize balls, jackpot types with few prize balls, or jackpot types that can hardly obtain any prize balls.
[0069] In the minor jackpot gaming state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined opening mode. For example, in the minor jackpot gaming state, the big winning opening is in the open state in the same opening mode as in the jackpot gaming state for some jackpot types (the number of times the big winning opening is opened is the same as the above number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that similar to the jackpot types, "minor jackpots" may also be provided with minor jackpot types.
[0070] After the jackpot gaming state ends, depending on the type of jackpot, it may be controlled to a time-shortened state or a probability-variable state.
[0071] In the time-shortened state, control (time-shortening control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time-shortened state, control (high-opening control, high-base control) is also executed to make it easier for the game ball to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or improving the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-shortened state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0072] In the probability-variable state (probability variation state), in addition to the time-shortening control, probability-variable control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "jackpot" in addition, it is an even more advantageous state for the player.
[0073] The time-shortened state and the probability-variable state continue until any one of the end conditions, such as a predetermined number of special symbol games being executed and the next jackpot gaming state being started, is satisfied first. What is called "running out of times" when the execution of a predetermined number of special symbol games becomes the end condition (such as running out of times with time shortening, running out of times with probability variation, etc.).
[0074] The normal state refers to a gaming state other than advantageous states such as the jackpot gaming state advantageous to the player and special states such as the time-shortened state and the probability-variable state, and the pachinko gaming machine 1, such as the probability that the display result in the normal symbol game becomes a "normal symbol win" and the probability that the display result in the special symbol game becomes a "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a system reset is performed and no predetermined return process is executed after power-on).
[0075] The state in which probability variation control is being executed is also referred to as the high probability state, and the state in which probability variation control is not being executed is also referred to as the low probability state. The state in which time shortening control is being executed is also referred to as the high base state, and the state in which time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.
[0076] After the small hit game state ends, the game state is not changed, and the control continues in the game state before the display result of the special figure game becomes "small hit" (however, when the special figure game at the time of "small hit" is the special figure game of the above-mentioned predetermined number of times in the above-mentioned count cut, the game state is of course changed). Note that the display result of the special figure game may not be "small hit".
[0077] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area inside the big winning opening) during the big hit game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big hit game state.
[0078] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effect will be described below. Note that the said effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may be performed as an effect using audio output from the speakers 8L, 8R, lighting or extinguishing of the game effect lamp 9, movement of the movable body 32, or any effect device including some or all of these.
[0079] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, the variable display of the decorative symbols starts in response to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) stops being displayed in the first special figure game or the second special figure game, the determined decorative symbol (a combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, also stops being displayed (derived).
[0080] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode refers to a mode in which the variable display continues for the decorative symbols that have not yet stopped being displayed when the decorative symbol stopped being displayed on the screen of the image display device 5 constitutes a part of the jackpot combination described later, etc.
[0081] Also, in response to the reach mode being achieved during the variable display of the decorative symbols, a reach effect is executed. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) at which the display result (the display result of the special figure game or the display result of the variable display of the decorative symbols) becomes a "jackpot" differs according to the effect mode. Examples of reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0082] When the display result of the special figure game becomes a "jackpot", on the screen of the image display device 5, a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stops being displayed on a predetermined effective line in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R.
[0083] In the case of a "probability-variable jackpot" that is controlled to the probability-variable state after the end of the big-win gaming state, odd decorative symbols (e.g., "7", etc.) are aligned and stop displaying. In the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to the probability-variable state after the end of the big-win gaming state, even decorative symbols (e.g., "6", etc.) may be aligned and stop displaying. In this case, odd decorative symbols are also referred to as probability-variable symbols, and even decorative symbols are also referred to as non-probability-variable symbols (normal symbols). After reaching the reach mode with non-probability-variable symbols, an upgrading effect that finally results in a "probability-variable jackpot" may be executed.
[0084] When the display result of the special symbol game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative symbols, a determined decorative symbol (e.g., "1 3 5", etc.) that becomes a predetermined small-win combination is derived (the display result of the variable display of the decorative symbols becomes a "small win"). As an example, the decorative symbols constituting the chance symbols stop displaying on a predetermined effective line in the decorative symbol display areas 5L, 5C, 5R of "left", "center", and "right". Note that a common determined decorative symbol may be derived and displayed when the display result of the special symbol game is a "big win" of some big-win types (big-win types in the big-win gaming state in the same mode as the small-win gaming state) and when it is a "small win".
[0085] When the display result of the special symbol game is a "miss", the variable display mode of the decorative symbols does not become the reach mode, and as the display result of the variable display of the decorative symbols, a determined decorative symbol of a non-reach combination (also referred to as a "non-reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "non-reach miss"). Also, when the display result is a "miss", after the variable display mode of the decorative symbols becomes the reach mode, as the display result of the variable display of the decorative symbols, a determined decorative symbol of a predetermined reach combination that is not a big-win combination (also referred to as a "reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "reach miss").
[0086] The effects that the pachinko gaming machine 1 can execute include displaying the above variable display-compatible displays (hold display and active display). Also, as other effects, for example, a preview effect that previews the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that previews the jackpot reliability in the variable display being executed and a preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect, an effect that changes the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal one may be executed.
[0087] Also, in the image display device 5, a pseudo continuous effect that makes a single variable display appear to be a plurality of variable displays by temporarily pausing the decorative pattern during the variable display of the decorative pattern and then resuming the variable display may be executed.
[0088] Even during the jackpot gaming state, a jackpot-in effect that notifies the jackpot gaming state is executed. As the jackpot-in effect, an effect that notifies the number of rounds or a promotion effect that indicates that the value of the jackpot gaming state is improved may be executed. Also, even during the minor jackpot gaming state, a minor-jackpot-in effect that notifies the minor jackpot gaming state is executed. Note that by executing a common effect during the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types with the same mode as the minor jackpot gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), it may be made impossible for the player to know whether the current state is the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may be made impossible to distinguish whether it is a high-probability state or a low-probability state.
[0089] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).
[0090] [Substrate Configuration] The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 connected to the power switch 91 is also mounted. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.
[0091] In the pachinko gaming machine 1, power can be supplied from an AC power supply such as AC100V in an external power supply such as a commercial power supply to electrical components including various control boards such as the main board 11 and the performance control board 12 by the power supply board 17. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), etc.
[0092] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (including the execution of special figure games (including the management of holds), the execution of general figure games (including the management of holds), jackpot game states, small win game states, game states, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0093] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and an RTC (Real Time Clock) 106.
[0094] By executing the programs stored in the ROM 101, the CPU 103 performs processes for controlling the progress of the game (processes for realizing the functions of the main board 11). At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 serves as a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 is stopped. Note that all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0095] The random number circuit 104 countably updates numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0096] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).
[0097] The switch circuit 110 captures detection signals (detection signals indicating that a game ball has passed or entered and the switch has been turned on, etc.) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0098] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in IC of a watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0099] The output circuit 111 transmits the solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.
[0100] The main board 11 is connected to a display monitor 29, a display switching switch 30, a setting key 51, a setting switching switch 52, and a door opening sensor 90. The door opening sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.
[0101] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of a special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a prize, the number of reserved memories, the game state), commands for specifying the occurrence of an error, etc.
[0102] The performance control board 12 is a sub-control board independent of the main board 11, receives performance control commands, and has a function of executing performances (various performances according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received performance control commands.
[0103] Mounted on the performance control board 12 are a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0104] The performance control CPU 120 executes the programs stored in the ROM 121, and together with the display control unit 123, performs processes for executing performances (processes for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0105] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[0106] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.
[0107] The display control unit 123 supplies a video signal corresponding to the executed presentation to the image display device 5 based on the presentation execution instruction from the presentation control CPU 120, thereby causing the image display device 5 to display a presentation image. The display control unit 123 further supplies a sound designation signal (a signal for designating the sound to be output) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the presentation image and the lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit for driving the movable body 32.
[0108] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0109] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls voice output and the lighting / extinguishing of the lamp.
[0110] Note that the control of voice output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of a signal for operating the movable body 32) may be executed by the presentation control CPU 120.
[0111] The random number circuit 124 countably updates numerical data indicating various random values (presentation random numbers) used for executing various presentations in an updatable manner. The presentation random numbers may be updated by the presentation control CPU 120 executing a predetermined computer program (updated by software).
[0112] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11 and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0113] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A pachinko gaming machine 1 may be provided with a plurality of sub-boards according to function, or one sub-board may be configured to have a plurality of functions.
[0114] [Operation] Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0115] (Main operations of the main board 11) First, the main operations on the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 4 is a flowchart showing an example of the game control main process executed by the CPU 103 on the main board 11.
[0116] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.
[0117] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the off state, there is backup data, and the backup RAM is normal. When the power supply of the pachinko gaming machine 1 is started, for example, if the clear switch 92 provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be stored in the RAM 102 serving as the backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.
[0118] When the recovery condition is satisfied (step S3; Y), after executing the recovery process (step S4), the setting confirmation process (step S5) is executed. By the recovery process in step S4, the work area is set based on the stored content of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of variation, it is sufficient that the variation of the special symbol can be resumed from the state before the stop.
[0119] When the recovery condition is not satisfied (step S3; N), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clear process, initial values are set in the work area.
[0120] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the detection signal from the door release sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting confirmation process of step S5 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the off state, so the fact that the clear signal is in the off state can also be included in the setting confirmation condition.
[0121] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko game machine 1 enters a setting confirmation state in which the set values set in the pachinko game machine 1 can be confirmed, and a setting confirmation start command is sent from the main board 11 to the effect control board 12. In the setting confirmation state, it is possible to confirm the set values set in the pachinko game machine 1 by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the effect control board 12.
[0122] When the pachinko game machine 1 is in the setting confirmation state, it may be set to a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. When in the game stop state, the launch of game balls by operating the hitting operation handle, the detection of game balls by various switches, etc. are stopped, and in the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display 20, it may be controlled to stop displaying losing symbols or to perform a display corresponding to a game stop state different from the losing symbols. When the setting confirmation state ends, the accompanying game stop state may also end.
[0123] In the setting change process of step S7, it is determined whether a preset setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door opening sensor 90 is in the on state and the setting key 51 is operated to be on when the power supply is started. The setting change condition may include that the clear signal is in the on state.
[0124] If the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters a setting change state in which the set value set in the pachinko gaming machine 1 can be changed, and a setting change start command is transmitted from the main board 11 to the effect control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time an operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by an operation by a casino staff or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When ending the setting change state, a setting change end command is transmitted from the main board 11 to the effect control board 12.
[0125] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be set to the game stop state in the same manner as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0126] On the side of the effect control board 12, when receiving a setting confirmation start command or a setting change start command, control for notifying that the setting is being confirmed or the setting is being changed may be performed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.
[0127] The clear signal becomes on, for example, by pressing a clear switch 92 provided on a power supply board 17. Therefore, when power supply is started, if a detection signal from a door open sensor 90 is on and a setting key 51 is on, if the clear switch 92 is on, an initialization process in step S6 and a setting change process in step S7 are executed, and control can be made to a setting change state. If the clear switch 92 is off, a recovery process in step S4 and a setting confirmation process in step S5 are executed, and control can be made to a setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, if the clear switch 92 is on, the initialization process in step S6 is executed but control is not made to the setting change state. If the clear switch 92 is off, the recovery process in step S4 is executed but control is not made to the setting confirmation state.
[0128] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the setting of a register of a CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S9), and interrupt is permitted (step S10). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute a timer interrupt process.
[0129] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, the pachinko game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, for example, jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start wins, etc.), probability variation information (information indicating the number of times the probability variation state has occurred, etc.) and other data supplied to a hall management computer installed outside the pachinko game machine 1 are output (step S23).
[0130] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, the execution and hold management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized.
[0131] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and hold management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable winning ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold display 25C.
[0132] After executing the normal symbol process, as part of the game control timer interrupt process, processing such as when a power failure occurs and processing for paying out prize balls may be performed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, processing for transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.
[0133] FIG. 6 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0134] In the start winning determination process, detection of the occurrence of a start winning, storage of hold information in a predetermined area of the RAM 102, and updating of the hold memory count are executed. When a start winning occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as hold information. Further, processing for pre-reading the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission setting for transmitting an effect control command for designating determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12 is performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control processing of step S27 shown in FIG. 5 is executed.
[0135] After executing the start winning determination process in step S101, the CPU 103 selects and executes any one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.
[0136] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, a determination is made as to whether to start the first special drawing game or the second special drawing game based on the presence or absence of hold information, etc. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to make the display result of the special symbol and the decorative symbol a "big win" or a "small win" or the big win type in the case of a "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a confirmed special symbol (any one of a big win symbol, a small win symbol, and a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential consumption of special drawing 2). Also, the winning order of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be made to hold in the winning order (also referred to as winning order consumption).
[0137] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. On the effect control board 12, various tables are stored in the ROM 121.
[0138] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a preliminary determination result such as whether the display result is a "big win" or a "small win". In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.
[0139] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), and the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.
[0140] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, etc. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable process ends.
[0141] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes processes for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B, and making settings for stopping and displaying (deriving) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is in the time-saving state or the probability-variable state and the end of the count-down is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.
[0142] The pre-big-win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big-win release process includes processes for starting the execution of a round in the big win game state and making settings for opening the big winning port based on the fact that the display result is "big win", etc. When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning port and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big-win release process ends.
[0143] The jackpot release in - process processing in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - process processing includes processing for measuring the elapsed time since the big winning opening was opened, and processing for determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special drawing process flag is updated to "6", and the jackpot release in - process processing ends.
[0144] The post - jackpot release processing in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release processing includes processing for determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and processing for making settings to end the jackpot game state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release processing ends.
[0145] The jackpot end processing in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end processing includes processing for waiting until the waiting time corresponding to the period during which the ending effect as the effect operation for notifying the end of the jackpot game state is executed has elapsed, and processing for making various settings for starting the probability variation control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end processing ends.
[0146] The pre-small-win-opening process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening process ends.
[0147] The small-win-opening process in step S119 is executed when the value of the special figure process flag is "9". This small-win-opening process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the small-win-opening process ends.
[0148] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes processes such as waiting until the waiting time corresponding to the period during which the production operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it entered the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.
[0149] The pachinko gaming machine 1 is configured such that the winning probability of a big win and the payout rate change according to set values. For example, in the special symbol normal process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and 6 has the highest winning probability of a big win. The winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this example, when 6 is set as the set value, it is most advantageous for the player, and the advantage decreases step by step as the value becomes smaller in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a big win changes according to the set value, the payout rate may also change according to the set value. The winning probability of a big win may be constant regardless of the set value, while the number of rounds in the big win gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different advantages for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.
[0150] FIG. 7 shows a configuration example of the display result determination table. FIG. 7(A) shows a configuration example of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and FIG. 7(B) shows a configuration example of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, a winning determination value compared with the random number value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol, according to the set value. The random number value MR1 is a random number value for determining the display result, and the value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.
[0151] In the display result determination table, when the game state is the probability-variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time-reduced state (low probability state). As a result, when in a high probability state such as the probability-variable state in which probability-variable control is performed in the pachinko gaming machine 1, the probability of being determined to be controlled to the big win game state is higher than when in a low probability state such as the normal state or the time-reduced state.
[0152] In the first special figure display result determination table, regardless of the game state and set value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" to the small win game state is the same value. In the second special figure display result determination table, regardless of the game state and set value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" to the small win game state is a different same value from that of the first special figure display result determination table. Note that the probability of determining to control the special figure display result as "small win" to the small win game state may be varied according to the set value. The probability of determining to control the special figure display result as "small win" to the small win game state may be the same probability regardless of the variable special figure.
[0153] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the normal state or the time-reduced state, the range from 1020 to 1237 among the win determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the set value. When the set value is 1, the range from 1020 to 1237 is assigned to "big win", and only the common numerical range of the big win determination values for determining a big win is set. On the other hand, when the set values are from 2 to 6, numerical ranges corresponding to each set value starting from 1238 are set as the non-common numerical ranges of the big win determination values so as to be continuous from the common numerical range of the big win determination values.
[0154] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the probability variable state, the range from 1020 to 1346 among the hit determination values is set to the common numerical range of the big hit determination values for determining a big hit regardless of the set value. When the set value is 1, only the common numerical range of the big hit determination values for determining a big hit is set by assigning the range from 1020 to 1346 to "big hit". On the other hand, when the set value is from 2 to 6, the numerical range corresponding to each set value starting from 1346 is set to the non-common numerical range of the big hit determination values so as to be continuous from the common numerical range of the big hit determination values.
[0155] In the first special figure display result determination table, when the game state is the normal state or the time shortening state, the range from 32767 to 33094 among the hit determination values is set to the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set to a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is from 1 to 6. This prevents the numerical range of the small hit determination values from overlapping with the range of the big hit determination values that changes according to each set value.
[0156] In the first special figure display result determination table, when the game state is the probability variable state, similar to the case when the game state is the normal state or the time shortening state, the range from 32767 to 33094 among the hit determination values is set to the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set to a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is from 1 to 6. This prevents the numerical range of the small hit determination values from overlapping with the range of the big hit determination values that changes according to each set value.
[0157] In the second special figure display result determination table, when the game state is the normal state or the short-time state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0158] In the second special figure display result determination table, when the game state is the probability variable state, similar to the case where the game state is the normal state or the short-time state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0159] The number of set values that can be set in the pachinko gaming machine 1 may be 5 or less or 7 or more. It may be configured such that the smaller the set value set in the pachinko gaming machine 1, the more advantageous it is for the player. The game characteristics may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the game characteristics are such that the probability of entering the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, when the game ball passes through a predetermined switch provided inside the special variable winning ball device 7, the game state after the end of the jackpot game is controlled to the probability variation state. On the other hand, the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special figure (so-called V probability variation type). When the set value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the game characteristics are such that when the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control), the game state is controlled to the jackpot game state (so-called type 1 and type 2 mixed type). When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the game characteristics are the same. However, a setting may be provided where the jackpot probability and the small win probability are higher than when the set value is any one of 1 to 3, while the number of winning balls that can be obtained during the jackpot game is smaller (for example, when the set value set in the pachinko gaming machine 1 is any one of 4 to 6). When changing the game characteristics according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area). When the set value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to the probability variation state or the jackpot game state based on the fact that the game ball has passed through the predetermined switch).
[0160] The jackpot type may be determined at different ratios according to the set value based on the assignment of determination values in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common ratio regardless of the set value. The variation pattern may be determined at different ratios according to the set value based on the assignment of determination values in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common ratio regardless of the set value. By having different execution ratios of normal reach and super reach according to the set value, the set value may be suggested by the frequencies at which normal reach and super reach are executed. Alternatively, the execution ratios of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different ratios.
[0161] (Main operations of the effect control board 12) Next, the main operations in the effect control board 12 will be described. In the effect control board 12, when receiving the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 8. When starting the effect control main process shown in FIG. 8, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.
[0162] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register settings of the CTC. At this time, if the timer interrupt flag is off (step S73; N), the process of step S73 is repeatedly executed and the system waits.
[0163] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes ON. When an interrupt is generated due to the effect control INT signal becoming ON, the effect control CPU 120 automatically sets the interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt caused by the effect control INT signal becoming ON. In this command reception interrupt process, among the input ports included in the I / O 125, an effect control command is fetched from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0164] If the timer interrupt flag is ON in step S73 (step S73; Y), the timer interrupt flag is cleared to be OFF (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned ON so that it can be confirmed in the effect control process processing, etc., what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.
[0165] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.
[0166] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0167] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the effect control process. In the effect control process shown in FIG. 9, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.
[0168] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the processes of steps S170 to S177 as follows according to the value of the effect process flag provided in, for example, the RAM 122.
[0169] The variable display start waiting process in step S170 is a process that is executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for designating the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.
[0170] The variable display start setting process in step S171 is a process that is executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and the variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the presence or absence of execution of various productions such as reach production and various notice productions, their modes, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.
[0171] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output sounds and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (decoration signal) to the lamp control board 14, and execute various performance controls during the variable display of the decorative symbol. After performing such performance control, for example, when an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or when a command specifying to stop displaying the determined decorative symbol is received from the main board 11, etc., the determined decorative symbol that is the display result of the decorative symbol is stopped from being displayed. When the determined decorative symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.
[0172] The special symbol hit waiting process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether a performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. And when a performance control command specifying the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time of the command elapses without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit waiting process ends.
[0173] The small win in-play production process in step S174 is a process executed when the value of the production process flag is "4". In this small win in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the small win gaming state, and executes various production controls in the small win gaming state based on the set content. Also, in the small win in-play production process, for example, in response to receiving a command specifying the end of the small win gaming state from the main board 11, the value of the production process flag is updated to "5", which is a value corresponding to the small win end production, and the small win in-play production process is terminated.
[0174] The small win end production process in step S175 is a process executed when the value of the production process flag is "5". In this small win end production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the end of the small win gaming state, and executes various production controls at the end of the small win gaming state based on the set content. Then, the value of the production process flag is updated to the initial value "0", and the small win end production process is terminated.
[0175] The big win in-play production process in step S176 is a process executed when the value of the production process flag is "6". In this big win in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the big win gaming state, and executes various production controls in the big win gaming state based on the set content. Also, in the big win in-play production process, for example, in response to receiving a command specifying the end of the big win gaming state from the main board 11, the value of the production process flag is updated to "7", which is a value corresponding to the ending production process, and the big win in-play production process is terminated.
[0176] The ending effect process in step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. Thereafter, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.
[0177] [Modification Example of Basic Explanation] The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.
[0178] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.
[0179] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).
[0180] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) capable of executing a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of an operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols according to the operation of a stop button by the player, a predetermined number of medals are paid out to the player can also be applied to the present invention.
[0181] The program and data for implementing the present invention are not limited to the form distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may take a form of being distributed by being installed in advance in a storage device of a computer device or the like. Furthermore, the program and data for implementing the present invention may take a form of being distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0182] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, and may be a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.
[0183] In addition, in this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[0184] [Various Tables Regarding Jackpots] With reference to FIGS. 10 to 12, various tables regarding jackpots will be described. FIGS. 10 and subsequent are the characteristic parts of this case, and the present embodiment will be described with reference to the values shown in FIGS. 10 and subsequent.
[0185] (Jackpot Type) FIG. 10 is an explanatory diagram showing a winning type table. As shown in FIG. 10, in the winning type table, for each type of win in a big win, the big win probability after the end of the big win gaming state, the base after the end of the big win gaming state, the variation time after the end of the big win gaming state, and the number of times of opening (number of rounds) in the big win are shown.
[0186] Specifically, as types of big wins, a 5R normal big win, a 5R probability-variable big win, and a 10R probability-variable big win are provided. Hereinafter, the markings of each round may be represented by "R". For example, the first round may also be referred to as the 1R, and the second round as the 2R. The 5R normal big win is a big win that is controlled to a low probability state and a high base state after the end of the 5-round big win gaming state. In a normal big win, such a low probability and high base state continues until either the condition that the variable display is executed a predetermined number of 100 times or the condition that the next big win occurs is satisfied, whichever comes first.
[0187] The 5R probability-variable big win is a big win that is controlled to a high probability state and a high base state after the end of the 5-round big win gaming state. In a probability-variable big win, such a high probability and high base state continues until either the condition that the variable display is executed a predetermined number of 150 times or the condition that the next big win occurs is satisfied, whichever comes first.
[0188] The 10R probability-variable big win is a big win that is controlled to a high probability state and a high base state after the end of the 10-round big win gaming state. In a probability-variable big win, such a high probability and high base state continues until either the condition that the variable display is executed a predetermined number of 150 times or the condition that the next big win occurs is satisfied, whichever comes first.
[0189] (Each random number) Figure 11 is an explanatory diagram showing each random number. As shown in Figure 11, each random number is used as follows. Specifically, Random R is a random counter for win determination that determines whether or not to hit the jackpot. Random R is updated by 1 at 10 MHz, incremented from 0, incremented up to its upper limit of 65535, and then incremented again from 0. Random 1 is a random counter (for jackpot type determination) that determines one of the jackpot types: 5R normal jackpot, 5R certain-variable jackpot, and 10R certain-variable jackpot. Random 2 is a random counter (for post-variation pattern determination) that determines the variation pattern (hereinafter referred to as the "post-variation pattern") corresponding to the post-variation among the variation patterns (variation time). The post-variation refers to the latter half of the variation of the special symbol. Random 3 is a random counter (for pre-variation pattern determination) that determines the variation pattern (hereinafter referred to as the "pre-variation pattern") corresponding to the pre-variation among the variation patterns (variation time). The pre-variation refers to the first half of the variation of the special symbol. Random 4 is a random counter (for normal symbol win determination) that determines whether or not to generate a win based on the normal symbol. Random 5 is a random counter (for determining the initial value of Random 4) that determines the initial value of Random 4.
[0190] In this embodiment, whether or not to be controlled to a jackpot game state, which is an advantageous state for the player, is determined based on the value of the jackpot determination random number (Random R). And among multiple types of jackpots such as 5R normal jackpot, 5R certain-variable jackpot, and 10R certain-variable jackpot as the jackpot game state, which jackpot to be is determined based on the value of the jackpot type determination random number (Random 1). At this time, the jackpot symbol may be determined based on the value of Random 1. Just do it like this.
[0191] Also, first, the post-variation pattern is determined using the post-variation pattern determination random number (Random 2), and the pre-variation pattern is determined using the pre-variation pattern determination random number (Random 3). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.
[0192] (Big win determination table, big win type determination table) FIG. 12 is an explanatory diagram showing the big win determination table and the big win type determination table of this embodiment. These tables are stored in the ROM 101.
[0193] FIG. 12(A) is an explanatory diagram showing the big win determination table. The big win determination table is a collection of data stored in the RO101, and a big win determination value to be compared with the random R is set. In the big win determination table, there are a normal-time (non-probability-variable time) big win determination table used in the normal state (a gaming state that is not the probability-variable state, that is, the non-probability-variable state) and a probability-variable-time big win determination table used in the probability-variable state.
[0194] In the normal-time big win determination table, each numerical value described in the left column of FIG. 12(A) is set as the big win determination value, and in the probability-variable-time big win determination table, each numerical value described in the right column of FIG. 12(A) is set as the big win determination value. The big win determination value set in the probability-variable-time big win determination table is obtained by adding a big win determination value specific to the probability-variable time to a common big win determination value (referred to as the normal-time big win determination value or the first big win determination value) with the big win determination value set in the normal-time big win determination table, so that a larger number of big win determination values (referred to as the probability-variable-time big win determination value or the second big win determination value) are set than in the probability-variable-time big win determination table. Thereby, in the probability-variable state, a determination of a big win is made with a higher probability than in the normal state.
[0195] The CPU 103 extracts the count value of the random number circuit 104 at a predetermined time and compares the extracted value with the value of the big win determination random number (random R). When the big win determination random number value matches any of the big win determination values shown in FIG. 12(A), it is determined to be a big win (normal big win or probability-variable big win) for the special symbol. Note that the "probability" shown in FIG. 12(A) indicates the probability (ratio) of a big win.
[0196] Figs. 12(B) and (C) are explanatory diagrams showing the jackpot type determination table. Fig. 12(B) is the first special symbol jackpot type determination table used to determine the jackpot type when it is determined as a jackpot by the first special symbol. Fig. 12(C) is the second special symbol jackpot type determination table used to determine the jackpot type when it is determined as a jackpot by the second special symbol.
[0197] In the first special symbol jackpot type determination table of Fig. 12(B), there are numerical values compared with the value of random 1 for jackpot type determination, and jackpot determination values corresponding to "5R normal jackpot", "5R sure change jackpot", and "10R sure change jackpot" are set respectively. In the second special symbol jackpot type determination table of Fig. 12(C), there is a numerical value compared with the value of random 1, and a jackpot determination value corresponding to "10R sure change jackpot" is set.
[0198] For example, as shown in Fig. 12(B), for the first special symbol, for the 5R normal jackpot, among 100 random 1 values in the range of 0 to 99, 35 random 1 values are assigned. When it becomes a special symbol once, the probability of selecting the 5R normal jackpot is 35% (= 35 / 100). Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display is the 5R normal jackpot with the first special symbol is about 1 / 855 (= 35 / 100 * 1 / 300).
[0199] Also, as shown in Fig. 12(B), for the first special symbol, for the 5R sure change jackpot, among 100 random 1 values in the range of 0 to 99, 35 random 1 values are assigned. When it becomes a special symbol once, the probability of selecting the 5R sure change jackpot is 35% (= 35 / 100). Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display is the 5R sure change jackpot with the first special symbol is about 1 / 855 (= 35 / 100 * 1 / 300).
[0200] Also, as shown in FIG. 12(B), for the first special figure, out of 100 random 1s in the range of 0 to 99 for the 10R sure-win big hit, the values of 30 random 1s are assigned. When it comes to one special figure, the probability that the 10R sure-win big hit is selected is 30% (= 30 / 100). Considering that the big hit probability during normal times is about 1 / 300, the probability that the result of the variable display becomes the 10R sure-win big hit in the special figure 1 is about 1 / 990 (= 30 / 100 * 1 / 300).
[0201] Also, as shown in FIG. 12(B), in the special figure 1, the probability of getting any big hit is about 1 / 300 (= 1 / 855 + 1 / 855 + 1 / 990), so the probability of a miss is about 299 / 300.
[0202] Also, as shown in FIG. 12(C), for the second special figure, for the 10R sure-win big hit, out of 100 random 1s in the range of 0 to 99, the values of 100 random 1s are assigned.
[0203] Using such various big hit type determination tables, the CPU 103 determines, as the big hit type, the type corresponding to the big hit type determination value with which the value of the random 1 matches, and also determines, as the big hit symbol, the big hit symbol with which the value of the random 1 matches. Thereby, the big hit type and the big hit symbol corresponding to the big hit type are determined simultaneously.
[0204] (Effect control command) FIG. 14 is an explanatory diagram showing an example of the content of the effect control command. The game control microcomputer 100 mounted on the main board 11 which is the main control board on the main side transmits various effect control commands to the effect control CPU 120 according to the game control state. The effect control command has, for example, a 2-byte configuration. The first byte indicates MODE (classification of the command), and the second byte indicates EXT (type of the command). Note that the command form shown in FIG. 14 is an example, and other command forms may be used. In the following, “(H)” indicates that it is in hexadecimal, but in this specification, it may be omitted in some cases.
[0205] Command 80XX(H) is a variable pattern command that specifies a variable pattern (pre-variable pattern) corresponding to the pre-variation among the variable patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol (XX corresponds to the number of the pre-variable pattern). The pre-variation on the sub side refers to the variation in the first half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol. When unique numbers are assigned to each of the multiple types of pre-variable patterns, there is a pre-variable pattern command corresponding to each of the pre-variable patterns specified by that number.
[0206] Command 8101(H) is the first variable display start command that specifies the start of the variable display of the first special figure. Command 8102(H) is the second variable display start command that specifies the start of the variable display of the second special figure. When the effect control CPU 101 receives Command 8101(H) or Command 8102(H), it controls to start the variable display of the decorative pattern on the image display device 5.
[0207] Command 84XX(H) is a variable pattern command that specifies a variable pattern (post-variable pattern) corresponding to the post-variation among the variable patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol (XX corresponds to the number of the post-variable pattern). The post-variation on the sub side refers to the variation in the second half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol. When unique numbers are assigned to each of the multiple types of post-variable patterns, there is a post-variable pattern command corresponding to each of the post-variable patterns specified by that number.
[0208] Command 8C01(H) is a display result 1 designation command (losing designation command) indicating that it has been determined as a loss. Command 8C02(H) is a display result 2 designation command (5R normal big win designation command) indicating that it has been determined as a 5R normal big win. Command 8C03(H) is a display result 3 designation command (5R sure win big win designation command) indicating that it has been determined as a 5R sure win big win. Command 8C04(H) is a display result 4 designation command (10R sure win big win designation command) indicating that it has been determined as a 10R sure win big win. Each of the losing designation command, 5R normal big win designation command, 5R sure win big win designation command, and 10R sure win big win designation command, or these collectively are also referred to as 8C series commands.
[0209] Command 8D01(H) is a first symbol variation designation command indicating the start of variable display of the first special figure. Command 8D02(H) is a second symbol variation designation command indicating the start of variable display of the second special figure. Each of the first symbol variation designation command and the second symbol variation designation command, or these collectively are also referred to as 8D series commands. Command 8F00(H) is a symbol determination designation command for specifying the end of the variation of the first special figure and the second special figure.
[0210] Command 9000(H) is an initialization specification command that specifies initialization to be transmitted when power supply to the gaming machine is started (specifies to display the initial screen at power-on). Command 9200(H) is a power failure recovery specification command that specifies recovery from a power failure to be transmitted when power supply to the gaming machine is resumed (specifies to display the power failure recovery screen). Command 9500(H) is a normal state specification command that specifies the background in the normal state. Command 9501(H) is a time shortening state specification command that specifies the background in the time shortening state. Command 9502(H) is a probability variation state specification command that specifies the background in the probability variation state. Each of the normal state specification command, the time shortening state specification command, and the probability variation state specification command, or these collectively are also referred to as 95-series commands or background specification commands. Command 9F00(H) is a customer waiting demonstration specification command that specifies a customer waiting demonstration.
[0211] Command A001(H) is a jackpot start 1 specification command that specifies the start of a 5R normal jackpot. Command A002(H) is a jackpot start 2 specification command that specifies the start of a 5R probability variation jackpot. Command A003(H) is a probability variation jackpot start 3 specification command that specifies the start of a 10R probability variation jackpot. Each of the jackpot start 1 specification command, the jackpot start 2 specification command, and the jackpot start 3 specification command, or these collectively are also referred to as A0-series commands.
[0212] A1XX(H) is a big winning opening in operation specification command that indicates that the big winning opening for the round number (round) indicated by XX is open. The big winning opening in operation specification command is also referred to as an A1-series command. A2XX(H) is a post big winning opening specification command that indicates the closing of the big winning opening for the round number (round) indicated by XX. The post big winning opening specification command is also referred to as an A2-series command.
[0213] Command A301(H) is a jackpot end 1 designation command that designates the end of a 5R normal jackpot. Command A302(H) is a jackpot end 2 designation command that designates the end of a 5R sure-change jackpot. Command A303(H) is a jackpot end 3 designation command that designates the end of a 10R sure-change jackpot. Each of the jackpot end 1 designation command, the jackpot end 2 designation command, and the jackpot end 3 designation command, or these collectively are also referred to as A3 series commands.
[0214] Command B100(H) is a first start winning designation command that designates that there has been a first start winning. Command B200(H) is a second start winning designation command that designates that there has been a second start winning.
[0215] Command C1XX(H) is a first hold memory number designation command that designates that the first hold memory number has become the number indicated by XX. The first hold memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second hold memory designation command that designates that the second hold memory number has become the number indicated by XX. The second hold memory number designation command is also referred to as a C2 series command.
[0216] Command C4XX(H) and Command C6XX(H) are effect control commands that indicate the content of the winning determination results such as jackpot determination, jackpot type determination, and variable pattern type determination at the time of a start winning to the first start winning port or the second start winning port. Among these, Command C4XX(H) is a symbol designation command that indicates whether or not it is a jackpot and the determination result of the jackpot type among the winning determination results. Also, Command C3XX(H) is a variable type command that indicates the determination result (the determination result of the variable pattern type) of which determination value range the value of the random number for variable pattern type determination falls within among the winning determination results.
[0217] C7XX(H) is a big winning port winning designation command that indicates the passage of game balls to the big winning port of the round number (round) indicated by XX.
[0218] A command with MODE being FD(H) and the 4th bit of EXT being 0 is a right strike display extinction command indicating the extinction of the right strike display. A command with MODE data being FD(H) and the 4th bit of EXT data being 1 is a right strike display lighting command indicating the lighting of the right strike display. In the present embodiment, the right strike display lighting command is also particularly referred to as an FD series command.
[0219] The game control microcomputer 100 determines whether it is a big win, the type of big win, and in which range of the determination values the value of the random number for determining the variation pattern type is at the time of starting winning. Then, it sets a value for designating a big win and a value for designating the type of big win in the EXT data of the symbol designation command, and performs control to transmit them to the effect control CPU 120. Further, the game control microcomputer 100 sets a value for designating the range of the determination value as the determination result of the variation pattern type in the EXT data of the variation type command, and performs control to transmit it to the effect control CPU 120. The effect control CPU 120 can recognize whether the display result is a big win and the type of big win based on the value set in the symbol designation command, and can recognize the variation pattern type based on the variation type command.
[0220] [Variation pattern] With reference to FIGS. 14 to 16, the content of the variation pattern and the determination of the variation pattern will be described. There are multiple effects in this embodiment, and multiple effects may be performed with the same variation pattern. For example, in the case of the main variation number 8, referring to FIG. 15, a pseudo consecutive (1 time), a special consecutive effect A, an SP reach A, and an SP reach B are effects that may be performed when the main variation number 8 is selected, and multiple effects can be performed on the same effect scale. Also, as for the effect scale comparison, the scale of a normal reach (including a spinning reach) and the special consecutive effect A (the first time) is the same, the scale of a pseudo consecutive (the first time) + a normal reach and the special consecutive effect A (the second time) is the same, the scale of a pseudo consecutive (the second time) + a normal reach and the special consecutive effect A (the third time) is the same, the scale of an SP reach A and an SP reach B is the same, the special consecutive effect B is different from the scale of a combination of the special consecutive effect A or a pseudo consecutive and a normal reach, and the variation scale of an SP reach C is designed to be different from the variation scales of other SP reaches. Also, the spinning reach refers to an effect in which the icons, jackpot symbols, losing symbols, etc. indicated by the development destination rotate like a roulette or are randomly selected.
[0221] (Contents of the variation pattern on the main side) FIG. 14 is an explanatory diagram showing an example of the content of the variation pattern on the main side. As shown in FIG. 14, in the present embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100 on the main side. Each variation pattern is managed by a main variation number and is composed of a combination of a pre-variation pattern corresponding to the pre-variation and a post-variation pattern corresponding to the post-variation, and the combination includes different contents from each other. The pre-variation pattern corresponds to the pre-variation pattern command (80XX(H)) described with reference to FIG. 13, and the post-variation pattern corresponds to the post-variation pattern command (84XX(H)) described with reference to FIG. 13.
[0222] First, the pre-variation pattern will be described. A plurality of types of pre-variation patterns each assigned a pre-variation number are selected. According to the selected variation pattern, effects are executed in the order shown in the figure.
[0223] As the terms shown in the illustration, "pseudo - chain" is an abbreviation of pseudo - continuous effect, which refers to an effect that gives a seemingly continuous appearance. As a representative example, there is a re - variable display in which the variable display is temporarily stopped and then variable - displayed again, making it seem as if the variable display has been performed multiple times. More specifically, during the variable display based on one variation pattern, before the display result of the variable display is derived, the decorative pattern is temporarily stopped and then variable - displayed again repeatedly. As another way of showing, after starting the variable display of the decorative pattern, without showing a temporary stop of the decorative pattern, the start of the variable display of the decorative pattern is shown again, or after starting the variable display of the decorative pattern, a character appears, and after reducing the visibility of the variable display of the decorative pattern, the flow in which the character is handled is taken as a series of flows, and this way of showing the re - variable display is also part of the pseudo - continuous effect. Such an effect is also referred to as "re - variable display" and "pseudo - continuous effect". Also, the variation of the decorative pattern by a pseudo - variable display is also referred to as "pseudo - variation".
[0224] The special continuous effect is an effect in which a character performs an attack action multiple times, and it is designed so that the expectation of a big win and the number of times the special continuous effect is executed vary depending on the number of times and the type of technique. The "(〇th time)" shown in FIG. 14 represents the number of actions in which the character attacks. Details of the special continuous effect will be described later.
[0225] The pseudo - chain and the special continuous effect are different effects. The pseudo - chain can be executed multiple times within one variation, and only one pseudo - chain is performed in one effect. However, the special continuous effect can be executed only once within one variation, and it is designed so that a character can perform an attack action multiple times in one effect.
[0226] Next, the post-variation patterns will be described. Among the multiple types of post-variation patterns each assigned a post-variation number, the post-variation number b1 is a post-variation pattern command (8401(H)) that specifies a non-reach (miss) (variation of the decorative pattern that does not result in a reach mode and ultimately results in a miss mode). The post-variation number b2 is a post-variation pattern command (8402(H)) that specifies a normal reach (miss) (variation of the decorative pattern that results in a reach mode but ultimately results in a miss mode). The post-variation number b3 is a post-variation pattern command (8403(H)) that specifies an SP reach A or B (miss) (variation of the decorative pattern that develops into an SP reach A or B but ultimately results in a miss mode). The post-variation number b4 is a post-variation pattern command (8404(H)) that specifies an SP reach C (miss) (variation of the decorative pattern that develops into an SP reach C but ultimately results in a miss mode).
[0227] The post-variation number b5 is a post-variation pattern command (8405(H)) that specifies a normal reach (win) (variation of the decorative pattern that results in a reach mode but ultimately results in a win mode). The post-variation number b6 is a post-variation pattern command (8406(H)) that specifies an SP reach A or B (win) (variation of the decorative pattern that develops into an SP reach A or B and ultimately results in a win mode). The post-variation number b7 is a post-variation pattern command (8407(H)) that specifies an SP reach C (win) (variation of the decorative pattern that develops into an SP reach C and ultimately results in a win mode).
[0228] (Contents of the variation pattern on the sub side) FIG. 15 is an explanatory diagram showing an example of the contents of the variation pattern on the sub side. As shown in FIG. 15, in the present embodiment, a plurality of types of variation patterns are set by the effect control CPU 120 on the sub side. Each variation pattern is managed by a sub-variation number and is composed of a pre-variation pattern that is a variation pattern corresponding to the pre-variation and a post-variation pattern that is a variation pattern corresponding to the post-variation, and the combination includes different contents from each other.
[0229] Further, when the effect control CPU 120 receives a variable pattern command to which a main variation number is assigned from the game control microcomputer 100, it sets a sub-side variable pattern corresponding to the received variable pattern command, and executes an effect based on the set variable pattern.
[0230] Specifically, in the present embodiment, when a pre-variable pattern command (80XX(H)) and a post-variable pattern command (84XX(H)) are transmitted from the CPU 103 to the effect control CPU 120, the effect control CPU 120 first receives the pre-variable pattern command, and then, on the condition that it continuously receives the post-variable pattern command without receiving any other commands, sets a sub-side variable pattern based on the variable pattern command composed of the pre-variable pattern command and the post-variable pattern command. Note that when the effect control CPU 120 receives the post-variable pattern command before receiving the pre-variable pattern command, or when it first receives the pre-variable pattern command but then receives another command before receiving the post-variable pattern command, it does not execute the process based on the received variable pattern command.
[0231] As shown in FIGS. 14 and 15, the effect control CPU 120 sets a variable pattern corresponding to the variable pattern command received from the game control microcomputer 100, and even when receiving variable pattern commands with the same main variation number, it can set any one of a plurality of variable patterns to which different sub-variation numbers are assigned selectively, for example, by lottery. Not limited to the SP reach, for other effects such as normal reach and reach excitement effects, a plurality of types of effects are prepared, and when the effect control CPU 120 receives a variable pattern command with one main variation number, it may be able to set any one of a plurality of types of variable patterns corresponding to the variable pattern command with the one main variation number.
[0232] (Determination table of variable patterns on the main side) FIG. 16 is an explanatory diagram showing a variation pattern determination table on the main side. In the present embodiment, the post-variation pattern is determined by the game control microcomputer 100 first, and then the pre-variation pattern is determined.
[0233] FIG. 16(A) is an explanatory diagram showing a post-variation pattern determination table on the main side. As shown in FIG. 16(A), the post-variation pattern is determined with different probabilities according to the determined winning type in advance.
[0234] Specifically, when the determined winning type in advance is "loss", it is determined to be any one of non-reach (loss) of the post-variation number b1, normal reach (loss) of the post-variation number b2, SP reach (loss) of the post-variation number b3, and SP reach C (loss) of the post-variation number b4.
[0235] When the determined winning type in advance is "5R normal big win", it is determined to be any one of normal reach (win) of the post-variation number b5, SP reach A or B (win) of the post-variation number b6, and SP reach C (win) of the post-variation number b7.
[0236] When the determined winning type in advance is "5R probability variable big win", it is determined to be any one of normal reach (win) of the post-variation number b5, SP reach A or B (win) of the post-variation number b6, and SP reach C (win) of the post-variation number b7.
[0237] When the determined winning type in advance is "10R probability variable big win", it is determined to be any one of normal reach (win) of the post-variation number b5, SP reach A or B (win) of the post-variation number b6, and SP reach C (win) of the post-variation number b7.
[0238] In this way, the game control microcomputer 100 determines a post-variation pattern with different probabilities according to a pre-determined winning type. When the result of the special figure game is a loss, it determines the post-variation pattern so that the probability of losing without reaching a reach state is the highest. When the result of the special figure game is a 5R normal big win, it determines the post-variation pattern so that the probability of winning by SP reach A or B is the highest. When the result of the special figure game is a 5R probability-varied big win, it determines the post-variation pattern so that the probability of winning by SP reach A or B is the highest. When the result of the special figure game is a 10R probability-varied big win, it determines the post-variation pattern so that the probability of winning by SP reach C is the highest. As a result, when it becomes SP reach C, the probability of achieving a 10R probability-varied big win, which is the most advantageous for the player, increases. When it becomes SP reach A or B, although it is a 5R big win, since the values of the probability-varied big win and the normal big win are the same, attention can be drawn to which one it is controlled by.
[0239] FIG. 16(B) is an explanatory diagram showing a pre-variation pattern determination table on the main side. As shown in FIG. 16(B), the pre-variation pattern is determined with different probabilities according to a pre-determined post-variation pattern.
[0240] As shown in FIG. 16(B), the game control microcomputer 100 determines a pre-variation pattern with different probabilities according to the type of post-variation pattern determined in advance, and when a pseudo consecutive or special consecutive effect is executed, it is likely to develop into SP Cheery A or B or SP Reach C. Also, as can be seen by referring to FIGS. 16 to 20, when a pseudo consecutive is executed, the determination value for executing SP Reach A is high, when a special consecutive effect A is executed, the determination value for executing SP Reach B is high, and when a special consecutive effect B is executed, the determination value for executing SP Reach C is high. The variation pattern command composed of the pre-variation pattern and the post-variation pattern determined by the game control microcomputer 100 in this way (the variation pattern shown in FIG. 14) is transmitted from the game control microcomputer 100 to the effect control CPU 120. Then, the effect control CPU 120 determines a sub-side variation pattern (the variation pattern shown in FIG. 15) based on the variation pattern command (main variation number) received from the game control microcomputer 100.
[0241] FIGS. 17 to 20 are variation pattern tables determined by the sub-side after the pre-variation pattern determination table for developing into SP Reach A or B on the main side is determined. As shown in FIGS. 17 to 20, the sub-side variation patterns are determined with different probabilities.
[0242] FIG. 17 is a sub-side variation pattern determination table in the case of a variation that notifies being out of range. When a variation pattern that develops from normal reach → SP reach A or B is selected, in this embodiment, when passing through normal reach, the determination value for executing SP reach A is high, and when passing through special continuous effect A, the determination value for executing SP reach B is designed to be high. When special continuous effect (first time) → SP reach A or B development is selected, it is executed with the same determination value for all. When pseudo (first time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach A is high when passing through normal reach or pseudo connection, and the determination value for executing SP reach B is high when passing through special continuous effect A. When special continuous effect (first time) → special continuous effect (second time) → SP reach A or B is selected, it is executed with the same determination value for all. When pseudo (first time) → pseudo (second time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach A is high when passing through normal reach or pseudo connection, and the determination value for executing SP reach B is high when passing through special continuous effect A. When special continuous effect (first time) → special continuous effect (second time) → special continuous effect (third time) → SP reach A or B development is selected, it is executed with the same determination value for all.
[0243] FIG. 18 is a sub-side variation pattern determination table in the case of a variation that notifies a 5R normal big win. In this embodiment, when passing through the normal reach, the determination value for executing SP reach A is high, and when passing through the special continuous effect A, the determination value for executing SP reach A is designed to be high. When the special continuous effect (first time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach A becomes high. When pseudo (first time) → normal reach → SP reach A or B development is selected, when passing through the normal reach or pseudo chain, the determination value for executing SP reach A is high, and when passing through the special continuous effect A, the determination value for executing SP reach A is designed to be high. When the special continuous effect (first time) → special continuous effect (second time) → SP reach A or B is selected, it is designed so that the determination value for executing SP reach A becomes high. When pseudo (first time) → pseudo (second time) → normal reach → SP reach A or B development is selected, when passing through the normal reach or pseudo chain, the determination value for executing SP reach A is high, and when passing through the special continuous effect A, the determination value for executing SP reach A is designed to be high. When the special continuous effect (first time) → special continuous effect (second time) → special continuous effect (third time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach A becomes high.
[0244] FIG. 19 is a sub-side variable pattern determination table in the case of a variation that notifies a 5R certain big win. In this embodiment, when passing through the normal reach, the determination value for executing SP reach B is set high, and when passing through the special continuous effect A, the determination value for executing SP reach B is designed to be high. When the special continuous effect (first time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach B becomes high. When the pseudo (first time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach B is high when passing through the normal reach or the pseudo chain, and the determination value for executing SP reach B is designed to be high when passing through the special continuous effect A. When the special continuous effect (first time) → special continuous effect (second time) → SP reach A or B is selected, it is designed so that the determination value for executing SP reach B becomes high. When the pseudo (first time) → pseudo (second time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach B is high when passing through the normal reach or the pseudo chain, and the determination value for executing SP reach B is designed to be high when passing through the special continuous effect A. When the special continuous effect (first time) → special continuous effect (second time) → special continuous effect (third time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach B becomes high.
[0245] FIG. 20 is a sub-side variable pattern determination table in the case of a variation that notifies a 10R certain big win. In this embodiment, when passing through the normal reach, the determination value for executing SP reach B is set high, and when passing through the special continuous effect A, the determination value for executing SP reach B is also set high. When the special continuous effect (first time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach B becomes high. When the pseudo (first time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach B is set high when passing through the normal reach or the pseudo sequence, and the determination value for executing SP reach B is set high when passing through the special continuous effect A. When the special continuous effect (first time) → special continuous effect (second time) → SP reach A or B is selected, it is designed so that the determination value for executing SP reach B becomes high. When the pseudo (first time) → pseudo (second time) → normal reach → SP reach A or B development is selected, the determination value for executing SP reach B is set high when passing through the normal reach or the pseudo sequence, and the determination value for executing SP reach B is set high when passing through the special continuous effect A. When the special continuous effect (first time) → special continuous effect (second time) → special continuous effect (third time) → SP reach A or B development is selected, it is designed so that the determination value for executing SP reach B becomes high.
[0246] As shown in FIGS. 16 to 20, the higher the number of pseudo - consecutive times and the number of executions of special consecutive effects, the higher the expectation of a big win. The more the number of pseudo - consecutive times, the easier it is to execute SP reach A. The more actions the character of special consecutive effect A attacks, the easier it is to execute SP reach B. The more actions the character of special consecutive effect B attacks, the easier it is to execute SP reach C. It is designed in this way. Thus, it is possible to pay attention to how many times each effect is executed, and the gaming interest is improved. Also, there are multiple SP reaches executed after special consecutive effect A and special consecutive effect B. Special consecutive effect A is an effect in which the character "Jam" appears, and special consecutive effect B is an effect in which the character "Nana" appears. When special consecutive effect A is executed, it is easy to execute SP reach B in which the character "Jam" appears. When special consecutive effect B is executed, it is designed to be easy to execute SP reach C in which the character "Nana" appears. By displaying the characters shown in special consecutive effect A and special consecutive effect B in the SP reach, it is possible to suitably visually recognize while associating the flow when executing the SP reach from the special consecutive effect, so the gaming interest is improved. Also, when the special consecutive effect is executed, the determination value of the SP reach is different in the SP reach that is performed after that and the SP reach that is performed after the pseudo - consecutive effect is executed. Therefore, it is possible to draw attention to the special consecutive effect.
[0247] (Special symbol normal process) FIG. 21 is a flowchart showing an example of the special symbol normal process. As shown in FIG. 21, in the special symbol normal process, the CPU 103 determines whether there is reserved storage data in the first reserved storage buffer (a storage buffer for storing the reserved storage information of the first special symbol) or the second reserved storage buffer (a storage buffer for storing the reserved storage information of the second special symbol) (step 087 FS001). The first reserved storage buffer and the second reserved If there is no pending memory data in either of the memory buffers (N in step 087FS001), it is determined whether a predetermined period has elapsed since the fluctuation stop (step 087FS002). If the predetermined period has not elapsed since the fluctuation stop (N in step 087FS002), the normal special symbol process is terminated. On the other hand, if the predetermined period has elapsed since the fluctuation stop (Y in step 087FS002), processing is performed to transmit a customer waiting demo designation command (step 087FS003), and the normal special symbol process is terminated. Here, when the customer waiting demo designation command is transmitted, a customer waiting demo designation command transmitted flag indicating that the customer waiting demo designation command has been transmitted is set. And when the normal special symbol process after the next timer interrupt is executed after the customer waiting demo designation command is transmitted, control is performed so that the customer waiting demo designation command is not transmitted again based on the fact that the customer waiting demo designation command transmitted flag is set. Such a customer waiting demo designation command transmitted flag is reset when the variable display of the next special symbol is started.
[0248] When there is pending memory data in the first pending memory buffer or the second pending memory buffer (Y in step 087FS001), the CPU 103 determines whether the first data among the data set in the pending specific area indicates "second" (step 087FS004). If the first data set in the pending specific area does not indicate "second" (that is, it indicates "first") (N in step 087FS004), the CPU 103 sets data indicating "first" in the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) (step 087FS005). If the first data set in the pending specific area indicates "second" (Y in step 087FS004), the CPU 103 sets data indicating "second" in the special symbol pointer (step 087FS006).
[0249] In this embodiment, hereinafter, depending on whether data indicating "First" or data indicating "Second" is set in the special symbol pointer, the variable display of the first special symbol and the variable display of the second special symbol are executed using a common processing routine. When data indicating "First" is set in the special symbol pointer, the variable display of the first special symbol is performed based on the stored data in the first hold memory buffer. On the other hand, when data indicating "Second" is set in the special symbol pointer, the variable display of the second special symbol is performed based on the stored data in the second hold memory buffer.
[0250] By the control from step 087FS004 to step 087FS006, if there is even one piece of data of the second hold memory in the second hold memory buffer, the variable display of the second special symbol based on the data of the second hold memory is executed with priority over the variable display of the first special symbol based on the data of the first hold memory.
[0251] Next, the CPU 103 reads out each random number value stored in the storage area corresponding to the hold memory count = 1 indicated by the special symbol pointer and stores it in the hold memory buffer of the RAM 102 (step 087FS007). Specifically, when the special symbol pointer indicates "First", the CPU 103 reads out each random number value stored in the storage area corresponding to the first hold memory count = 1 in the first hold memory buffer and stores it in the hold memory buffer of the RAM 102. Also, when the special symbol pointer indicates "Second", the CPU 103 reads out each random number value stored in the storage area corresponding to the second hold memory count = 1 in the second hold memory buffer and stores it in the hold memory buffer of the RAM 102.
[0252] Then, the CPU 103 decrements the count value of the hold storage number counter indicated by the special symbol pointer by 1, and shifts the contents of each storage area (step 087FS008). Specifically, when the special symbol pointer indicates "First", the CPU 103 decrements the count value of the first hold storage number counter by 1, and shifts the contents of each storage area in the first hold storage buffer. Also, when the special symbol pointer indicates "Second", the CPU 103 decrements the count value of the second hold storage number counter by 1, and shifts the contents of each storage area in the second hold storage buffer.
[0253] That is, when the special symbol pointer indicates "First", the CPU 103 stores each random number value stored in the storage area corresponding to the first hold storage number = n (n = 2, 3, 4) in the first hold storage buffer of the RAM 102 in the storage area corresponding to the first hold storage number = n - 1. Also, when the special symbol pointer indicates "Second", the CPU 103 stores each random number value stored in the storage area corresponding to the second hold storage number = n (n = 2, 3, 4) in the second hold storage buffer of the RAM 102 in the storage area corresponding to the second hold storage number = n - 1.
[0254] Therefore, the order in which each random number value stored in each storage area corresponding to each first hold storage number (or each second hold storage number) is extracted always matches the order of the first hold storage number (or the second hold storage number) = 1, 2, 3, 4.
[0255] Next, the CPU 103 performs control to transmit the hold storage number designation command indicated by the special symbol pointer to the effect control use CPU 120 based on the value of the hold storage number counter indicated by the special symbol pointer after subtraction (step 087FS009). In this case, when a value indicating "First" is set in the special symbol pointer, the CPU 103 performs control to transmit the first hold storage number designation command. Also, when a value indicating "Second" is set in the special symbol pointer, the CPU 103 performs control to transmit the second hold storage number designation command.
[0256] Next, the CPU 103 transmits a background designation command (step 087FS010), reads the random number R (jackpot determination random number) from the hold memory buffer, and executes the jackpot determination module (step 087FS011). In this case, the CPU 103 reads the jackpot determination random number extracted in the start winning determination process and stored in advance in the first hold memory buffer or the second hold memory buffer, and performs the jackpot determination. The jackpot determination module is a program that executes a process of comparing a predetermined jackpot determination value (see FIG. 12) with the jackpot determination random number and determining that it is a jackpot if they match. That is, it is a program that executes the process of jackpot determination.
[0257] In the process of jackpot determination, when the game state is a probability variable state (high probability state), the probability of winning a jackpot is configured to be higher than when the game state is a non-probability variable state (normal game state and time shortening state). Specifically, a probability variable jackpot determination table in which a large number of jackpot determination values are set in advance (the table in which the numerical values on the right side of FIG. 12(A) are set) and a normal jackpot determination table in which the number of jackpot determination values is set to be less than that of the probability variable jackpot determination table (the table in which the numerical values on the left side of FIG. 12(A) are set) are provided. Then, the CPU 103 checks whether the game state is a probability variable state. When the game state is a probability variable state, the CPU 103 uses the probability variable jackpot determination table to perform the process of jackpot determination. When the game state is a normal state or a time shortening state, the CPU 103 uses the normal jackpot determination table to perform the process of jackpot determination. That is, when the value of the jackpot determination random number (random number R) matches any of the jackpot determination values shown in FIG. 12(A), the CPU 103 determines that it is a jackpot for the special symbol. If it is determined that it is a jackpot (Y in step 087FS011), the process proceeds to step 087FS012. Note that determining whether or not to be a jackpot means determining whether or not to shift to the jackpot game state, but it also means determining whether or not to set the stopped symbol in the special symbol as the jackpot symbol.
[0258] Note that the confirmation of whether the current gaming state is a probability-variable state is performed based on whether a probability-variable flag is set. The probability-variable flag is set when the gaming state transitions to the probability-variable state and reset when the probability-variable state ends. Specifically, the probability-variable flag is set in the process of ending a big win game, and then reset at the timing when the variable display of the special symbol ends and the stop symbol is stopped and displayed, when either the condition that the variable display has been performed a predetermined number of times (150 times) or the condition that the next big win has been determined, whichever occurs earlier, is satisfied.
[0259] If the value of the big win determination random number (Random R) does not match any of the big win determination values (N in step 087FS011), the process proceeds to step 087FS016 described later.
[0260] If the value of the big win determination random number (Random R) in step 087FS011 matches any of the big win determination values, the CPU 103 sets a big win flag indicating that it is a big win (step 087FS012). Note that the big win flag is reset when the big win game ends. Then, as a table used to determine which of multiple types of big win types, either the first special symbol big win type determination table in FIG. 12(B) or the second special symbol big win type determination table in FIG. 12(C) is selected (step 087FS013). Specifically, when the special symbol pointer indicates "first", the CPU 103 selects the first special symbol big win type determination table shown in FIG. 12(B). Also, when the special symbol pointer indicates "second", the CPU 103 selects the second special symbol big win type determination table in FIG. 12(C).
[0261] Next, the CPU 103 reads out the jackpot type determination random numbers extracted in the start winning determination process and stored in advance in the first hold memory buffer and the second hold memory buffer, and uses the jackpot type determination table selected in step 087FS013 to determine the jackpot type and jackpot symbol corresponding to the value of the jackpot type determination random number (random 1) stored in the hold memory buffer that matches the value (step 087FS014).
[0262] As shown in FIGS. 12(B) and (C), for the first special symbol and the second special symbol, the relationship between the jackpot type and the jackpot symbol is set so that the jackpot symbols are different for each jackpot type. Since the jackpot type and the jackpot symbol are determined simultaneously, the correspondence between the jackpot symbol and the game control according to the jackpot type is simplified, and thus the complication of the game control can be prevented.
[0263] Also, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step 087FS015). For example, when the jackpot type is "5R normal jackpot", "01" is set as the jackpot type data. When the jackpot type is "5R sure change jackpot", "02" is set as the jackpot type data. When the jackpot type is "10R sure change jackpot", "03" is set as the jackpot type data.
[0264] Next, the CPU 103 sets the stop symbol of the special symbol (step 087FS016). Specifically, when the jackpot flag is not set, "-", which is a losing symbol, is set as the stop symbol of the special symbol. When the jackpot flag is set, according to the determination result of the jackpot type, the jackpot symbol determined in step 087FS014 is set as the stop symbol of the special symbol. That is, when the jackpot type is determined to be "5R normal jackpot", "1" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "5R sure change jackpot", "3" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "10R sure change jackpot", "7" is determined as the stop symbol of the special symbol.
[0265] Then, the CPU 103 transmits a display result specification command (step 087FS017) and updates the value of the special symbol process flag to a value corresponding to the variation pattern setting process (S111) (step 087FS018).
[0266] (Variation pattern setting process) FIG. 22 is a flowchart showing an example of the variation pattern setting process. As shown in FIG. 22, in the variation pattern setting process, the CPU 103 determines a variation pattern (step 087FS101). At this time, the CPU 103 first determines a post-variation pattern based on the presence or absence of a big win and the type of win, and then determines a pre-variation pattern.
[0267] Next, the CPU 103 performs control to transmit a variation pattern command corresponding to the determined variation pattern to the effect control CPU 120 (step 087FS102).
[0268] Next, the CPU 103 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 102 (step 087FS103). Then, the CPU 103 performs control to transmit a symbol variation specification command to the effect control CPU 120 (step 087FS104) and updates the value of the special symbol process flag to a value corresponding to the special symbol variation process (S112) (step 087FS105).
[0269] (Variable display start setting process)
[0270] FIG. 23 is a flowchart showing the variable display start setting process (step S171) in the effect control process shown in FIG. 9. In the variable display start setting process, the effect control CPU 120 first determines whether the first variable display start command reception flag is in the ON state (step 213SGS271). If the first variable display start command reception flag is in the ON state (step 213SGS271; Y), the various command data and various flags stored in association with the buffer numbers "1-0" to "1-4" of the first special drawing hold memory in the start winning reception command buffer are shifted upward by one buffer number at a time (step 213SGS272). Note that the content of the buffer number "1-0" cannot be shifted because there is no destination for shifting, so it is deleted.
[0271] Specifically, the various command data and various flags stored in association with the buffer number "1-1" of the first special drawing hold memory are shifted so as to be stored in association with the buffer number "1-0", the various command data and various flags stored in association with the buffer number "1-2" of the first special drawing hold memory are shifted so as to be stored in association with the buffer number "1-1", the various command data and various flags stored in association with the buffer number "1-3" of the first special drawing hold memory are shifted so as to be stored in association with the buffer number "1-2", and the various command data and various flags stored in association with the buffer number "1-4" of the first special drawing hold memory are shifted so as to be stored in association with the buffer number "1-3".
[0272] Also, if the first variable display start command reception flag is off in step 213SGS271 (step 213SGS271; N), it is determined whether the second variable display start command reception flag is on (step 213SGS273). If the second variable display start command reception flag is off (step 213SGS273; N), the variable display start setting process is terminated. If the second variable display start command reception flag is on (step 213SGS273; Y), various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special figure reservation memory in the start winning reception command buffer are shifted upward by one buffer number each (step 213SGS274). Note that the content of buffer number "2-0" cannot be shifted because there is no destination for shifting, so it is erased.
[0273] Specifically, the various command data and various flags stored in association with buffer number "2-1" of the second special figure reservation memory are shifted so as to be stored in association with buffer number "2-0", the various command data and various flags stored in association with buffer number "2-2" of the second special figure reservation memory are shifted so as to be stored in association with buffer number "2-1", the various command data and various flags stored in association with buffer number "2-3" of the second special figure reservation memory are shifted so as to be stored in association with buffer number "2-2", and the various command data and various flags stored in association with buffer number "2-4" of the second special figure reservation memory are shifted so as to be stored in association with buffer number "2-3".
[0274] After the execution of step 213SGS272 or step 213SGS274, the effect control CPU 120 reads out the variable pattern designation command from the variable pattern designation command storage area (step 213SGS275).
[0275] Next, the display result (stop symbol) of the decorative symbol is determined according to the data stored in the display result specification command storage area (i.e., the received display result specification command) and the variation pattern (step 213SGS276). In this case, the effect control CPU 120 determines the stop symbol of the decorative symbol according to the display result specified by the display result specification command, and stores the data indicating the determined stop symbol of the decorative symbol in the decorative symbol display result storage area.
[0276] Next, the effect control CPU 120 executes a preview effect determination process (step 213SGS277) for determining whether to execute a preview effect in the variable display and the effect pattern of the preview effect to be executed, and a chance-up effect determination process (step 213SG278) for determining whether to execute a chance-up effect in the variable display. Then, a process table corresponding to the presence or absence of the execution of the chance-up effect and the variation pattern is selected (step 213SGS286), and the process timer is started (step 213SGS287).
[0277] Note that in the process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L and 8R, and operation unit control execution data for controlling the operations of the push button 31B and the stick controller 31A are arranged in order in time series in association with each process data n (from 1 to N).
[0278] Next, the production control CPU 120 executes control of the production device (the image display device 5 as a production component, various lamps as production components, and speakers 8L and 8R as production components, the operation unit (push button 31B, stick controller 31A, etc.)) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 213SGS288). For example, in order to display an image corresponding to the variation pattern on the image display device 5, a command is output to the display control unit 123. Also, in order to perform lighting / extinguishing control of various lamps, a control signal (lamp control execution data) is output to the lamp control board 14. Also, in order to cause voice output from the speakers 8L and 8R, a control signal (sound number data) is output to the voice control board 13.
[0279] Then, a value corresponding to the variable display time specified by the variation pattern designation command is set in the variable display time timer (step 213SGS289). Also, a predetermined time is set in the variable display control timer (step 213SGS290). Incidentally, the predetermined time is, for example, 30 ms, and each time the predetermined time elapses, the production control CPU 120 writes image data indicating the display state of the left, middle, and right decorative patterns to the VRAM, and the display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing variable display (variation) of the decorative pattern. Next, the value of the production control process flag is updated to a value corresponding to the variable display in-progress production process (step S172), and the variable display start setting process is terminated (step 213SGS291).
[0280] FIG. 24 is a flowchart of the preview effect determination process shown in FIG. 23. In the preview effect determination process, the effect control CPU 120 first identifies the variable display result and the variation pattern (step 213SG301). Then, it determines whether the identified variation pattern is any of the shortened non-reach variation patterns (any of PA1-2, PA1-3, PA1-4) (step 213SGS302). If the identified variation pattern is any of the shortened non-reach variation patterns (any of PA1-2, PA1-3, PA1-4) (step 213SGS302; Y), the preview effect determination process ends. If the identified variation pattern is not any of the shortened non-reach variation patterns (step 213SGS302; N), the presence or absence of execution of the preview effect and the effect pattern are determined based on the identified variable display result and the variation pattern (step 213SGS303).
[0281] The effect control CPU 120 determines whether it has determined to execute the preview effect in step 213SGS303 (step 213SGS304). If it has determined not to execute the preview effect in step 213SGS303 (step 213SGS304; N), the preview effect determination process ends. If it has determined to execute the preview effect in step 213SGS303 (step 213SGS304; Y), the determined effect pattern is stored (step 213SGS305), and a preview effect start wait timer is set and the preview effect determination process ends (step 213SGS306).
[0282] FIG. 25 is a flowchart of the chance-up effect determination process shown in FIG. 23. Note that the chance-up effect in this case is an effect in which the display modes of the title, the line S, the line L, and the cut-in displayed during the reach effect change to a plurality of modes such as red, gold, and rainbow colors.
[0283] In the chance-up effect determination process, the effect control CPU 120 first determines whether the variation pattern of the variable display is the variation pattern of an SP reach (step 213 / SGS311). If the variation pattern of the variable display is a non-reach or normal reach variation pattern (step 213 / SGS311; N), the chance-up effect determination process ends. If the variation pattern of the variable display is the variation pattern of an SP reach (step 213 / SGS311; Y), it is determined whether the variation pattern of the variable display is the variation pattern executed by the special continuous effects A and B (step 213 / SGS312).
[0284] If the variation pattern of the variable display is the variation pattern of the special continuous effects A and B (step 213 / SGS312; Y), the effect control CPU 120 determines whether to execute the chance-up effect based on the variation patterns of the special continuous effects A and B and the variable display result (step 213 / SGS313). Then, the chance-up effect determination process ends.
[0285] If the variation pattern of the variable display is not the variation pattern of the special continuous effects A and B (step 213 / SGS312; N), it is determined whether it is the variation pattern of an SP reach A (step 213 / SGS314). If it is the variation pattern of an SP reach A (step 213 / SGS314; Y), it is determined whether to execute the chance-up effect in the SP reach A (step 213 / SGS315). If the chance-up effect is not executed in the SP reach A (step 213 / SGS315; N), the chance-up effect determination process ends.
[0286] When performing a chance-up effect in SP Reach A (step 213SGS315; Y), it is determined whether to perform a chance-up effect on the title (step 213SGS316). When performing a chance-up effect on the title (step 213SGS316; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP Reach A and the variable display result (step 213SGS317). Then, it is determined whether to perform a chance-up effect on the dialogue S (step 213SGS316). When not performing a chance-up effect on the title (step 213SGS315; N), it is determined whether to perform a chance-up effect on the dialogue S (step 213SGS318).
[0287] When performing a chance-up effect on the dialogue S (step 213SGS318; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP Reach A and the variable display result (step 213SGS319). Then, it is determined whether to perform a chance-up effect on the cut-in (step 213SGS320). When not performing a chance-up effect on the dialogue S (step 213SGS318; N), it is determined whether to perform a chance-up effect on the cut-in (step 213SGS320).
[0288] When performing a chance-up effect on the cut-in (step 213SGS320; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP Reach A and the variable display result (step 213SGS321). Then, the chance-up effect determination process ends. When not performing a chance-up effect on the cut-in (step 213SGS320; N), the chance-up effect determination process ends.
[0289] If it is not the variation pattern of SP Reach A (step 213SGS314; N), it is determined whether it is the variation pattern of SP Reach B (step 213SGS322). If it is the variation pattern of SP Reach B (step 213SGS322; Y), it is determined whether to execute a chance-up effect in SP Reach B (step 213SGS323). If the chance-up effect is not executed in SP Reach B (step 213SGS323; N), the chance-up effect determination process ends.
[0290] If the chance-up effect is executed in SP Reach B (step 213SGS323; Y), it is determined whether to execute a chance-up effect for the title (step 213SGS324). If the chance-up effect for the title is executed (step 213SGS324; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP Reach B and the variable display result (step 213SGS325). Then, it is determined whether to execute a chance-up effect for Seriph S (step 213SGS326). If the chance-up effect for the title is not executed (step 213SGS324; N), it is determined whether to execute a chance-up effect for Seriph S (step 213SGS326).
[0291] If the chance-up effect for Seriph S is executed (step 213SGS326; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP Reach B and the variable display result (step 213SGS327). Then, it is determined whether to execute a chance-up effect for Seriph L (step 213SGS328). If the chance-up effect for Seriph S is not executed (step 213SGS326; N), it is determined whether to execute a chance-up effect for Seriph L (step 213SGS328).
[0292] When performing a chance-up effect for the serif L (step 213SGS328; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP reach B and the variable display result (step 213SGS329). Then, the chance-up effect determination process ends. When not performing the chance-up effect for the serif L (step 213SGS328; N), the chance-up effect determination process ends.
[0293] If it is not the variation pattern of SP reach B (step 213SGS322; N), it is determined whether to execute the chance-up effect in SP reach C (step 213SGS330). When not performing the chance-up effect in SP reach C (step 213SGS330; N), the chance-up effect determination process ends.
[0294] When performing the chance-up effect in SP reach C (step 213SGS330; Y), it is determined whether to execute the chance-up effect for the title (step 213SGS331). When performing the chance-up effect for the title (step 213SGS331; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP reach C and the variable display result (step 213SGS332). Then, it is determined whether to execute the chance-up effect for the serif S (step 213SGS333). When not performing the chance-up effect for the title (step 213SGS331; N), it is determined whether to execute the chance-up effect for the serif S (step 213SGS332).
[0295] When performing the chance-up effect for the serif S (step 213SGS333; Y), it is determined whether to execute the chance-up effect based on the variation pattern of SP reach C and the variable display result (step 213SGS334). Then, it is determined whether to execute the chance-up effect for the serif L (step 213SGS335). When not performing the chance-up effect for the serif S (step 213SGS333; N), it is determined whether to execute the chance-up effect for the serif L (step 213SGS335).
[0296] When performing the chance-up effect for the dialogue L (step 213SGS335; Y), it is determined whether to perform the chance-up effect based on the variation pattern of the SP reach C and the variable display result (step 213SGS336). Then, the chance-up effect determination process ends. When not performing the chance-up effect for the dialogue L (step 213SGS335; N), the chance-up effect determination process ends.
[0297] <Normal variation flow> Figures 26 to 31 are diagrams that detail the flow of variations until the SP reach in the normal state. In this embodiment, the pattern <Normal variation flow (1)> that develops from the pseudo chain and the pattern <Normal variation flow (2)> that develops from the special continuous effect are illustrated, but it is not limited to this. Even if the pseudo chain or the special continuous effect is not executed, it may develop to the SP reach or may not develop to the SP reach.
[0298] <Normal variation flow (1)> Figures 26 to 28 show the effect when the variation pattern in which the pseudo chain is executed twice (the pseudo chain symbol is temporarily stopped and displayed twice) is selected. (1-1) indicates that the ongoing variation has ended, and it has stopped at the outcome where the number of the decorative symbol is "125". A new variation is performed (1-2), and during this variation, a dialogue frame that displays the dialogue of the characters "Nana" and "Nana" is displayed, and the conversation effect starts (1-3). After the dialogue of the character "Nana" is displayed, the dialogue of the character "Jam" is displayed several seconds later (1-4). While the conversation effect is being performed, the background becomes darker than usual.
[0299] After the conversation performance ends, the background returns to normal brightness, and the decoration pattern "5" is temporarily displayed on the left decoration pattern, and the decoration pattern "4" is temporarily displayed on the right decoration pattern (1-5). After the left and right decoration patterns are temporarily stopped, the pseudo-consecutive patterns are displayed while decelerating (1-6). When the pseudo-consecutive patterns temporarily stop in the center of the screen, an effect image is displayed (1-7). After the pseudo-consecutive patterns are temporarily stopped, the pseudo-consecutive patterns are enlarged while tilting, and when the enlargement display ends, the character "×2" is displayed at the lower right of the pseudo-consecutive patterns, suggesting that re-variation is started by the pseudo-consecutive patterns (1-8).
[0300] After the pseudo-consecutive patterns are executed, the variation starts again. At that time, the character "×2" is displayed in the upper right corner of the screen, indicating that it is the variation after the pseudo-consecutive patterns occur (1-9). A few seconds after the variation starts, the character "Nana" and the speech frame for displaying the speech of the character "Nana" are displayed, and the conversation performance starts (1-10). A few seconds after the speech of the character "Nana" is displayed, the speech of the character "Jam" is displayed (1-11). While the conversation performance is being carried out, the background becomes darker than normal.
[0301] After the conversation performance ends, the background returns to normal brightness, and the decoration pattern "5" is temporarily stopped on the left decoration pattern, and the decoration pattern "5" is temporarily stopped on the right decoration pattern and is displayed in the reach mode (1-12). After the left and right decoration patterns are temporarily stopped, the pseudo-consecutive patterns are variably displayed from the middle decoration pattern that is changing (1-13). When the pseudo-consecutive patterns temporarily stop in the center of the screen, an effect image is displayed accordingly (1-14). After the pseudo-consecutive patterns are temporarily stopped, the pseudo-consecutive patterns are enlarged while tilting, and when the enlargement display ends, the character "×3" is displayed at the lower right of the pseudo-consecutive patterns, suggesting that re-variation is started by the pseudo-consecutive patterns (1-15).
[0302] After the pseudo - continuous play is executed, the variation starts again. At that time, the characters "×3" are displayed in the upper right corner of the screen, indicating that it is the variation after the pseudo - continuous play has occurred (1 - 16). A few seconds after the variation starts, a reserved change effect that changes the active display is executed, and the white reservation changes to a red reservation (1 - 17)~(1 - 19). After that, the decoration pattern "2" is temporarily stopped on the left decoration pattern and the decoration pattern "2" is temporarily stopped on the right decoration pattern, and they are displayed in the reach mode (1 - 20). Then, a SP reach suggestion effect that suggests that the SP reach will be executed is executed (1 - 21). After that, the SP reach determined by the variation pattern is executed.
[0303] <Flow of normal variation (2)> Figures 29 to 31 show the effects when a variation pattern in which the special continuous effect A is executed is selected. (2 - 1) indicates that the variation that has been performing variable display so far has ended, and the decoration pattern stops at the outcome with the number "125". After the variation ends, a new variation is performed (2 - 2), and during that variation, a dialogue frame that displays the lines of the character "Nana" and the character "Nana" is displayed, and the dialogue effect starts (2 - 3). A few seconds after the line of the character "Nana" is displayed, the line of the character "Jam" is displayed (2 - 4). While the dialogue effect is being performed, the background becomes darker than usual. After that, the decoration pattern "2" is temporarily stopped on the left decoration pattern and the decoration pattern "2" is temporarily stopped on the right decoration pattern, and they are displayed in the reach mode (2 - 5). Then, the screen gradually white - outs, and the special continuous effect A (Jam's training) starts (2 - 6).
[0304] When the special continuous performance A starts, first, the title of the special continuous performance A, "Jam Training", is displayed (2-6). After the title is displayed, the character "Jam" delivers a line before starting the training (2-7)(2-8). At that time, the subtitle of the line is displayed at the bottom of the screen. After delivering the line, the video that was being displayed from the perspective where the characters "Jam" and the wooden dummy can be seen (third-person perspective) is changed to be displayed from the perspective of the character "Jam's" line of sight (first-person perspective), and the hand of the character "Jam" and the wooden dummy are displayed (2-9). The wooden dummy is an instrument for equipment used in martial arts training, and it is an instrument with several handles attached to a wooden pillar. After that, the character "Jam" performs a punching action towards the wooden dummy. At this time, the character "Jam" makes a sound of "Yah", but no subtitle is displayed. When the punch of the character "Jam" hits the wooden dummy, the arm of the character "Jam" is wrapped in a blue aura (2-10). Then, the punching arm of the character "Jam" returns, and the wooden dummy sways. After this, if the special continuous performance A continues, the wooden dummy remains stationary, and if it ends, the axis of the wooden dummy breaks and it is displayed in a falling manner (2-11). This time, the wooden dummy remains stationary and the character "Continue" is displayed to notify that the special continuous performance A continues (2-12). After that, the character "Jam" performs a punching action towards the wooden dummy. At this time, the character "Jam" makes a sound of "Yah", but no subtitle is displayed. When the punch of the character "Jam" hits the wooden dummy, the arm of the character "Jam" is wrapped in a green aura (2-13). Then, the punching arm of the character "Jam" returns, and the wooden dummy sways (2-14). After that, the wooden dummy remains stationary and the character "Continue" is displayed to notify that the special continuous performance A continues (2-15). After that, the character "Jam" performs a punching action towards the wooden dummy. At this time, the character "Jam" makes a sound of "Yah", but no subtitle is displayed. When the punch of the character "Jam" hits the wooden dummy, the arm of the character "Jam" is wrapped in a red aura (2-16). Then, the punching arm of the character "Jam" returns, and the wooden dummy sways (2-17). After that, the axis of the wooden dummy breaks and a falling manner is displayed (2-18).Then, as the perspective changes from the first-person perspective to the third-person perspective, the arms of the wooden puppet and the character "Jam" are displayed with a red aura. At that time, dialogue subtitles are displayed at the bottom of the screen, and the character "Jam" speaks a line (2-19). After that, the decorative pattern is displayed in the reach mode, and the special continuous performance A ends, and the SP reach is executed.
[0305] In this way, the special continuous performance A is an effect that performs the same action multiple times (there may also be a single time), and it is designed so that the higher the number of times, the higher the probability of a big win. Also, as will be described later, it is designed so that the chance up is executed during the SP reach the more times there are, and a relationship can be established between the special continuous performance A and the SP reach, and attention can be paid to both. In addition, since the special continuous performance A is executed from the perspective of the character "Jam" (first-person perspective), confidence can be projected onto the character taking the action, improving the gaming interest. Also, the attack of the character "Jam" is only a punch with the right arm, and it is designed so that the character "Jam" punches with the same attack motion. In this way, it is possible to easily recognize that it is continuous. Also, the scene suggesting whether to continue or not is designed to perform the same effect no matter which round it is, and in this way, it is possible to easily recognize that it is an effect suggesting whether to continue or not by having something in common. Also, when starting (start performance) and ending (end performance), dialogue subtitles are displayed while the voice of the character "Jam" is output, but in the scene of attacking, no dialogue subtitles are displayed, and it is designed to output the voice of the character "Jam". In this way, by not displaying the dialogue subtitles, attention can be focused on the action of that scene, and by displaying the dialogue subtitles when starting (start performance) and ending (end performance), it becomes easier for the player to recognize the start and end. Also, it is designed so that the decorative pattern is displayed in the reach mode when the special continuous performance ends. In this way, it becomes easy to understand that the special continuous performance A has ended, and the gaming interest is improved.
[0306] Figs. 32 to 50 are explanatory diagrams of various SP reaches. In this embodiment, after the normal variation flows (1) and (2), three types of SP reaches, namely SP reach A, SP reach B, and SP reach C, are executed, and they are designed such that the jackpot expectation degree is higher in the order of SP reach A < SP reach B < SP reach C. Also, SP reach B and SP reach C display a black band-like display (also referred to as a cinemascope area) in the upper and lower regions of the liquid crystal, and show the development of the SP reach in the central display area of the liquid crystal. This showing method is a display technique used in movies and the like, called cinemascope expression or letterbox expression. The reason for adopting these expressions is related to the relationship between the video material and the size of the liquid crystal. In particular, when the aspect ratio of the vertical and horizontal of the video size does not match the aspect ratio of the vertical and horizontal of the liquid crystal size, or when the video size is set to the same magnification and is smaller than the liquid crystal size, this display technique is adopted. Although it is displayed with a black band, it is not limited to this, and other colors may be used as long as both ends are different from the central display. Also, when dialogue subtitles (dialogue S, dialogue L, etc.) are displayed during each SP reach, it is designed such that voice (the voice of the character) is output.
[0307] <SP reach A> (Figs. 32 to 36) First, SP reach A will be described. In SP reach A, after the normal variation flows (1) and (2), the ground is displayed (A-1), and a production display is performed such that the character "Mumu" lands on the ground (A-2). The upper body of the character "Mumu" is enlarged and a background image including a plurality of stars corresponding to the character "Mumu" is displayed (A-3).
[0308] Next, the characters "Mumu" and "Baku Chuu" face each other, and the character display of "VS" is performed to suggest the start of a battle (A-4).
[0309] Next, an effect display is performed in which the character "Baku Chuu" attacks the character "Mumu" (specifically, emits a light beam from the fingertips). At this time, the character "Mumu" is in a state of defending against the attack with the middle decoration pattern "9" (or the pattern image corresponding to the middle decoration pattern "9") as a shield (A-5).
[0310] Next, an effect display is performed in which the attack from the character "Baku Chuu" to the character "Mumu" (specifically, the light beam emitted from the fingertips) destroys the middle decoration pattern "9" that was serving as a shield. At this time, the middle decoration pattern "9" is in a destroyed state (A-6). Then, the character "Mumu" is enlarged and a background image including a plurality of stars corresponding to the character "Mumu" is displayed (A-7).
[0311] Next, an effect display is performed in which the character "Mumu" starts an attack on the character "Baku Chuu" (specifically, starts punching). Then, the opposing character "Baku Chuu" is displayed from the front (A-9), and an effect display is performed in which the middle decoration pattern "1" appears in front of the character "Baku Chuu" (A-10). And this middle decoration pattern "1" becomes a shield to defend against the attack from the character "Mumu" to the character "Baku Chuu", that is, an effect display is performed in which the character "Mumu" attacks (specifically, starts punching) this middle decoration pattern "1" (A-11).
[0312] Note that the middle decoration pattern "1" displayed in (A-10) is the middle decoration pattern that is displayed one before the middle decoration pattern "2" which is a combination of jackpot patterns "222". Therefore, it is notified that a jackpot is achieved when the middle decoration pattern "1" displayed in (A-10) is destroyed and the next middle decoration pattern "2" is displayed.
[0313] When the attack by the character "Mumu" reaches the decorative pattern "1" (A-11), the production image displayed until immediately before is displayed in a state where its brightness and saturation are reduced, and a cut-in production is executed in which an image of the character "Mumu" and a plurality of stars (in a state where the brightness and saturation are normal or high) are superimposed and displayed (A-12). Then, when the image displayed by the cut-in production is erased, the same production display as immediately before the cut-in production (A-11) is performed again (A-13).
[0314] Here, the decision button production is started, and a push button image imitating a push button and a display indicating the operation effective period are displayed superimposed on the production display displayed until immediately before (A-14). That is, a production display prompting the pressing operation of the push button is started.
[0315] In the case of a big win, when a pressing operation of the push button is detected, after (A-14), a radiation pattern background image is displayed on the image display device 5 (A-15), and a movable body production in which the movable body 32 moves from the initial position to the production position in front of the image display device 5 is executed (A-16). Next, the movable body 32 stops at the production position in front of the image display device 5 for a predetermined period (A-17).
[0316] After that, control is performed so that the movable body 32 returns from the production position to the initial position, the attack from the character "Mumu" to the character "Baku Chuu" becomes effective, the decorative pattern "1" that was a shield is destroyed, and a production display in which the attacked character "Baku Chuu" is blown away is performed (A-18).
[0317] Next, the character "Mumu" is displayed in a delighted manner (A-19), and then, a light effect image is displayed superimposed on the immediately previous production display including the character "Mumu" and the character "Baku Chuu" (A-20), and a production display in which the light effect image is enlarged to cover the character "Mumu" and the character "Baku Chuu" is performed (A-21). At this time, since the light effect image is non-transmissive, the covered characters "Mumu" and "Baku Chuu" cannot be visually recognized.
[0318] Next, after the light effect image covers the entire screen, a production display is performed in which the jackpot symbol "222" including the middle decoration symbol "2" displayed in the normal mode appears (A-22). Then, the jackpot symbol "222" is gradually enlarged (A-23) and enlarged until it covers the entire screen (A-24). After that, the jackpot symbol "222" is displayed in the same size as when the normal variation before the reach was established and is displayed so as to shake four times (A-25).
[0319] Next, a production display is performed in which the jackpot symbol "222" is once hidden and the character display of "complete decision" is displayed (A-26). Then, the image display device 5 performs a whiteout and the production of super reach A ends, and a background image similar to that when the normal variation before the reach was established is displayed and the jackpot symbol "222" is temporarily stopped (A-27). After that, the jackpot symbol "222" is stopped (A-28). In this embodiment, the temporary stop display is not a mode in which it is completely stopped and displayed, but a mode in which it is displayed while slightly shaking.
[0320] In the case of a miss, after (A-14), the attack from the character "Mumu" to the character "Baku Chuu" becomes ineffective, and a production display is performed in which the middle decoration symbol "1" that was a shield changes from the cracked mode to the normal mode again without being destroyed (A-29).
[0321] Next, the character "Baku Chuu" in a pose with both hands raised diagonally upward is displayed (A-30), and further, the middle decoration symbol "1" is superimposed on the character "Baku Chuu" and displayed (A-31). Then, after the middle decoration symbol "1" that is a miss combination is displayed so as to shake four times, the image display device 5 blacks out (A-32) and the super reach A production ends.
[0322] When Super Reach A ends, a background image similar to that when normal fluctuations were occurring before the reach was established is displayed, and the losing symbol "212" is temporarily stopped from being displayed (A-33). After that, the losing symbol "212" is stopped from being displayed (A-34).
[0323] <SP Reach B> (Figs. 37 to 43) Next, SP Reach B will be described. In SP Reach B, after the normal variation flows (1) and (2), the title of SP Reach B is displayed (B-1). After the title of SP Reach B is displayed, the production of SP Reach B starts. From (B-1) to (B-27) and from (B-40) to (B-43), a cinema scope area is displayed at the edge of the screen by the production of SP Reach B, and the caption S is displayed superimposed on the cinema scope area as shown in (B-2). The shape of the cinema scope area is rectangular, and an effect like that of a movie can be executed. By this display method, while the caption S on the cinema scope area can be emphasized, the caption S becomes more visible than in the case of SP Reach A, and the difference from SP Reach A can be clarified, and a gaming machine that does not bore the player can be provided. Furthermore, since the display method is different from that of SP Reach A and other previews, it can be recognized at a glance that it is an effect that can be expected to result in a big win. After the title of SP Reach B is displayed, an effect where the character "Mumu" walks on the road is displayed in the center of the screen, and the caption S of the character "Mumu" is displayed according to the effect (B-2) to (B-5). Next, a caption L larger than the caption S, a white star effect image that emphasizes the caption L, and a display mode with a white background in the center of the screen are displayed (B-6). At this time, the decorative light emitter also emits light in a white mode (color). The content of the caption L is related to the display of the caption S, and a part of the caption of SP Reach B is displayed as the caption L. In this way, by displaying a part of the caption large, an impression can be given to the large-displayed caption, and the gaming interest is improved. Also, by making the character display related, the caption L can be impressed while smoothly executing the production. Also, the font size of each character of the caption S is unified, and the display position and the direction in which the characters are written are also unified, but the font size of the caption L is not unified, and the keyword characters (for example, "lunch") are displayed large. Furthermore, there is also a display of the caption L with different character directions as shown in (B-8). By doing this, it is possible to pay more attention to the caption L than to the caption S. Also, the caption L is displayed while moving.This moving display moves the caption L at a speed that allows the player to recognize it. Due to the moving display, caption L moves outside the screen area, but before it completely disappears outside the screen area, the next scene (B-7) switches. By doing so, the player can pay more attention than to a still image. Also, the display of caption L is determined. In this embodiment, it is displayed as caption L only at the times of the captions in (B-6), (B-8), and (B-10). After (B-6), the character "Jam" and caption S are displayed in the center of the screen (B-7). After the character "Jam" finishes speaking the caption of caption S in the center of the screen, caption L and a red effect image that emphasizes caption L and the background in the center of the screen are displayed in a red display mode (B-8). At this time, the decorative light emitter also emits light in a red mode (color). When displayed in the red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. In (B-8), the effect image that emphasizes caption L and caption L and the background in the center of the screen are displayed in a red display mode. This is the chance up effect described above and means that it has changed from white to red. Since it is displayed in red from the beginning, the player cannot recognize the state of changing from white to red. After that, the character "Mumu" and caption S are displayed in the center of the screen (B-9). After the character "Mumu" finishes speaking the caption of caption S, the effect image that emphasizes caption L and caption L and the background in the center of the screen are displayed in a red display mode (B-10). After that, the character "Mumu" and caption S are displayed in the center of the screen (B-11)(B-12), and from (B-13) to (B-25), the character "Mumu" and the images of caption L displayed so far ((B-6), (B-8), (B-10)) are alternately displayed. By designing it in this way, not only can the relevance between the character "Mumu" and caption L be strengthened, but also an impression can be given, and the gaming interest can be improved. At this time, the image of caption L that is displayed again is displayed while quickly shaking up, down, left, and right. Furthermore, the image of caption L that is displayed again is displayed in the same display mode as the display mode in which it was displayed for the first time.By doing so, it is possible to make the user recognize the fact that the line L is being displayed again while being able to impress the line L that has been redisplayed. At this time, the decorative light emitter does not emit light in a mode (color) related to the line L displayed for the first time, the effect image that emphasizes the line L, and the display mode of the background in the center of the screen, and an effect is executed while a white lamp blinks at high speed. Furthermore, the sound output during the chance-up is not output, and instead, a short specific sound 2 is designed to be output each time the screen is switched. After that, the button display is enlarged and displayed in the screen area (B-26). At this time, the cinema area is erased and displayed. By doing so, it is possible to draw attention to the button display. Then, at the moment when the enlarged button display is reduced to the specified size while being reduced (B-27), a gauge indicating the valid period of the button display and the cinema area are displayed, and a win / loss effect is executed by pressing the push button 31B or when the valid period of the button display has elapsed for a certain period (for example, 5 seconds). By doing so, not only is it easy to understand the timing at which the win / loss effect is executed, but also the gaming interest can be enhanced by the button promotion effect.
[0324] When the SP reach B is a big win, after (B - 27), the movable body 32 drops, and a radiation pattern background image is displayed on the screen display (B - 28). In this embodiment, while the light emission control for the decorative light emitter to emit rainbow-colored light is started from the scene shown in (B - 28) to (B - 29), the movable body 32 moves. From this point on, it is designed to erase the sinecure area. By doing so, the big win can be blessed across the entire screen. Then, while the production where the character "Jam" talks to the character "Mumu" is displayed, the production display where the caption S is displayed in a rainbow-colored display mode is performed (B - 31) to (B - 33). In this embodiment, the light emission control for the decorative light emitter to emit rainbow-colored light is started from the scene shown in (B - 28). For example, in the scenes shown in (B - 28) and (B - 43), the decorative light emitter flashes at high speed in rainbow color, and in the scenes shown in (B - 29) to (B - 33) and (B - 35) to (B - 37), the control for the decorative light emitter to emit light slowly in rainbow color is performed. When the caption S disappears from the screen in (B - 33), the background image becomes in a state where it is difficult to recognize as shown in (B - 34), and the production display where the big win symbol "222" appears from the center of the screen is performed (B - 34). Then, the big win symbol "222" is gradually enlarged and displayed (B - 35), and is enlarged to cover the entire screen (B - 36). After that, the big win symbol "222" is displayed in the same size as when the normal variation before the reach was established (B - 37). Then, the image display device 5 goes whiteout and the SP reach B ends, and the same background image as when the normal variation before the reach was established is displayed, and the big win symbol "222" is temporarily stopped and displayed (B - 38). After that, the big win symbol "222" is stopped and displayed (B - 39).
[0325] When SP Reach B fails, an effect where the character "Jam" talks to the character "Mumu" is displayed after (B-27), and a performance display is carried out where the caption S is displayed in a white display mode superimposed on the scenario area (B-40), (B-41). In this embodiment, from the scene shown in (B-40), light emission control is started so that the decorative light emitter emits light in low-intensity white. Next, when the caption S disappears from the screen in (B-41), as shown in (B-42), the background image becomes difficult to recognize, and an effect display where the pattern "212" that deviates from the center of the screen appears is performed in a transparent state from the center of the screen (B-42). The transparency decreases from the transparent state, and the deviation pattern can be clearly recognized (B-43). Then, it blacks out and SP Reach B ends. When SP Reach B ends, the same background image as when the normal variation before the reach was established is displayed, and the deviation pattern "212" is temporarily stopped (B-44). After that, the deviation pattern "212" is stopped (B-45).
[0326] In this embodiment, the shape of the scenario area is rectangular, but regardless of this, it may have a jagged shape or be as free as a circular shape, and the color may not be black either. Also, regarding the way of showing the chance-up effect, since it is displayed in red from the beginning, it is assumed that the state of changing from white to red cannot be recognized. However, an effect image that emphasizes the captions L and L and the background in the center of the screen may be displayed while showing the state of changing from white to red to the player. Also, when the result is notified, the background image is displayed in a state where it is difficult to recognize. By doing so, the pattern is emphasized, and it becomes easier for the player to recognize whether it is a big win or a loss. Furthermore, the active display may change the display mode during the SP Reach B performance. When changing the display mode, the display mode may be changed from outside the scenario area or from inside the scenario area. By doing so, attention can be paid to the display mode of the active display and the scenario area image, and the gaming interest is improved.
[0327] <SP Reach C> (Figs. 44 to 50) Next, (C-1)C will be described. In SP Reach C, after the normal variation flows (1) and (2), the title of SP Reach C is displayed (C-1). After the title of SP Reach C is displayed as in (C-1), the production of SP Reach C starts. From (C-1) to (C-25) and from (C-40) to (C-43), a CineScope area is displayed at the screen edge by the production of SP Reach C, and it is an area where the caption S is displayed superimposed as in (C-2). No display other than the caption S is shown in the CineScope area. By displaying the CineScope area, while being able to emphasize the caption S, the caption S becomes more visible than in SP Reach A and can not only attract attention to the caption S, but also give a feeling of watching a movie. After the title of SP Reach C is displayed, a large number of character displays are shown around the character "Nana" and the character "Nana" in the center of the screen, and the caption S of the character "Nana" is displayed according to the production (C-2) to (C-4). Next, a caption L larger than the caption S, an effect image that emphasizes the caption L, and the background in the center of the screen are displayed in a white display mode (C-5). At this time, the decorative light emitter also emits light in a white mode (color). The content of the caption L is related to the display of the caption S, and a part of the caption of SP Reach C is displayed as the caption L. Also, the font size of each character of the caption S is unified, and the direction in which the characters are written is also unified, but the font size of the caption L is not unified, and the keyword characters are displayed large. Furthermore, there is also a display of the caption L with different character directions as in (C-7). By doing so, it is possible to pay more attention to the caption L than to the caption S. Also, the caption L is displayed while moving. This moving display moves at a speed that allows the player to recognize the caption L. Due to the moving display, the caption L moves out of the screen area, but before the caption L is completely hidden from view by moving only partially out of the screen area, the next scene (C-6) is switched. By doing so, the player can watch with more attention than a still image. Also, the display of some captions L is determined, and in this embodiment, it is displayed as the caption L only at the times of the captions in (C-5), (C-7), and (C-9).After (C-5), the character "Moe Taro" and the dialogue S are displayed in the center of the screen (C-6). After the character "Moe Taro" finishes speaking the dialogue of dialogue S, the dialogue L, the effect image that emphasizes the dialogue L, and the background in the center of the screen are displayed in a red display mode (C-7). At this time, the decorative light emitter is also emitting light in a red mode (color). When displayed in the red display mode, a specific sound 1 is output to let the player recognize that a chance up has occurred. In (C-7), the effect image that emphasizes the dialogue L and the dialogue L, and the background in the center of the screen are displayed in the red display mode, which is the chance up effect described above and means that the chance has been increased from white to red. Since it is displayed in red from the beginning, the player cannot recognize the state of changing from white to red. After that, the character "Nana" and the dialogue S are displayed in the center of the screen (C-8). After the character "Nana" finishes speaking the dialogue of dialogue S, the dialogue L, the effect image that emphasizes the dialogue L, and the background in the center of the screen are displayed in a gold display mode (C-9). At this time, the decorative light emitter is also emitting light in a gold mode (color). When displayed in the gold display mode, a specific sound 3 different from when the red display mode is displayed is output to let the player recognize that a chance up has occurred. (C-9) uses the color corresponding to the character "Nana", and the gold of the character "Nana" has turned blue. Furthermore, when the dialogue L is displayed in gold, the image of the character "Nana" is also designed to be displayed together. By doing so, it becomes easier to understand that it is gold, and it becomes more lively than other display modes, improving the gaming interest. In (C-9), the effect image that emphasizes the dialogue L and the dialogue L, and the background in the center of the screen are displayed in the gold display mode, which is the chance up effect described above and means that the chance has been increased from red to gold. Since it is displayed in gold from the beginning, the player cannot recognize the state of changing from red to gold. After that, the character "Nana" and the dialogue S are displayed in the center of the screen (C-10)(C-11), and from (C-12) to (3-33), the character "Nana" and the images of the dialogue L displayed so far ((C-5), (C-7), (C-9)) are alternately displayed.By designing in this way, not only can the relevance between the character "Nana" and the dialogue L be strengthened, but also an impression can be made, and the gaming interest can be improved. At this time, the image of the dialogue L that is displayed again is displayed while quickly shaking up, down, left, and right. Furthermore, the image of the dialogue L that is displayed again is displayed in the same display mode as the display mode when it was displayed for the first time. By doing so, while the dialogue L that is displayed again can be impressed, the fact that it is a re-display can be recognized. At this time, the decorative light emitter does not emit light in a mode (color) related to the display mode of the dialogue L that was displayed for the first time, the effect image that emphasizes the dialogue L, and the background in the center of the screen, and the production is executed while the white lamp blinks rapidly. Furthermore, the sound that was output when the chance was increased is not output, and instead, a short specific sound 2 is output each time the screen is switched. After that, the button display is enlarged and displayed in the screen area (C-25). The moment the enlarged button display becomes the specified size while shrinking (C-26), a gauge indicating the valid period of the button display and the cine scope area are displayed, and a win / loss production is executed by pressing the push button 31B or when the valid period of the button display elapses for a certain period (for example, 5 seconds). By doing so, not only is the timing at which the win / loss production is executed made clear, but the gaming interest can also be enhanced by the button promotion production.
[0328] When the SP reach C is a big win, after (C - 26), the movable body 32 drops, and a background image with a radiation pattern is displayed on the screen display (C - 27). In this embodiment, from the scenes shown in (C - 27) to (C - 29), the light emission control for the decorative light emitter to emit rainbow light is started. From this time on, it is designed to erase the sinecure area. By doing so, the big win can be blessed across the entire screen. Then, while an effect of the character "Nana" talking to the characters displayed around is shown, an effect display in which the caption S is displayed in a rainbow display mode is executed (C - 30) to (C - 33). In this embodiment, from the scene shown in (C - 27), the light emission control for the decorative light emitter to emit rainbow light is started. For example, in the scenes shown in (C - 27) and (C - 33), the decorative light emitter flashes rapidly in rainbow color, and in the scenes shown in (C - 28) to (C - 33) and (C - 35) to (C - 37), the decorative light emitter emits light slowly in rainbow color. When the caption S disappears from the screen in (C - 33), the background image becomes in a state where it is difficult to recognize as shown in (C - 34), and an effect display in which the big win symbol "222" appears from the center of the screen is executed (C - 34). Then, the big win symbol "222" is gradually enlarged (C - 35) and enlarged to cover the entire screen (C - 36). After that, the big win symbol "222" is displayed in the same size as when the normal variation before the reach was established (C - 37). Then, the image display device 5 goes whiteout and the SP reach C ends, and the same background image as when the normal variation before the reach was established is displayed, and the big win symbol "222" is temporarily stopped (C - 38). After that, the big win symbol "222" is stopped (C - 39).
[0329] When the SP reach C fails, while the character "Nana" is shown talking to the surrounding characters after (C-26), an effect display is executed where the dialogue S is displayed in a white display mode superimposed on the cinema scope area (C-40), (C-41). In this embodiment, from the scene shown in (C-40), the light emission control for the decorative light emitter to emit light in low-intensity white is started. Next, when the dialogue S disappears from the screen in (C-41), the background image becomes difficult to recognize as in (C-34), and an effect display where the pattern "212" that deviates from the center of the screen appears is executed in a transparent state (C-42). From the transparent state, the transparency decreases, and the deviation pattern can be clearly recognized (C-43). After that, it blacks out and the SP reach C ends. When the SP reach C ends, the same background image as when the normal variation before the reach was established is displayed, and the deviation pattern "212" is temporarily stopped (C-44). After that, the deviation pattern "212" is stopped from being displayed (C-45).
[0330] In this embodiment, the shape of the cinema scope area is rectangular, but regardless of this, it may have a jagged shape or be freely shaped like a circle, and the color may not be black either. Also, regarding the way of showing the chance-up effect, since it is displayed in red from the beginning, it is assumed that the state of changing from white to red cannot be recognized. However, an effect image that emphasizes the dialogue L and the dialogue L while showing the player the state of changing from white to red and the background in the center of the screen may be displayed. Also, when the result is notified, the background image is displayed in a state where it is difficult to recognize (C-34). By doing so, the pattern is emphasized, and the player can easily recognize whether it is a big win or a loss. Furthermore, the active display may change the display mode during the SP reach C performance. When changing the display mode, the display mode may be changed from outside the cinema scope area or from inside the cinema scope area. By doing so, attention can be paid to the display mode of the active display and the cinema scope area image, and the gaming interest is improved.
[0331] <Details of the Special Continuous Performance A> Figs. 51 and 52 illustrate in detail the special continuous performance A. The description (flow) of the special continuous performance A was described in <the flow of normal fluctuations (2)>, but here we will explain more detailed parts. In the special continuous performance A, a start performance that suggests that the title is displayed and the special continuous performance A is started is executed (3-1) to (3-3). Then the viewpoint changes (3-4), and there are a first scene (3-5), (3-8), (3-14) that attacks the wooden puppet, a second scene (3-7), (3-13) that suggests continuation or end, and an end performance (3-10) to (3-12), (3-16) to (3-18), (3-19) to (3-21) that suggests the end of the special continuous performance. The first scene of the special continuous performance A is executed up to three times, and the color of the aura of the arm of the character "Jam" changes each time. In the first first scene, it changes to blue (3-5), in the second first scene, it changes to green (3-8), and in the third first scene, it changes to red (3-14). Also, the end performance of the special continuous performance A is executed with the same performance regardless of which end performance it is. At this time, although the performance content does not change, the color of the aura of the arm of the character "Jam" is displayed in the same color as the color immediately before the end performance is performed. Also, although the color of the aura of the arm of the character "Jam" changes depending on the first scene, the pachinko machine lamp is designed to change to the changed color or a specific sound is output when it changes.
[0332] In this way, by performing the start performance and the end performance, the start and end of the special continuous performance become easy to understand and the gaming interest is improved. Also, by ending the end performance with the same performance content regardless of the timing of ending, it is possible to accurately convey to the player that the special continuous performance has ended.
[0333] <Details of the special continuous performance B> Figs. 53 to 56 illustrate the special continuous performance B in detail. The special continuous performance B is a performance with a higher expectation of being controlled for a big win than the special continuous performance A. Different from the special continuous performance A, there are multiple modes of attacking (action). In the special continuous performance B, there are start performances (4-1), (4-2) that display a title and suggest the start of the special continuous performance B, first scenes (4-3) to (4-8), (4-21) to (4-26), (4-39) to (4-44) that attack towards the pot, change scenes (4-9) to (4-11), (4-27) to (4-29), (4-45) to (4-47) where the color of the pot changes, second scenes (4-12), (4-15), (4-18), (4-30), (4-33), (4-36) that suggest continuation or termination, and end performances (4-13), (4-14), (4-16), (4-17), (4-19), (4-20), (4-31), (4-32), (4-34), (4-35), (4-37), (4-38), (4-48) to (4-53) that suggest the end of the special continuous performance. The first scene of the special continuous performance B is executed up to 3 times at most, and the color of the contents in the pot changes each time. Also, the end performance of the special continuous performance B is executed with the same performance regardless of which time the end performance is carried out. At this time, although the performance content does not change, the color of the contents in the pot is displayed in the same color as the color immediately before the end performance is carried out. Also, although the color of the contents in the pot changes according to the first scene, the pachinko machine lamp is designed to change to the changed color or a specific sound is output when it changes. Also, although not shown in the figure, it is designed such that after a caption is displayed when the end performance is executed, a decorative symbol is displayed in a reach mode state (similar to the special continuous performance A). Also, the second scene that suggests continuation or termination is carried out with the same performance content without changing the performance content each time.
[0334] When the special continuous performance B starts, a title is displayed as the start performance (4-1). After the title is displayed, the character "Nana" utters a line before starting training (4-2). At that time, the line subtitle is displayed at the bottom of the screen. After finishing uttering the line, the first scene is executed, and one of multiple magic actions is selected. The action is selected and executed from among "Fireball", "Iceball", and "Ultimate Ball". At this time, the voice of the character "Nana" shouting the name of the magic is output, but no line subtitle is displayed, and the same applies for the second time and later. Among the multiple actions, "Fireball" is displayed with the character "Nana" in the first pose, and the background color is displayed in blue (4-3), (4-4), "Iceball" is displayed with the character "Nana" in the second pose, and the background color is displayed in green (4-5), (4-6), "Ultimate Ball" is displayed with the character "Nana" in the third pose, and the background color is displayed in red (4-7), (4-8). Then, the magic goes towards the direction of the pot. When the magic goes towards the direction of the pot, the viewpoint changes from the third-person viewpoint to the first-person viewpoint (the viewpoint of the character "Nana"). When the magic hits the pot, the content in the pot changes to either blue (4-9), green (4-10), or red (4-11). The content in the pot is displayed in different sizes depending on the color, and the number of bubbles is different. It is designed such that the higher the number of bubbles, the higher the expected degree of being controlled for a big win.
[0335] After the contents of the pot change, a second scene is executed in which characters appear from the pot to suggest whether the special continuous performance B continues or ends. If it continues, "Continue" appears from the pot, and if it ends, "Development" appears from the pot (4-12), (4-13), (4-15), (4-16), (4-18), (4-19). After "Development" appears, the perspective returns from the first-person perspective to the third-person perspective, and the character "Nana" is displayed from the left side of the screen, and an ending performance is executed while displaying dialogue subtitles (4-14), (4-17), (4-20). After "Continue" appears from the pot, the perspective returns from the first-person perspective to the third-person perspective, and the first scene is executed again. The first scene performed here is executed with the same performance content as the first scene performed earlier (4-21)~(4-26). When the magic goes towards the pot, the perspective changes from the third-person perspective to the first-person perspective (the perspective of the character "Nana"). When the magic hits the pot, the contents of the pot change and change to one of green (4-27), red (4-28), or gold (4-29).
[0336] After the contents of the pot change, a second scene is executed in which characters appear from the pot to suggest whether the special continuous performance B continues or ends. If it continues, "Continue" appears from the pot, and if it ends, "Development" appears from the pot (4-30), (4-31), (4-33), (4-34), (4-36), (4-37). After "Development" appears, the perspective returns from the first-person perspective to the third-person perspective, and the character "Nana" is displayed from the left side of the screen, and an ending performance is executed while displaying dialogue subtitles (4-32), (4-35), (4-38). After "Continue" appears from the pot, the perspective returns from the first-person perspective to the third-person perspective, and the first scene is executed again. The first scene performed here is executed with the same performance content as the first scene performed earlier (4-39)~(4-44). When the magic goes towards the pot, the perspective changes from the third-person perspective to the first-person perspective (the perspective of the character "Nana"). When the magic hits the pot, the contents of the pot change and change to one of red (4-45), gold (4-46), or rainbow (4-47).
[0337] After the contents of the pot change, a second scene is executed in which characters appear from inside the pot, suggesting whether the special continuous performance B will continue or end. The maximum number of times the first scene can occur in the special continuous performance B is three times. In this second scene, the same performance content as in other second scenes is presented, but a "development" that always indicates the end appears. After the development appears, the perspective returns from the first-person perspective to the third-person perspective, and the character "Nana" is displayed from the left side of the screen, and an ending performance is executed while displaying dialogue subtitles (4-49), (4-51), (4-53).
[0338] Special Continuous Performance B is designed such that the more times it is performed, the more the chance is increased during SP reach, and it can have a relationship with SP reach, and both can be focused on. Also, since Special Continuous Performance B is executed from the perspective of the character "Nana" (first-person perspective), confidence can be projected onto the character taking action, improving the gaming interest. Also, the scene suggesting whether to continue performs the same performance at any turn number. In this way, it is easy to recognize that it is a performance suggesting whether to continue by having something in common. Also, when starting (start performance) and ending (end performance), while displaying caption subtitles, the voice of the character "Nana" is output, but in the scene of an attack, no caption subtitles are displayed, and it is designed to output the voice of the character "Nana". In this way, by not displaying caption subtitles, attention can be drawn to the action of that scene, and by displaying caption subtitles when starting (start performance) and ending (end performance), it becomes easier for the player to recognize the start and end. Also, it is designed such that when the special continuous performance ends, the decorative symbol is displayed in a reach mode. In this way, it becomes easy to tell that Special Continuous Performance B has ended, improving the gaming interest. Also, although not shown in the illustration, in Special Continuous Performance A and Special Continuous Performance B, when an attack (such as a punch or magic) hits an object (wooden doll or pot), from the initial position where the object is placed, it is flown to the first position (flown away so as to move away from the character who attacked in the first scene of the first time), the second position (flown away so as to move away from the character who attacked in the first scene of the second time), the third position (flown away so as to move away from the character who attacked in the first scene of the third time). As the relationship of positions, it is in the relationship of the first position, the second position, and the third position in ascending order from the initial position. Since the farther it is flown, the more times the first scene of the special continuous performance occurs, it is designed such that the expectation of being controlled for a big win becomes higher. The relationship between the first position, the second position, and the third position is all at equal intervals. For example, the distance from the first position to the second position is 2m, the distance from the second position to the third position is 2m, and the distance from the first position to the third position is 4m.In addition, the special continuous performance A and the special continuous performance B repeat the performance of a first scene where the character takes an action and a second scene that suggests whether or not to continue a plurality of times, so that the player can easily recognize what and how to continue or end, can easily convey that it has continued by the first scene, can pay attention to whether or not to continue by the second scene, and the gaming interest is improved because the ratio controlled to the advantageous state differs depending on the number of times the first scene and the second scene are repeated.
[0339] Figures 57 and 58 are diagrams showing the execution periods of Special Continuous Performance A and Special Continuous Performance B. This embodiment is divided into a start performance, a first part, and a second part. The start performance is a performance that notifies the start of the special continuous performance. The first part consists of scenes (3-4), (3-7’), (3-13’) in a preparatory state, scenes (3-5), (3-8), (3-14) where an attack (action) is performed on the wooden dummy, and scenes (3-6), (3-9), (3-15) where the arm is retracted after attacking (acting) on the wooden dummy. The second part has a continuing pattern and an ending performance pattern. In the continuing pattern, after the scene where the arm is retracted after attacking (acting) on the wooden dummy, the wooden dummy becomes stationary and the character "CONTINUE" is displayed (3-7), (3-13). At this time, a voice is output, but the voice is not that of the character "Jam", but the voice of another character or a narrator outputs a line indicating continuation. Also, at this time, the viewpoint may be returned and switched back to the third-person viewpoint. Then, the first part is performed again, and the second part is performed again. The ending performance pattern consists of scenes (3-10), (3-16), (3-19) where the wooden dummy falls after the scene where the arm is retracted after attacking (acting) on the wooden dummy, scenes (3-11), (3-17), (3-20) where the viewpoint changes (from third-person to first-person) and the character "Jam" and dialogue subtitles are displayed, and scenes (3-12), (3-18), (3-21) where the decorative pattern is displayed in a reach mode from the screen where the character "Jam" and dialogue subtitles are displayed. The execution periods of the first part and the second part are designed to be the same regardless of the number of times. First, the first part of Special Continuous Performance A is designed to be performed in 2 seconds in the scene where the arm is retracted after attacking (acting) on the wooden dummy. By doing so, attention can be paid to the fact that an action has been performed and whether the wooden dummy falls or not. Next, when it continues in the second part, it is executed in 5 seconds. When it ends in the second part, it is executed in 10 seconds. In this way, the first part is set for a shorter period than the second part. By making the periods of the first part and the second part different, it is possible to arouse whether Special Continuous Performance A continues or not, and the gaming interest is improved.Also, the second part that performs the ending presentation is designed to be performed for a longer period than the continuing part. By doing so, it is possible to firmly convey the fact that it is ending and to draw attention to the next presentation. Also, although the ending presentation consists of three scenes, it is not limited to this, and it may be performed only in the scene where the decorative pattern is displayed in the reach mode, or the end may be notified in the other two scenes. Also, the first part is designed to be performed in a shorter period than the pseudo connection (for example, 10 seconds). By doing so, it is possible to make it difficult to reduce the interest of the first part, which may have a larger number of executions than the pseudo connection.
[0340] The first part of the special continuous performance B is executed in 8 seconds. If it continues in the second part, it is executed in 3 seconds. If it ends in the second part, it is executed in 12 seconds. The first part consists of scenes (4-3), (4-5), (4-7), (4-21), (4-23), (4-25), (4-39), (4-41), (4-43) where the skill names of attacks (actions) are displayed, scenes (4-4), (4-6), (4-8), (4-22), (4-24), (4-26), (4-40), (4-42), (4-44) where the attack (action) skills are released, and scenes (4-9) to (4-11), (4-27) to (4-29), (4-45) to (4-47) where the contents of the pot change. The second part has a pattern of continuing and a pattern of performing an ending performance. In the continuing pattern, the character "CONTINUE" is displayed from the changed pot (4-12), (4-15), (4-18), (4-30), (4-33), (4-36). At this time, a voice is output, but the voice is not the voice of the character "Nana", but the voices of other characters or the narrator outputs a line indicating continuation. Also, at this time, the viewpoint may be returned and changed back to the third-person viewpoint. Then the first part is performed again, and the second part is performed again. The pattern of performing the ending performance is composed of scenes (4-13), (4-16), (4-19), (4-31), (4-34), (4-37), (4-48), (4-50), (4-52) where the character "DEVELOPMENT" is displayed from the changed pot, and scenes (4-14), (4-17), (4-20), (4-32), (4-35), (4-38), (4-49), (4-51), (4-53) where the viewpoint changes (from the third-person to the first-person) and the character "Nana" and subtitle lines are displayed. In this way, the first part is set for a shorter period than the second part (development). By making the periods of the first part and the second part different, it is possible to encourage whether the special continuous performance A continues, and the gaming interest is improved. Also, the special continuous performance B has more action modes than the special continuous performance A and the period of the first part is made longer, so that attention can be drawn to the actions of the special continuous performance B.Also, the first part is designed to be performed in a period shorter than the pseudo continuation (e.g., 10 seconds). By doing so, it is possible to make it difficult to reduce the interest of the first part, which may have a larger number of executions than the pseudo continuation.
[0341] Figures 59 to 61 are tables illustrating the patterns and determination values of each special continuous effect. First, Figure 59 is a diagram explaining the execution patterns executed in the special continuous effect A. Among the first scenes being performed up to 3 times at most, there are 3 patterns. The patterns of the special continuous effect A are from pattern A to pattern C. For the execution pattern executed when controlled for a big win, the determination value of pattern C is set the highest. In the case of a loss, the determination value of pattern A is set the highest.
[0342] Figures 60 to 61 are diagrams explaining the execution patterns executed in the special continuous effect B. Among the first scenes being performed up to 3 times at most, there are 16 patterns. The patterns of the special continuous effect B are from pattern 1 to pattern 16. For the execution pattern executed when controlled for a big win, the determination value of pattern 15 is set the highest. In the case of a loss, the determination value of pattern 1 is set the highest. Also, pattern 16 is an effect for which a big win is confirmed.
[0343] There are three types of attack modes for the special continuous performance B, and they are designed such that the expectation of a big win increases in the order of Fire Ball < Ice Ball < Ultimate Ball. Also, the changing color (the contents of the pot) of the special continuous performance B changes step by step. The meaning of changing step by step refers to changing in the order of default → blue → green → red → gold → rainbow as the color change steps in this embodiment. As shown in FIGS. 59 to 61, since the determination values controlled to an advantageous state are different depending on the color of the arm of the character "Jam" and the color of the contents of the pot displayed like during the special continuous performance A and during the special continuous performance B, it becomes a means to predict whether the player is controlled to an advantageous state in both the number of repetitions and the special images, and the gaming interest is improved. Also, in FIG. 62, the continuation rate (the continuation rate of the first scene) of whether to attack or not next depending on the attack mode executed first is illustrated in detail, and the order from the highest probability of continuation is Ice Ball < Fire Ball < Ultimate Ball. In this way, the existence of a plurality of attack modes in the first scene improves the gaming interest, and since the number of repetitions of the first scene and the second scene differs depending on the type of attack mode, the first scene can be made visible while attracting attention.
[0344] Next, FIG. 63 shows the probability of increasing the chance of SP reach that is performed after the special continuous effect A is executed, and it is designed so that the chance-up probability differs depending on patterns A to C. Also, the aura of the character "Jam" finally changes to blue according to pattern A, the aura of the character "Jam" finally changes to green according to pattern B, and the aura of the character "Jam" finally changes to red according to pattern C. It is designed so that this final color is linked to the chance-up color. When patterns A (blue) and B (green) are executed, the probability that the title and the line S are displayed in red or gold, which is the chance-up color, is the lowest. When pattern C (red) is executed, it is designed so that the probability that the title and the line S are displayed in red, which is the chance-up color, is the highest. Also, in the same way for the cut-in or the line, when patterns A (blue) and B (green) are executed, the probability that the cut-in or the line is displayed in red, which is the chance-up color, is the lowest. When pattern C (red) is executed, it is designed so that the probability that the cut-in or the line is displayed in red, which is the chance-up color, is the highest.
[0345] Next, Fig. 64 illustrates the probability of increasing the chance of SP reach after the special continuous performance B is executed. The chance-up probability is designed to be different for patterns 1 to 16. Also, depending on pattern 1 and pattern 2, the contents of the pot finally change to blue, depending on patterns 3 to 5, the contents of the pot finally change to green, depending on patterns 6 to 12, the contents of the pot finally change to red, depending on patterns 13 to 15, the contents of the pot finally change to gold, and depending on pattern 16, the contents of the pot finally change to rainbow color. This final color is linked to the chance-up color. When patterns 1 and 2 (blue) and patterns 3 to 5 (green) are executed, the probability that the title and the caption S are displayed in red or gold, which is the chance-up color, is the lowest. When patterns 6 to 11 (red) are executed, the probability that the title and the caption S are displayed in red or gold, which is the chance-up color, is lower than the probability of not having a chance-up. However, the probability of having a chance-up is designed to be higher than that when patterns 1 and 2 (blue) and patterns 3 to 5 (green) are executed. Also, for pattern 12 (red), the ratio of changing to red, which is the chance-up color, is the highest. When patterns 13 to 15 (gold) are executed, the probability that the title and the caption S are displayed in red or gold, which is the chance-up color, is lower than the probability of not having a chance-up. However, the probability of having a chance-up is designed to be higher than that when patterns 1 and 2 (blue) and patterns 3 to 5 (green) are executed.
[0346] Next, it illustrates the probability of a cut-in of SP reach or an increase in the chance of caption L that occurs after the special continuous performance B is executed, and it is designed so that the chance-up probabilities differ depending on patterns 1 to 16. When patterns 1, 2 (blue), and 3 to 5 (green) are executed, the probability that the cut-in or caption L is displayed in red, which is the color of the chance-up, is the lowest. Patterns 6 to 15 are designed so that a cut-in or caption L of a color based on the color that finally changed in the special continuous performance B is likely to be displayed. By doing so, since the ratio of being displayed in a state where the chance of SP reach is increased according to the changing pattern during the special continuous performance B becomes high, it is possible to give relevance to both the special continuous performance B and the SP reach, and both can attract attention.
[0347] Next, FIG. 65 illustrates the display mode when the chance-up effect of caption L is executed. First, the default display will be described. The default display mode of this embodiment is to be displayed in white, and the caption L, the effect image that emphasizes the caption L, and the background in the center of the screen are displayed in white. Next, when it is displayed in a red display mode as the chance-up effect, the caption L, the effect image that emphasizes the caption L, and the background in the center of the screen are displayed in red. Next, when it is displayed in a gold display mode as the chance-up effect, the caption L, the effect image that emphasizes the caption L, and the background in the center of the screen are displayed in gold.
[0348] FIG. 66 illustrates the events that occur when the chance-up effect is executed and when it is not executed. First, the case when the chance-up effect is not executed will be described. When the chance-up effect is not executed, no sound is output and the movable body 32 does not operate. Also, at this time, the decorative light-emitting body is also emitting light in a white mode (color).
[0349] Next, an explanation will be given regarding when the chance-up effect is executed. When the chance-up effect for the dialogue L is executed, voice is output according to the mode of chance-up, and in the case of the red chance-up, a specific sound 1 is output. The movable body 32 operates at the timing when the chance-up effect is executed and drops by 25% of the movable range (assuming that the central portion of the image display device 5 is 50% of the movable range of the movable body 32). Also, at this time, the decorative light-emitting body is also emitting light in a red mode (color), and the luminance is higher than that of the decorative light-emitting body that emits light when the chance-up effect is not executed.
[0350] Figure 67 illustrates the display time of the dialogue L. The display time of the dialogue L is designed to shorten the display time with each repetition. By doing so, it is possible to smoothly execute the effect while emphasizing the first display. The display time is common for both SP reach A and SP reach B. First, the dialogue L displayed for the first time is displayed for 3 seconds. Next, the dialogue L displayed for the second time is displayed for 1 second. Next, the dialogue L displayed for the third time is displayed for 0.5 seconds. In this embodiment, the length of the display time of the dialogue L displayed for the first time is designed to be longer than the length of the display time of the dialogue S. By doing so, not only can the dialogue L be made more noticeable than the dialogue S, but also, since the probability of a big win when the chance-up effect is executed is higher for the dialogue L than for the dialogue S, it is easier to recognize whether the display mode has changed due to the chance-up effect compared to the dialogue S. Also, the display of the dialogue L displayed for the second and third times may be displayed at a position different from that of the dialogue L displayed for the first time. By doing so, the player can be made to naturally follow the display of the dialogue L with their eyes.
[0351] Figures 68 to 73 are modified examples of the special continuous effects A and B illustrated in FIGS. 51 to 56. The content is partly different from the special continuous effects A and B illustrated in FIGS. 51 to 56. In FIGS. 51 to 56, when "continuation" or "development" appeared as the second scene, button displays are shown before the character displays of "continuation" or "development" are shown, and by pressing the push button 31B or when the valid period of the button display elapses for a certain period (for example, 5 seconds), the character displays of "continuation" or "development" are shown ((3-6'), (3-9'), (3-15'), (4-9') to (4-11'), (4-27') to (4-29'), (4-45') to (4-47')).
[0352] By doing so, it is possible to draw attention to the special continuous effect by making it possible for the player to determine whether to continue or not by the player's operation. In addition, the scene of the button display also suggests continuation and belongs to both the first part and the second part because it is an effect of extending the attack (action).
[0353] In addition, in the embodiment, a pachinko game machine is applied as an example of the gaming machine. However, for example, by setting a predetermined number of bets for one game using game values, the game can be started, and one game ends when the variable display result is derived to a variable display device capable of variably displaying a plurality of types of distinguishable symbols, and winning is possible according to the variable display result derived to the variable display device. It is also applicable to a slot machine.
[0354] The gaming machine of the present invention can also be applied to an enclosed gaming machine that encloses a game medium and gives points based on the occurrence of winning, a slot machine, etc. In addition, a gaming machine capable of playing a game only needs to be at least one that plays a game, and is not limited to a pachinko game machine or a slot machine, and may be a general game machine.
Explanation of symbols
[0355] 1: Pachinko game machine 4A: First special symbol display device 4B: Second Special Symbol Display Device 5: Image Display Device 100: Game Control Microcomputer 120: Effect Control CPU
Claims
【Claim 1】 A gaming machine that can be controlled to an advantageous state advantageous to a player, comprising effect execution means capable of executing an effect, the effect execution means is capable of executing a special continuous effect, the special continuous effect is configured to include a first part and a second part, the first part is configured to include a scene in which a first character acts on a second character, the second part is a part executed after the first part, and when the special continuous effect continues, a continuous scene suggesting that the special continuous effect continues in a manner corresponding to the result of the action in the first part is executed, and when the special continuous effect ends, an end scene suggesting that the special continuous effect ends in a manner corresponding to the result of the action in the first part is executed. It is a part where, the degree of expectation of being controlled to the advantageous state differs depending on the number of times the special continuous effect continues, the effect execution means, is capable of displaying a special image during the execution of the special continuous effect, the display mode of the special image can be changed according to the number of times the special continuous effect continues, after the special continuous effect ends, it is capable of executing a predetermined effect suggesting that it is controlled to the advantageous state, regardless of the number of times the special continuous effect continues, while ending the special continuous effect in a common manner, when ending the special continuous effect, the special image in the display mode displayed in the immediately preceding special continuous effect can be displayed, the action mode of the first character in the first part includes a first action mode and a second action mode with a higher degree of expectation of being controlled to the advantageous state than the first action mode, the ratio of the continuation of the special continuous effect when the action mode of the first character in the first part is the first action mode and when the action mode of the first character in the first part is the second action mode is different. The performance execution means can execute, as the special continuous performance, a first special continuous performance and a second special continuous performance whose performance period in the first part is longer than that of the first special continuous performance. The number of types of performance modes of the second special continuous performance is larger than the number of types of performance modes of the first special continuous performance. Pachinko machine.
Citation Information
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