Pachinko machine
The gaming machine uses varied suggestive effects and special image displays to enhance player engagement and marketability by creating a more exciting and less disappointing gaming experience.
Patent Information
- Application Number
- JP2021048461
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-23
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2041-03-23
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack enhanced marketability through improved suggestive effects and special image displays that increase player engagement and anticipation.
The gaming machine incorporates a variety of suggestive effects and special image displays, including first and second suggestive effects with different levels of expectation, and special image executions that enhance player engagement by varying visibility and interaction with the display, such as moving images and patterns, to create a more engaging gaming experience.
This configuration enhances marketability by increasing player engagement, reducing disappointment, and improving the overall gaming experience through heightened anticipation and excitement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine that can be controlled to an advantageous state advantageous to a player.
Background Art
[0002] Play As a gaming machine, a game ball as a gaming medium is launched into a gaming area by a launching device, and when the game ball wins a prize in a prize area such as a winning hole provided in the gaming area, a predetermined number of prize balls are paid out to the player. Further, a variable display device capable of variably displaying (also referred to as "fluctuating") identification information is provided, and when the display result of the variable display of the identification information in the variable display device becomes a specific display result, the gaming state (the state of the gaming machine. Therefore, specifically, the state in which the gaming machine is controlled.) is changed to give a predetermined gaming value to the player (so-called pachinko machine). 。
[0003] Note that the gaming value means that the state of a variable winning ball device provided in the gaming area of the gaming machine becomes an advantageous state for a player for whom it is easy for a hit ball to win a prize, or a right for the player to be in an advantageous state is generated, or the state in which the conditions for paying out prize balls are likely to be satisfied.
[0004] In a pachinko gaming machine, when a specific display mode determined in advance is derived and displayed as a result of the variable display of a special symbol (identification information) started in a variable display device based on the winning of a game ball in a start winning opening, a "big win" occurs. Note that the derived display means finally stopping and displaying the symbol (the final stop symbol). When a big win occurs, for example, it shifts to a big win gaming state where the big winning opening is opened a predetermined number of times and it is easy for the playing ball to win. And in each opening period, when there is a win in a predetermined number (for example, 10) of big winning openings, the big winning opening closes. And the number of times the big winning opening is opened is fixed at a predetermined number (for example, 15 rounds). Note that for each opening, an opening time (for example, 29 seconds) is determined, and even if the number of wins does not reach the predetermined number, the big winning opening closes when the opening time elapses. Hereinafter, the opening period of each big winning opening may be referred to as a round. Also, the game in a round may be referred to as a round game.
[0005] Also, in the variable display device, when a symbol other than the symbol that becomes the final stop symbol (for example, the middle symbol among the left, middle, and right symbols) stops, swings, expands and contracts, or deforms in a state of continuously matching a specific display result for a predetermined time, or when a plurality of symbols fluctuate in synchronization with the same symbol or the positions of the display symbols are swapped, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are referred to as reach states), the effect performed in such a state is called a reach effect. Also, the reach state and its state are called reach modes. Furthermore, the variable display including the reach effect is called a reach variable display. And when the display result of the symbol variably displayed on the variable display device is not a specific display result, it is a "miss" and the variable display state ends. The player plays the game while enjoying how to cause a big win.
[0006] In such a gaming machine, there is a type that suggests being controlled in an advantageous state and can execute a plurality of types of suggestive effects with different degrees of expectation according to the effect mode, and changes the suggestive effect to an effect mode with a high degree of expectation using the displayed special image. For example, Patent Document 1 describes that a pseudo consecutive preview effect, a development destination preview effect, or an active hold preview effect is executed by a present image displayed by opening a present box of the same mode. Also, for example, Patent Document 2 describes that by displaying information called a prop stock on the screen, it is communicated to the player that an effect in which a movable body falls will be executed later as a strong preview effect.
Prior Art Documents
Patent Documents
[0007]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0008] The above-mentioned Patent Document such as There was room to improve the marketability in a gaming machine having functions and configurations.
[0009] This invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine with improved marketability.
Means for Solving the Problems
[0010] The gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state advantageous to the player, a suggestive effect execution means that can execute a plurality of types of suggestive effects including at least a first suggestive effect and a second suggestive effect that suggest being controlled in the advantageous state and have different degrees of expectation according to the effect mode, Special image display effect execution means capable of displaying a special image, Special effect execution means capable of executing a special effect that changes the suggestive effect being executed in one effect mode to an effect mode with a higher expectation level than the one effect mode by using the displayed special image, The special image display effect execution means displays the special image in a mode of moving so as to pass through the display position of the suggestive effect that is the target of the special effect in a period before the special effect is executed, The special effect execution means can execute the special effect by a predetermined pattern in which a first special effect that changes the effect mode of the first suggestive effect is performed after the special image stops at a specific position, and a specific pattern in which a second special effect that changes the effect mode of the second suggestive effect is performed after the special image passes through the specific position without stopping at the specific position, The ratio of being controlled to the advantageous state is different when the first special effect is executed by the predetermined pattern and when the second special effect is executed by the specific pattern, The special effect execution means, After executing the first special effect, the second special effect can be executed, The second special effect can be executed after a predetermined period has elapsed since the first special effect was executed. It is characterized by this. According to such a configuration, the marketability can be enhanced. Other gaming machines, A gaming machine (for example, pachinko gaming machine 1) capable of variably displaying a plurality of types of effect identification information (for example, decorative patterns) including specific effect identification information (for example, pseudo-consecutive symbols), deriving and displaying a display result, and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player, As the variable display, specific effect execution means (for example, a part where the effect control CPU 120 executes the variable display in-play process shown in FIG. 18) capable of executing a specific effect (for example, pseudo-consecutive effect) in which the specific effect identification information is temporarily stopped once at a predetermined timing from the start of the variable display of the effect identification information to the derivation and display of the display result, and then the variable display is resumed, A first suggestion performance execution means (for example, a part where the performance control CPU 120 executes the variable display in-progress performance process shown in FIG. 18) capable of executing a first suggestion performance (for example, a pause suggestion performance) that suggests that the specific performance identification information pauses; A notification performance execution means (for example, a part where the performance control CPU 120 executes the variable display in-progress performance process shown in FIG. 18) capable of executing a notification performance (for example, a pause notification performance) that notifies that the specific performance identification information has paused; A second suggestion performance execution means capable of executing a plurality of types of second suggestion performances (for example, a performance that displays a title display in a predetermined manner, a performance that displays an active display in a predetermined manner, a caption performance that displays a caption in a predetermined manner, a decorative pattern performance that displays a decorative pattern in a predetermined manner, etc.) that suggest being controlled in an advantageous state and have different degrees of expectation according to the performance mode; A special image display performance execution means capable of displaying a special image (for example, a mini key image 030IWG10 or a key image 030IWG12); Special performance execution means capable of executing a special performance (for example, a chance-up performance that changes the display color of an active display from a normal color (white) to blue) that changes a suggestion performance being executed in one performance mode to a performance mode with a higher degree of expectation than the one performance mode by using the displayed special image; The first suggestion performance execution means can execute, as the first suggestion performance, a performance that once reduces the visibility of performance identification information different from the specific performance identification information to a first low visibility state by displaying an effect display, and then reduces it to a second low visibility state with lower visibility than the first low visibility state (for example, as shown in FIGS. 19-33 and 19-34, in the image display device 5, after reducing the visibility of the left and right decorative patterns by displaying a concentrated line at a density D1, further reducing the visibility of the left and right decorative patterns by displaying a concentrated line at a density D2), The notification effect execution means can execute, as the notification effect, an effect that makes the effect identification information different from the specific effect identification information unrecognizable (for example, as shown in FIGS. 19-34 and 19-35, by displaying an effect image for temporary stop notification across the entire display area of the image display device 5, a part that makes the left and right decorative patterns unrecognizable). The suggestive effect execution means can execute the first suggestive effect even when the specific effect identification information does not temporarily stop, and when it does not temporarily stop, the effect display can be continuously displayed for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 19-44, when a pseudo stop suggestive effect is executed and the pseudo continuous symbol pattern does not temporarily stop, the concentration line continues to be displayed even after the pseudo continuous symbol pattern becomes invisible on the image display device 5). The special effect execution means displays a special corresponding image (for example, a keyhole (solid) image 030IWG11) when the second suggestive effect is being executed, and executes a special effect in a manner in which a special image acts on the special corresponding image (for example, displays an active display AH or a keyhole (solid) image 030IWG11 corresponding to a decorative pattern, and executes a chance-up effect in a manner in which a key image 030IWG12 is inserted into and rotates around the keyhole (solid) image 030IWG11. See FIGS. 8-15(9)-(15), FIGS. 8-17(9)-FIGS. 8-18(17), etc.). According to such a configuration, when a special effect using a special image is executed, it is possible to enhance the effect of the effect by giving a story property related to the special image, and it is possible to improve the interest. Furthermore, it is possible to enhance the player's sense of expectation for a temporary stop by a suggestive effect, and it is possible to enhance the sense of elation for the temporary stop by the execution of the notification effect. Also, when there is no temporary stop, the continuous display of the effect display even after the predetermined timing of the temporary stop makes it easier for the player to recognize that there was no temporary stop, and it becomes possible to alleviate the player's sense of disappointment for not having a temporary stop. Therefore, it is possible to improve the gaming interest and enhance the marketability. Also, as another aspect, there is provided a gaming machine (e.g., pachinko gaming machine 1) capable of variably displaying a plurality of types of production identification information (e.g., decorative patterns), deriving and displaying a display result, and controlling to an advantageous state (e.g., jackpot gaming state) advantageous to a player, As the variable display, at a predetermined timing from the start of the variable display of the production identification information to the derivation and display of the display result, a specific production (e.g., pseudo continuous production) capable of restarting the variable display after temporarily pausing a special identification information (e.g., pseudo continuous pattern) different from the production identification information is executed by a specific production execution means (e.g., the part where the production control CPU 120 executes the variable display in-production process shown in FIG. 18), A suggestion production execution means (e.g., the part where the production control CPU 120 executes the variable display in-production process shown in FIG. 18) capable of executing a first suggestion production (e.g., temporary pause suggestion production) suggesting that the special identification information is temporarily paused, A notification production execution means (e.g., the part where the production control CPU 120 executes the variable display in-production process shown in FIG. 18) capable of executing a notification production (e.g., temporary pause notification production) notifying that the special identification information has been temporarily paused, A second suggestion production execution means capable of executing a plurality of types of second suggestion productions (e.g., a production that displays a title display in a predetermined manner, a production that displays an active display in a predetermined manner, a caption production that displays a caption in a predetermined manner, a decorative pattern production that displays a decorative pattern in a predetermined manner, etc.) that suggest being controlled to an advantageous state and have different expectations depending on the production mode, A special image display production execution means capable of displaying a special image (e.g., mini key image 030IWG10 or key image 030IWG12), By using the displayed special image, a special production (e.g., a chance-up production that changes the display color of the active display from the normal color (white) to blue) capable of changing a suggestion production executed in one production mode to a production mode with a higher expectation than the one production mode is provided with a special production execution means, The first suggestion presentation execution means can execute, as the first suggestion presentation, a presentation that once reduces the visibility of the presentation identification information to a first low visibility state by displaying an effect display, and then reduces it to a second low visibility state with lower visibility than the first low visibility state (for example, as shown in FIGS. 19-33 and 19-34, in the image display device 5, after reducing the visibility of the left and right decorative patterns by displaying concentric lines at density D1, further reducing the visibility of the left and right decorative patterns by displaying concentric lines at density D2), The notification presentation execution means can execute, as the notification presentation, a presentation that makes the presentation identification information unrecognizable (for example, as shown in FIGS. 19-34 and 19-35, the part where the left and right decorative patterns are made unrecognizable by displaying an effect image for temporary stop notification over the entire display area of the image display device 5), The first suggestion presentation execution means can execute the first suggestion presentation even when the special identification information does not temporarily stop, and in the case where it does not temporarily stop, the effect display can be continuously displayed for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 19-44, when a pseudo stop suggestion presentation is executed and the pseudo continuous symbols do not temporarily stop, the concentric lines continue to be displayed even after the pseudo continuous symbols become invisible on the image display device 5), The special presentation execution means displays a special corresponding image (for example, a keyhole (solid) image 030IWG11) when the second suggestion presentation is being executed, and executes a special presentation in a manner in which a special image acts on the special corresponding image (for example, displaying an active display AH or a keyhole (solid) image 030IWG11 corresponding to a decorative pattern, and executing a chance up presentation in a manner in which a key image 030IWG12 is inserted into and rotates around the keyhole (solid) image 030IWG11. See FIGS. 8-15(9)-(15), FIGS. 8-17(9)-FIGS. 8-18(17), etc.). According to such a configuration, when a special presentation using a special image is executed, the storytelling related to the special image can be given to enhance the presentation effect and improve the interest. Furthermore, it is possible to enhance the player's sense of anticipation for the temporary stop by suggestive guidance, and it is possible to enhance the sense of exhilaration for the temporary stop by executing the notification guidance. When there is no temporary stop, the effect display continues to be shown even after the predetermined timing of the temporary stop, making it easier for the player to recognize that there has been no temporary stop and reducing the player's sense of disappointment at not having a temporary stop. As a result, the gaming interest can be improved and the marketability can be enhanced. 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
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Embodiments for Carrying Out the Invention
[0012] (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.
[0013] (Configuration of the Pachinko Machine 1, etc.) FIG. 1 is a front view of the pachinko machine 1, showing the layout of the main members. The pachinko machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a game 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.
[0014] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B that perform variable display (also called a special symbol game) of a plurality of types of special identification information in the form of special symbols (also called special figures) are provided. These are each composed of 7 - segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all LEDs are turned off.
[0015] Note that the "variable display" of special symbols means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). Examples of 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 special symbols or the ordinary symbols described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbols described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of flashing 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 a variation.
[0016] Note that the special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "second special figure". Also, the special figure game using the first special figure is referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs the variable display of special symbols.
[0017] 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.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol (such as a symbol indicating a number, etc.) is performed. Here, in synchronization with the first special figure game or the second special figure game, the 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, 5C, and 5R of "left", "center", and "right". Note that the special figure game and the variable display of the decorative symbol that are executed synchronously are collectively referred to simply as variable display.
[0019] On the screen of the image display device 5, 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 being executed may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0020] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. Also, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0021] Also, at a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number by the number of lit LEDs, and the second hold display 25B displays the second hold memory number by the number of lit LEDs.
[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0023] 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.
[0024] 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 means of a solenoid 81 (see FIG. 2). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable vane pieces. When the solenoid 81 is in the off state, the movable vane pieces are in the vertical position, so that the tips of the movable vane pieces approach the winning ball device 6A, and the second starting winning port is in a closed state where game balls do not enter (it is also said that the second starting winning port is in a closed state). On the other hand, in the variable winning ball device 6B, when the solenoid 81 is in the on state, the movable vane 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 an open state). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can 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 including an electric tulip-type accessory.
[0025] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions in the lower left and right of the game area), general winning ports 10 that are always kept in a constant open state by predetermined ball receiving members are provided. In this case, when a game ball enters any of the general winning ports 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0026] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning port is provided. The special variable winning ball device 7 includes a large winning port door that is driven to open and close by a solenoid 82 (see FIG. 2), and forms a large winning port as a specific area that changes between an open state and a closed state by the large winning port door.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large winning port door (for the special electric accessory) is in the off state, the large winning port door closes the large winning port, and game balls cannot enter (pass through) the large winning port. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large winning port door is in the on state, the large winning port door opens the large winning port, and game balls can easily enter the large winning port.
[0028] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as bonus balls. When a game ball enters the big winning opening, more bonus 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.
[0029] 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.
[0030] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is 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 "-", and the like. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.
[0031] A passage gate 41 through which a game ball can pass is provided to the left of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.
[0032] A normal symbol hold display 25C is provided above the normal symbol display 20. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.
[0033] On the surface of the game board 2, in addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the lowermost part of the game area, an out opening for taking in game balls that have not entered any of the winning openings is provided.
[0034] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Further, a game effect lamp 9 for game effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include LEDs.
[0035] At a predetermined position (not shown in FIG. 1) of the game board 2, a movable body 32 that operates according to the performance is provided.
[0036] At the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a ball hitting and launching device is provided.
[0037] At a predetermined position of the gaming 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 out by a predetermined ball lending machine so as to be supplyable to the ball hitting and launching device. Below the upper tray, a hitting supply tray (lower tray) from which prize balls are paid out when the upper tray is full is provided.
[0038] At a predetermined position of the gaming machine frame 3 below the game area, a stick controller 31A that can be gripped 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. 2).
[0039] At a predetermined position of the gaming machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).
[0040] In the pachinko gaming 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.
[0041] (Overview of Game Progression) By rotating the hitting operation handle 30 of the pachinko gaming machine 1 by the player, the game ball is launched toward the game area. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 is started. If the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be immediately executed), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).
[0042] 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 winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0043] When the 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.
[0044] When the 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.
[0045] If the game ball enters (wins) the start winning opening during the period of the execution of the special symbol game or during the period controlled to the big win game state or small win game state described later (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0046] In a special symbol game, if a specific special symbol (a jackpot symbol, e.g., "7", the actual symbol varies according to the jackpot type described later) is stopped and displayed as a confirmed special symbol, it is a "jackpot". If a predetermined special symbol different from the jackpot symbol (a minor win symbol, e.g., "2") is stopped and displayed, it is a "minor win". Also, if a special symbol different from the jackpot symbol and the minor win symbol (a losing symbol, e.g., "-") is stopped and displayed, it is a "loss".
[0047] After the display result in the special symbol game becomes a "jackpot", it is controlled to a jackpot game state as an advantageous state for the player. After the display result in the special symbol game becomes a "minor win", it is controlled to a minor win game state.
[0048] In the jackpot game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (e.g., 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (e.g., 9). The predetermined period is the upper limit period for opening the big winning opening in one round, and hereinafter is 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 game state, the round can be repeatedly executed until it reaches a predetermined upper limit number of times (15 times or 2 times).
[0049] In the jackpot game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the jackpot game state is an advantageous state for the player. The more the number of rounds in the jackpot game state and the longer the opening upper limit period, the more advantageous it is for the player.
[0050] In addition, a jackpot type is set for "big win". For example, multiple types of opening modes of the big winning opening (number of rounds and upper limit period of opening) and game states after the big win game state (such as the normal state, time-shortened state, probability-variable state, etc. described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type that allows obtaining a large number of prize balls, or a jackpot type that gives few prize balls or almost no prize balls.
[0051] In the small win game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small win game state, the opening mode is the same as that in the big win game state for some jackpot types (the number of openings of the big winning opening is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.), and the big winning opening is in an open state. Note that, similar to the jackpot type, a small win type may also be provided for "small win".
[0052] After the big win game state ends, depending on the above-mentioned jackpot type, it may be controlled to enter the time-shortened state or the probability-variable state.
[0053] In the time-shortened state, control (time-shortening control) is executed to shorten the average special symbol variation time (the period for varying the special symbol) 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, for example, by shortening the average normal symbol variation time (the period for varying the normal symbol) compared to the normal state, or by 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.
[0054] 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 "big win" 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 "big win" in addition to this, it is an even more advantageous state for the player.
[0055] The time-saving state or the probability-variable state continues until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next jackpot game state, is satisfied first. The one where the execution of a specific figure game a predetermined number of times becomes the end condition is also called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.).
[0056] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the time-saving state and the probability-variable state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the normal figure game becomes "normal figure win" and the probability that the display result in the specific figure game becomes "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (when a predetermined return process is not executed after power-on, for example, when a system reset is performed).
[0057] The state in which the probability-variable control is being executed is also called the high-probability state, and the state in which the probability-variable control is not being executed is also called the low-probability state. The state in which the time-saving control is being executed is also called the high-base state, and the state in which the time-saving control is not being executed is also called the low-base state. Combining these, the time-saving state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, the normal state is also called the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.
[0058] After the small jackpot game state ends, the game state is not changed, and the control continues to the game state before the display result of the specific figure game becomes "small jackpot" (however, when the specific figure game at the time of "small jackpot" is the specific figure game of the above-mentioned predetermined number of times in the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the specific figure game may not be "small jackpot".
[0059] Note that the game state may change based on the fact that the game ball has passed through a specific area (for example, a specific area inside the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the jackpot game state.
[0060] (Advancement of the performance, etc.) 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 following explains the said effects. Note that the said effects are carried out by displaying various effect images on the image display device 5, but in addition to or instead of the said display, they may be carried out by audio output from the speakers 8L and 8R, and / or the lighting on / off of the game effect lamp 9, the operation of the movable body 32, etc.
[0061] 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 is started corresponding 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) is stopped and displayed in the first special figure game or the second special figure game, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).
[0062] 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 means, for example, a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later.
[0063] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also called jackpot reliability, jackpot expectancy) of the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becoming a "jackpot" differs according to the effect mode. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0064] When the display result of the special figure game is a "big win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern that becomes a predetermined big win combination is derived (the display result of the variable display of the decorative pattern is a "big win"). As an example, the same decorative pattern (for example, "7", etc.) stops and is displayed aligned on a predetermined valid line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".
[0065] In the case of a "probability-variable big win" that is controlled to the probability-variable state after the end of the big win gaming state, odd-numbered decorative patterns (for example, "7", etc.) stop and are displayed aligned, and in the case of a "non-probability-variable big win (normal big win)" that is not controlled to the probability-variable state after the end of the big win gaming state, even-numbered decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd-numbered decorative patterns are also called probability-variable patterns, and even-numbered decorative patterns are also called non-probability-variable patterns (normal patterns). After reaching the reach mode with non-probability-variable patterns, an upgrade effect that finally becomes a "probability-variable big win" may be executed.
[0066] When the display result of the special figure 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 pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative pattern is a "small win"). As an example, the decorative patterns that form the chance symbols stop and are displayed on a predetermined valid line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". Note that when the display result of the special figure game is a "big win" of some big win types (big win types in a big win gaming state in the same mode as the small win gaming state) and when it is a "small win", a common determined decorative pattern may be derived and displayed.
[0067] When the display result of the special figure game is "loss", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a non-reach combination's determined decorative pattern (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").
[0068] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding 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 effect includes a preview effect that previews the jackpot reliability in the currently executing variable display and a preview preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview preview effect, an effect that changes the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.
[0069] 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 stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display may be executed.
[0070] Even during a big win gaming state, a big win in-play effect that notifies the big win gaming state is executed. As the big win in-play effect, an effect that notifies the number of rounds or a promotion effect indicating that the value of the big win gaming state is improved may be executed. Also, even during a small win gaming state, a small win in-play effect that notifies the small win gaming state is executed. Note that by executing a common effect between the small win gaming state and the big win gaming state in some big win types (big win types of the big win gaming state in the same manner as the small win gaming state, for example, big win types where the subsequent gaming state is a high probability state), the player may not be able to tell whether the current state is a small win gaming state or a big win gaming state. In such a case, by executing a common effect after the end of the small win gaming state and after the end of the big win gaming state, it may be made impossible to distinguish whether it is a high probability state or a low probability state.
[0071] 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).
[0072] (Substrate Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 2. 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, a power supply board, etc. are arranged.
[0073] The main board 11 is the main control board on the main side and has the function of controlling the progress of the above games in the pachinko gaming machine 1 (execution of a special figure game (including management of holds), execution of a general figure game (including management of holds), big win gaming state, small win gaming state, gaming state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0074] 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, and an I / O (Input / Output port) 105.
[0075] The CPU 103 performs a process of controlling the progress of the game (a process for realizing the functions of the main board 11) by executing the program stored in the ROM 101. 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 program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0076] The random number circuit 104 countably updates numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0077] 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 hold display 25C, etc., solenoid drive signals).
[0078] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for game ball detection (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 means that the passage or entry of the game ball has been detected.
[0079] The solenoid circuit 111 transmits solenoid drive signals (such as signals to turn on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory or the solenoid 82 for the big winning port door.
[0080] The main board 11 (game control microcomputer 100), as part of the control of the game progress, supplies effect control commands (commands specifying (notifying) the progress status of the game, etc.) to the effect control board 12 according to the progress of the game. The effect control commands output from the main board 11 are relayed by the relay board 15 and supplied to the effect control board 12. The effect control commands include, for example, various decision results on the main board 11 (such as the display results of special figure games (including the big win type), variable patterns used when executing special figure games (details will be described later)), the status of the game (such as the start and end of variable display, the opening status of the big winning port, the occurrence of a win, the number of stored holds, the game state), commands specifying the occurrence of an error, etc.
[0081] The effect control board 12 is a sub - side control board independent of the main board 11. It receives the effect control commands and has the function of executing effects (various effects 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 effect control commands.
[0082] The effect control board 12 is equipped with an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0083] The dedicated CPU 120 for performance executes, by executing the program stored in the ROM 121, processes for executing a performance together with the display control unit 123 (processes for realizing the above functions of the performance control board 12, including determination of the performance 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.
[0084] The dedicated CPU 120 for performance may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by a player is detected, and signals appropriately indicating the operation content).
[0085] 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 dedicated CPU 120 for performance.
[0086] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute a performance from the dedicated CPU 120 for performance, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 or a lamp signal (a signal 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 performance image and 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 that drives the movable body 32.
[0087] 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.
[0088] 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 manner specified by the lamp signal. In this way, the display control unit 123 controls the audio output and the lighting / extinguishing of the lamp.
[0089] Note that the control of the audio 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 the signal for operating the movable body 32) may be executed by the effect control CPU 120.
[0090] The random number circuit 124 countably updates the numerical data indicating various random number values (effect random numbers) used for executing various effects in a manner that can be updated. The effect random numbers may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0091] The I / O 125 mounted on the effect control board 12 includes an input port for capturing the effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).
[0092] Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0093] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.
[0094] (Main operations of the main board 11) First, the main operations of 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. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0095] In the game control main process shown in FIG. 3, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include settings of 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.
[0096] Next, it is determined whether the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, the power supply board. When the power is turned on with the clear switch on, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0097] Also, the CPU 103 transmits an effect control command instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display is performed to notify that the initialization of the control of the gaming machine has been performed.
[0098] When the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko machine 1 stops due to an unexpected power outage or the like (power failure), the CPU 103 executes power supply stop processing immediately before becoming inoperable due to the stop of the power supply. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up to the RAM 102, a data protection process of the RAM 102, and the like are executed. The data protection process includes addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The data to be backed up includes various data for advancing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0099] If backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 performs a data check on the backed-up data (performed using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply stop using a parity bit or a checksum. If it is determined that these match, it is determined that the data in the RAM 102 is normal.
[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be returned to the state at the time of power supply stop, initialization processing (step S8) is executed.
[0101] When it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state at the time of power supply stop. In the recovery process, the CPU 103 sets the work area based on the stored content in the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply stop is restored. If the special symbol was changing at the time of power supply stop, the change of the special symbol will resume from the state before recovery by executing the game control timer interrupt process described later.
[0102] Then, the CPU 103 transmits an effect control command instructing recovery from power failure to the effect control board 12 (step S7). In accordance with this, an effect control command designating the backed-up game state before power failure or, if a special figure game was being executed, an effect control command designating the display result of the executing special figure game may be transmitted. The same commands as those transmitted and set in the special symbol process described later can be used for these commands. When the effect control CPU 120 receives an effect control command specifying the time of recovery from power failure, for example, on the image display device 5, a screen display is performed to notify that the recovery from power failure has been made or that the recovery from power failure is in progress. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.
[0103] After finishing the recovery process or the initialization process and transmitting the effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S10). Then, the register of the CTC built in the game control microcomputer 100 is set so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). 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 execute the timer interrupt process periodically.
[0104] 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. 4. When starting the game control timer interrupt processing shown in FIG. 4, 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, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start winnings, etc.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).
[0105] 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 reservation 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 (details will be described later).
[0106] 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 reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the fact that a game ball has passed through the passing gate 41), the opening control of the variable winning ball device 6B based on "normal symbol win", etc. are enabled. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.
[0107] After executing the normal symbol process, as part of the game control timer interrupt process, processing when a power failure occurs, processing for paying out prize balls, etc. may be performed. Thereafter, 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 is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.
[0108] FIG. 5 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 first executes start winning determination processing (step S101).
[0109] In the start winning determination processing, detection of the occurrence of a start winning is performed, and processing for storing hold information in a predetermined area of the RAM 102 and updating the hold memory count is 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. Also, based on the extracted random number value, processing for pre-reading and determining the display result and the variation pattern may be executed. After storing the hold information and the hold memory count, transmission settings are made for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and the pre-reading determination to the effect control board 12. 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. 4 is executed.
[0110] After executing the start winning determination process in S101, the CPU 103 selects and executes 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.
[0111] 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, based on the presence or absence of hold information, etc., it is determined whether to start the first special drawing game or the second special drawing game. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to set the display result of the special symbol and the decorative symbol as "big win" or "small win" or the big win type in the case of "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, according to the determined display result, a definite special symbol (any of the big win symbol, small win symbol, and losing symbol) to be stopped and displayed in the special drawing game is set. 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 digestion 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 digestion).
[0112] 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.
[0113] 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.
[0114] The variable pattern specifies the execution time of the special figure game (special figure variation 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.
[0115] The special symbol variation process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variation 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 variation time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variation time, the value of the special figure process flag is updated to "3", and the special symbol variation process ends.
[0116] 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 the display (deriving) of 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.
[0117] 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 and setting the big winning opening to the open state in the big win game state based on the fact that the display result is "big win", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning opening 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.
[0118] 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 is 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.
[0119] 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.
[0120] 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 - variable 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.
[0121] 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 a process of making settings to open the big winning opening in the small-win gaming state based on the fact that the display result is "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.
[0122] The in-small-win-opening process in step S119 is executed when the value of the special figure process flag is "9". This in-small-win-opening process includes a process of measuring the elapsed time since the big winning opening was opened, and a process of 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 and the like. 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 in-small-win-opening process ends.
[0123] 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 a process of waiting until the waiting time corresponding to the period during which the effect operation for notifying the end of the small-win gaming state is executed elapses. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became 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.
[0124] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. When the effect control board 12 receives 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. 6. When starting the effect control main process shown in FIG. 6, the effect control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and sets 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 control to drive the movable body 32 back to the initial position and control to perform a predetermined operation confirmation, are executed.
[0125] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on the register settings of the CTC, for example. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.
[0126] On the side of the production control board 12, an interrupt for receiving a production 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 production control INT signal from the main board 11 becomes on. When an interrupt is generated due to the production control INT signal becoming on, the production 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 production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt caused by the production control INT signal becoming on. In this command reception interrupt process, among the input ports included in the I / O 125, the production control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The production control command fetched at this time is stored, for example, in a buffer for receiving the production control command provided in the RAM 122. After that, the production control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), 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 production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the production control command, settings and controls corresponding to the read production control commands are performed. For example, the read production 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 production control process processing or the like what production control command was received and what the content specified by the production control command is. Also, when the production control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.
[0128] 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.
[0129] 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.
[0130] Figure 7 is a flowchart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process shown in FIG. 7, 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.
[0131] 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.
[0132] The variable display start waiting process in step S170 is a process 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 specifying 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.
[0133] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and 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 execution of various productions such as reach production and various preview productions, the mode, 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.
[0134] The variable display performance process in step S172 is a process that is 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 sound 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, in response to the fact that an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or 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.
[0135] The special symbol win waiting process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol win 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 contrary, 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 "loss", 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 win waiting process ends.
[0136] The small hit in-play effect process in step S174 is a process executed when the value of the effect control process flag is "4". In this small hit in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small hit gaming state, and executes various effect controls in the small hit gaming state based on the set content. Also, in the small hit in-play effect process, for example, in response to receiving a command specifying the end of the small hit gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small hit end effect, and the small hit in-play effect process is terminated.
[0137] The small hit end effect process in step S175 is a process executed when the value of the effect control process flag is "5". In this small hit end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small hit gaming state, and executes various effect controls at the end of the small hit gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the small hit end effect process is terminated.
[0138] The big hit in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big hit in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big hit gaming state, and executes various effect controls in the big hit gaming state based on the set content. Also, in the big hit in-play effect process, for example, in response to receiving a command specifying the end of the big hit gaming state from the main board 11, the value of the effect control process flag is updated to "7", which is a value corresponding to the ending effect process, and the big hit in-play effect process is terminated.
[0139] The ending effect process of 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 big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.
[0140] (Modification example of the 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 spirit of the present invention.
[0141] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.
[0142] 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).
[0143] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, the present invention is also applicable to 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.)) 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 the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the symbols are stopped according to the operation of the stop button by the player, a predetermined number of medals are paid out to the player.
[0144] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko game machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0145] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may also be in 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 in 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 in a form that executes the game by exchanging data with other computer devices or the like via a network.
[0146] 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%".
[0147] (Explanation regarding the feature part 030IW) Next, the feature part 030IW of this embodiment will be described.
[0148] (Big win determination table) FIG. 8-1 is an explanatory diagram showing an example of a jackpot determination table and a variation pattern table. Among these, FIG. 8-1(A) is an example of the jackpot determination table used in this feature unit 030IW. As shown in FIG. 8-1(A), in this example, based on the random number for jackpot determination, it is determined that in the low probability state, the jackpot is set at a probability of about 1 / 300, and in the high probability state, the jackpot is set at a probability of about 1 / 30.
[0149] Note that the present invention is not limited to the configuration shown in FIG. 8-1(A). For example, depending on whether the variable display of the first special symbol or the variable display of the second special symbol is executed, the jackpot probability may be made different.
[0150] Further, for example, when it is configured to be set to any one of a plurality of setting values having different degrees of advantage for the player, and when a setting confirmation process or a setting change process is executed at the time of power-on of the pachinko gaming machine 1 to confirm the current setting value or change the setting value, the jackpot probability may be made different depending on which setting value is set.
[0151] Also, a plurality of jackpot types may be provided so that their degrees of advantage are different. Specifically, depending on the jackpot type, the number of rounds in the jackpot game or the game state after the jackpot game may be made different. In this case, when it is determined to be a jackpot based on the random number for jackpot determination, the type of jackpot is determined based on the random number for type determination.
[0152] (Variation Pattern Table) Figures 8-1(B) and (C) are explanatory diagrams showing specific examples of the variation pattern table in the feature section 030IW. Among these, Figure 8-1(B) shows a specific example of the variation pattern table for non-winning cases. Also, Figure 8-1(C) shows a specific example of the variation pattern table for big winning cases. Note that the variation pattern tables shown in Figures 8-1(B) and (C) are both used in the low-probability state. A variation pattern table (not shown) with different ratios of determination values may be used in the high-probability state or the high-base state.
[0153] In this example, as shown in Figure 8-1(B), when it comes to non-winning cases, as the variation pattern, it is determined to be any one of variation pattern PA1-1 (normal variation), variation pattern PA1-2 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach A), variation pattern PA2-3 (super reach B), variation pattern PA2-4 (super reach A (with chance up)), and variation pattern PA2-5 (super reach B (with chance up)).
[0154] Also in this example, as shown in Figure 8-1(C), when it comes to big winning cases, as the variation pattern, it is determined to be any one of variation pattern PB2-1 (normal reach), variation pattern PB2-2 (super reach A), variation pattern PB2-3 (super reach B), variation pattern PB2-4 (super reach A (with chance up)), and variation pattern PB2-5 (super reach B (with chance up)).
[0155] In this example, during the super reach after the reach is established, a stock effect for storing an item (a key in this example) and a chance-up effect for changing the effect mode of other effects (i.e., increasing the jackpot expectation suggested by other effects) using the stored item (key) are configured to be executable. With such a configuration, it is possible to improve the interest during the super reach and increase the sense of expectation for the stock effect and the chance-up effect. Hereinafter, executing the chance-up effect using the stored item (key) is also referred to as releasing the stored item (key).
[0156] In this example, the super reach is a series of effects unfolded after the reach is established. When the effect control is performed based on the variation patterns PA2-2, PA2-3, PB2-2, PB2-3 where the chance-up effect (and the stock effect) is not executed, there are two parts during the super reach: a first half part A of the super reach where a sentry effect serving as a sentry for the battle effect is executed, and a second half part of the super reach where the battle effect is executed. Also, when the effect control is performed based on the variation patterns PA2-4, PA2-5, PB2-4, PB2-5 where the chance-up effect (and the stock effect) is executed, there are three parts during the super reach: a super reach introduction part where the stock effect is executed, a first half part B of the super reach where the chance-up effect is executed together with the sentry effect, and a second half part of the super reach where the battle effect is executed. With such a configuration, since the stock effect and the chance-up effect are executed during the period before the battle effect, which is the climax of the excitement of the super reach, the effect can be gradually enhanced by building up the excitement of the effect.
[0157] In this example, as shown in FIGS. 8-1(B) and (C), the super reach where the chance-up effect (and the stock effect) is executed has a higher winning expectation than the super reach where the chance-up effect (and the stock effect) is not executed, and further, super reach B is configured to have a higher winning expectation than super reach A. With such a configuration, it is possible to create an expectation regarding whether the chance-up effect (and the stock effect) is executed and with which super reach it is executed.
[0158] Note that, not limited to the example shown in FIG. 8-1, for example, a variable pattern may be provided in which a pseudo consecutive effect is executed one or more times before the super reach, and the winning expectation may vary according to the number of times the pseudo consecutive effect is executed.
[0159] Next, the configuration of each variable pattern will be described. FIG. 8-2 is an explanatory diagram showing an example of the configuration of the variable pattern and the breakdown of the variable time. In this example, as shown in FIG. 8-2, as elements constituting the variable pattern (which can also be said to be the effects executed in the variable pattern), there are "normal variation" that performs variable display in a normal mode, "shortened variation" that performs variable display in a mode shorter than the normal variation, "normal reach" that performs a normal reach as the reach effect, "super reach introduction (stock effect)" that performs a stock effect in the super reach introduction part as the reach effect, "super reach first half A (without chance-up effect)" that performs a scout effect in the first half part A of the super reach, "super reach first half B (with chance-up effect)" that performs a scout effect and a chance-up effect in the first half part B of the super reach, "super reach second half (battle effect)" that performs a battle effect in the second half part of the super reach, and "winning-time blessing effect" that performs a blessing effect for winning. Note that, not limited to the example shown in FIG. 8-2, for example, other elements such as elements that perform a pseudo consecutive effect may be provided.
[0160] As shown in Fig. 8-2, the variation pattern PA1-1 is a variation pattern that deviates from normal variations. It includes "normal variation" (15 seconds) as an element constituting the variation pattern, and the total variation time is 15 seconds. Also, the variation pattern PA1-2 is a variation pattern that deviates from shortened variations. It includes "shortened variation" (5 seconds) as an element constituting the variation pattern, and the total variation time is 5 seconds.
[0161] Also, the variation pattern PA2-1 is a variation pattern that deviates after going through normal reach. It includes "normal reach" (20 seconds) as an element constituting the variation pattern, and the total variation time is 20 seconds.
[0162] Also, the variation patterns PA2-2 and PA2-3 are variation patterns that deviate after going through the first half part A of super reach where the chance-up effect is not executed and the second half part of super reach. They include "first half A of super reach (without chance-up effect)" (30 seconds) and "second half of super reach (battle effect)" (40 seconds) as elements constituting the variation pattern, and the total variation time is 70 seconds.
[0163] Also, the variation patterns PA2-4 and PA2-5 are variation patterns that deviate after going through the super reach introduction part, the first half part B of super reach where the chance-up effect is executed, and the second half part of super reach. They include "super reach introduction (stock effect)" (30 seconds), "first half B of super reach (with chance-up effect)" (40 seconds), and "second half of super reach (battle effect)" (40 seconds) as elements constituting the variation pattern, and the total variation time is 110 seconds.
[0164] Also, the variation pattern PB2-1 is a variation pattern that results in a big win from normal reach. It includes "normal reach" (20 seconds) and "winning blessing effect" (20 seconds) as elements constituting the variation pattern, and the total variation time is 40 seconds.
[0165] In addition, the variation patterns PB2-2 and PB2-3 are variation patterns that result in a big win after going through the first half part A of the super reach where the chance-up effect is not executed and the second half part of the super reach. As elements constituting the variation pattern, it includes "the first half A of the super reach (without chance-up effect)" (30 seconds), "the second half of the super reach (battle effect)" (40 seconds), and "the winning blessing effect" (20 seconds), and the total variation time is 90 seconds.
[0166] Also, the variation patterns PB2-4 and PB2-5 are variation patterns that result in a big win after going through the super reach introduction part, the first half part B of the super reach where the chance-up effect is executed, and the second half part of the super reach. As elements constituting the variation pattern, it includes "super reach introduction (stock effect)" (30 seconds), "the first half B of the super reach (with chance-up effect)" (40 seconds), "the second half of the super reach (battle effect)" (40 seconds), and "the winning blessing effect" (20 seconds), and the total variation time is 130 seconds.
[0167] In the example shown in FIG. 8-2, the performance times of the first half part and the second half part of the super reach are common for super reach A and super reach B. However, it is not limited to such a configuration, and the performance times may be different according to the type of super reach.
[0168] (Execution timing of each effect during super reach) Next, the execution timing of the stock effect and the chance-up effect will be described. FIG. 8-3 is a timing chart showing an example of the execution timing of each effect.
[0169] In this example, the variable pattern determined on the main board 11 side determines the variable time (i.e., the total production execution time), and the execution timing of the stock production and the chance-up production, as well as the production execution time, are determined on the production control board 12 side based on the variable pattern. However, as will be described in detail later, depending on the type of production, there are cases where the execution timing is predetermined corresponding to the variable pattern. Note that not limited to the configuration of this example, a variable pattern in which the execution timing and the production execution time of the stock production and the chance-up production are predetermined may be provided, and it may be determined to any variable pattern on the main board 11 side.
[0170] Figure 8-3(A) shows the case where a super reach without a chance-up is executed. In this case, as shown in Figure 8-3(A), a scout production is executed in the first half part A of the super reach, and a battle production is executed in the second half part of the super reach.
[0171] Figure 8-3(B) shows the case where a super reach with a chance-up is executed. In this case, first, a stock production is executed in the super reach introduction part. Then, a chance-up production is executed together with the scout production in the first half part B of the super reach. And a battle production is executed in the second half part of the super reach.
[0172] As shown in Figure 8-3(B), in this example, opportunities to stock items (keys) are provided at the maximum of three timings among the timings A to C during the stock production (the timings (A) to (C) shown in Figure 8-3(B)). Note that in this example, as opportunities to stock items (keys) in the stock production, a maximum of three timings are provided, but not limited to such a configuration, it may be 2 or less at the maximum, or 4 or more.
[0173] In this example, the title display (the effect of displaying the title), the active display (the effect of displaying the active display), the dialogue display (the dialogue effect of displaying the dialogue), and the decorative pattern (the decorative pattern effect of displaying the decorative pattern) in the first half of the super reach each have a different jackpot expectation degree suggested by the effect mode, and the effect mode changes (i.e., the suggested jackpot expectation degree becomes higher) when the corresponding chance-up effect is executed.
[0174] Specifically, when one item (key) is stocked in the stock effect, a chance-up effect targeting any one of the title display (the effect of displaying the title), the active display (the effect of displaying the active display), the dialogue display (the dialogue effect of displaying the dialogue), and the decorative pattern (the decorative pattern effect of displaying the decorative pattern) is executed once. When two items (keys) are stocked in the stock effect, chance-up effects targeting two of the title display (the effect of displaying the title), the active display (the effect of displaying the active display), the dialogue display (the dialogue effect of displaying the dialogue), and the decorative pattern (the decorative pattern effect of displaying the decorative pattern) are each executed once. When three items (keys) are stocked in the stock effect, chance-up effects targeting three of the title display (the effect of displaying the title), the active display (the effect of displaying the active display), the dialogue display (the dialogue effect of displaying the dialogue), and the decorative pattern (the decorative pattern effect of displaying the decorative pattern) are each executed once. Note that this is not limited to the configuration of this example, and the chance-up effect may be executed multiple times for one effect. In this case, each time the chance-up effect is executed, the stocked item (key) is released.
[0175] As shown in FIG. 8-3(B), in this example, as the timings at which a chance-up effect can be executed in the first half part of the super reach, first to fifth timings ((1) to (5) timings shown in FIG. 8-3(B)) are provided. In this example, the first to fifth timings in the first half part of the super reach are respectively determined for each variation pattern (or for each type of super reach), but they may be common timings for any variation pattern (or type of super reach).
[0176] Also in this example, as shown in FIG. 8-3(C), the chance-up effect targeted at the title display (the effect of displaying the title display) can be executed at the first timing, the chance-up effect targeted at the active display (the effect of displaying the active display) can be executed at the second timing or the fourth timing, the chance-up effect targeted at the caption display (the caption effect of displaying the caption display) can be executed at the third timing, and the chance-up effect targeted at the decorative pattern (the decorative pattern effect of displaying the decorative pattern) is configured to be executable at the fifth timing.
[0177] Which of the second timing and the fourth timing the chance-up effect targeted at the active display (the effect of displaying the active display) is executed at is determined by lottery. On the other hand, the timing at which the chance-up effect targeted at the title display (the effect of displaying the title display), the caption display (the caption effect of displaying the caption display), or the decorative pattern (the decorative pattern effect of displaying the decorative pattern) is executed is fixedly determined for each variation pattern. Note that it is not limited to such a configuration, and the timing at which the chance-up effect targeted at the active display (the effect of displaying the active display) is executed may be fixedly determined, or the timing at which the chance-up effect targeted at the title display (the effect of displaying the title display), the caption display (the caption effect of displaying the caption display), or the decorative pattern (the decorative pattern effect of displaying the decorative pattern) is executed may be determined by lottery among a plurality of timings.
[0178] Note that the execution order of the effects targeted for the chance-up effect is not limited to the example shown in FIG. 8-3, and other orders may be used. However, it is desirable that the chance-up effect is more likely to improve the jackpot expectation as the order targeted for the chance-up effect comes later (for example, it is more likely to change to an effect mode with a high jackpot expectation). With such a configuration, it is possible to draw attention to at what timing the chance-up effect is executed, and it is possible to prevent discouraging players who have expectations for the changing timing (for example, whose expectations increase as the first half of the super reach progresses).
[0179] Also, in this example, when a chance-up effect is executed during super reach, a stock effect is always configured to be executed. However, it is not limited to such a configuration, and there may be a pattern in which the chance-up effect is executed without executing the stock effect. When configured in this way, for example, a variable pattern including a stock effect and a chance-up effect, and a variable pattern including a chance-up effect without including a stock effect are provided in advance. When it is determined to be the former variable pattern on the main board 11 side, based on the determined variable pattern, the content of the stock effect and the chance-up effect is determined on the effect control board 12 side in the manner shown in FIGS. 8-5 to 8-8 described later. When it is determined to be the latter variable pattern on the main board 11 side, based on the determined variable pattern, the presence or absence of the execution of the chance-up effect and the type of the chance-up effect to be executed are determined on the effect control board 12 side. In this way, by providing a pattern in which the chance-up effect is executed without executing the stock effect, the presence of the chance-up effect is increased, and in a situation where it is visualized that the chance-up effect will be executed in the future, the player can enjoy the effect with a sense of superiority. Furthermore, in such a case, it may be configured such that when the stock effect is executed in advance, the ratio of the number of chance-up effects executed is higher than when it is not executed (that is, configured such that the jackpot expectation degree is likely to increase due to the chance-up effect), and the execution of the stock effect is positioned advantageously, so that the player can be expected to execute the stock effect.
[0180] Also, in this example, in super reach, there are always a first half part and a second half part of super reach. However, it is not limited to such a configuration. For example, when a stock effect is executed, the first half part of super reach may be omitted, and the part following the super reach introduction part may be the second half part of super reach, and a chance-up effect may be performed in the second half part. With such a configuration, it is possible to prevent the total execution time of the reach with high expectation from becoming too long.
[0181] In the case of providing an exception pattern in which the first half part of the super reach is omitted, in the basic pattern that is not omitted as a premise, when developing from the first half of the super reach to the second half, it is desirable that when transitioning from the first half to the second half, other production images are displayed in a manner that completely covers the production images related to the super reach at the boundary between the first half and the second half, or that the production content is clearly divided between the first half and the second half. For example, at the boundary between the first half and the second half, an effect image, character, or image such as the display of the text "Pending Rank Up" related to the chance up production shown in FIG. 8-15(13) described later may be displayed in a manner that completely covers all the production images related to the super reach. Also, for example, the production content may be divided such that a scout production is executed in the first half part and a battle production is executed in the second half part, or the production content may be divided such that a battle scene is displayed in the first half part and a resolution scene such as a character performing a special move is displayed in the second half part. By doing so, even when the first half part of the super reach is omitted, it is possible to make the flow of the production feel natural.
[0182] Also, in the example shown in FIG. 8-3, for the timing of storing for convenience and the timing of executing the chance up production, the intervals are uniform, but they do not have to be uniform and can be at any timing within each period.
[0183] (Execution time of each production in the super reach) Next, the execution time of each production in the super reach will be explained. FIG. 8-4 is an explanatory diagram showing the execution time of each production in the first half part and the second half part of the super reach.
[0184] Among the examples shown in Fig. 8-4, in Fig. 8-4(A), a chance-up effect targeting title display (an effect that displays the title) is executed at the first timing (the timing of (1) shown in Fig. 8-4) of the first half part of the super reach, a chance-up effect targeting caption display (a caption effect that displays the caption) is executed at the third timing (the timing of (3) shown in Fig. 8-4), and a chance-up effect targeting decorative pattern display (a decorative pattern effect that displays the decorative pattern) is executed at the fifth timing (the timing of (5) shown in Fig. 8-4) (corresponding to the eighth effect pattern of the chance-up effect described later). An example is shown.
[0185] Also, in Fig. 8-4(B), an example (corresponding to the seventh effect pattern of the chance-up effect described later) is shown in which a chance-up effect targeting title display (an effect that displays the title) is executed at the first timing of the first half part of the super reach, and a chance-up effect targeting decorative pattern display (a decorative pattern effect that displays the decorative pattern) is executed at the fifth timing.
[0186] Also, in the example shown in Fig. 8-4, in the second half part of the super reach, a movable body effect in which the movable body 32 operates is executed before the end of the variation (for example, when notifying that it is controlled to a big win).
[0187] In this example, as shown in the case where a caption effect without a chance-up effect shown in Fig. 8-4(A) is executed and the case where a caption effect with a chance-up effect shown in Fig. 8-4(B) is executed, the effects targeted by the chance-up effect are configured such that when the effect mode changes due to the chance-up effect, the execution time is longer than when the effect mode does not change due to the chance-up effect. Specifically, the execution time T11 of the caption effect shown in Fig. 8-4(A) is longer than the execution time T12 of the caption effect shown in Fig. 8-4(B). With such a configuration, when the chance-up effect is executed, it is possible to secure a period for executing the chance-up effect and its target effect (for example, a period for notifying the change or the changed effect mode).
[0188] Note that if the execution time of the effect is configured to change depending on the presence or absence of the chance-up effect, it may affect the execution timing of other effects, increasing the amount of data related to effect control or complicating the processing. Also, since the variable time (i.e., the total effect execution time) is fixedly determined in advance for each variation pattern, there is a risk that the effect may not fit within the time limit or that there may be extra time remaining. Therefore, in this example, by varying the execution period of the moving body effect according to the presence or absence of the chance-up effect, the impact on other effects is suppressed, and all effects are made to fit within the time limit without a sense of discomfort.
[0189] That is, in this example, the execution time T11 of the dialogue effect shown in FIG. 8-4(A) is longer than the execution time T12 of the dialogue effect shown in FIG. 8-4(B), while the execution time T21 of the moving body effect shown in FIG. 8-4(A) is shorter than the execution time T12 of the moving body effect shown in FIG. 8-4(B). And the execution time of the chance-up effect targeting the decorative pattern (decorative pattern effect for displaying the decorative pattern) is common.
[0190] As the moving body effect, for example, the moving body 32 is controlled to move from the initial position to the effect position in front of the display area of the image display device 5 and stay at the effect position for a predetermined period, and during the predetermined period, control is performed to display an effect image or the like so as to emphasize the moving body effect on the image display device 5 (at this time, the moving body 32 itself may operate at the effect position). Then, when performing control for the moving body 32 to move from the effect position to the initial position, the execution time of the moving body effect can be adjusted by lengthening or shortening the period during which the moving body 32 is located at the effect position. By adjusting the execution time of the moving body effect in this way, it is possible to respond to minute changes in the effect time depending on the presence or absence of the chance-up. With such a configuration, while the execution time of the effect is configured to change depending on the presence or absence of the chance-up effect, an increase in the amount of data related to effect control or complication of the processing can be prevented, and all effects can be made to fit within the time limit without a sense of discomfort.
[0191] Regarding the adjustment of the production time, for example, it may be performed in productions other than the moving body production. For example, when the variable display result is off and the moving body production is not executed before the end of the variation, after returning from the production image related to the super reach to the normal background image before the end of the variation, the time for performing the temporary stop display of the decorative pattern indicating the deviation may be adjusted by making it longer or shorter.
[0192] Also, in this example, the chance-up production can be executed multiple times, and the execution time is configured to be different according to the chance-up production to be executed. Specifically, as shown in FIG. 8-4(A), the chance-up production targeting the decorative pattern has a longer production execution time than the chance-up production targeting the title display or the caption display. Although the details will be described later, the chance-up production targeting the decorative pattern has a higher jackpot expectation than the chance-up production targeting the title display or the caption display. Therefore, by increasing the production execution time, the production effect can be enhanced. With such a configuration, various chance-up productions can be executed with a suitable execution time, and the production effect can be enhanced.
[0193] Also, in this example, when one chance-up production targeting one production is being executed, another chance-up production targeting another production is not executed. For example, as shown in FIG. 8-4, chance-up productions with different targets are executed after a predetermined period has elapsed. With such a configuration, attention can be focused on the chance-up production being executed.
[0194] (Variable Display Start Setting Process) FIG. 8-5 is a flowchart showing the variable display start setting process (step S171) in the effect control process shown in FIG. 7. In the variable display start setting process, the effect control CPU 120 first reads out a variable pattern command from the variable pattern command storage area (step 030IWS801). Next, the effect control CPU 120 determines the display result (stop symbol) of the decoration symbol according to the variable pattern command read in step 030IWS801 and the data stored in the display result designation command storage area (that is, the received display result designation command) (step 030IWS802). That is, when the process of step 030IWS802 is executed by the effect control CPU 120, a display result determination means for determining the display result (stop symbol of the decoration symbol) of the variable display of the identification information according to the variable display pattern (variable pattern) determined by the variable display pattern determination means is realized. When a pseudo-consecutive is specified by the variable pattern command, the effect control CPU 120 also determines, in step 030IWS802, a chance symbol as a temporary stop symbol during the pseudo-consecutive (for example, a combination of symbols where one symbol is off from a jackpot symbol that does not result in a reach, such as "223" or "445", or a combination of symbols where the middle symbol is a special symbol dedicated to pseudo-consecutive (a symbol with a character such as "NEXT" described and no numbers described, which cannot form a jackpot combination)). The effect control CPU 120 stores the data indicating the determined stop symbol of the decoration symbol in the decoration symbol display result storage area. In step 030IWS802, the effect control CPU 120 may also determine whether it is a jackpot based on the received variable pattern command, and determine the stop symbol of the decoration symbol only based on the variable pattern command.
[0195] And in the case of "failure", a combination of decorative patterns other than the above is determined. However, in the case of a reach effect, a combination of decorative patterns in which the two patterns on the left and right match is determined. Also, even in the case of failure, if it is a "short-time failure", a combination of failure patterns including a special pattern (for example, a star pattern) is determined. Note that it may be configured to determine a combination of failure patterns including different special patterns (for example, a heart-shaped pattern or a diamond pattern) according to the short-time type.
[0196] The effect control CPU 120 extracts, for example, a random number for determining a stop pattern, and determines the stop pattern of the decorative pattern using a stop pattern determination table in which data indicating a combination of decorative patterns and numerical values are associated. That is, the stop pattern is determined by selecting data indicating a combination of decorative patterns corresponding to the numerical value that matches the extracted random number.
[0197] Next, the effect control CPU 120 checks whether it is a variable pattern including a super reach (with chance up) (step 030IWS803). And if it is not a variable pattern including a super reach (with chance up), the process proceeds to step 030IWS811.
[0198] If it is a variable pattern including a super reach (with chance up), the effect control CPU 120 determines the effect pattern of the stock effect (step 030IWS804). Next, the effect control CPU 120 determines the effect pattern of the chance up effect (step 030IWS805). Next, the effect control CPU 120 determines the effect state after the change of the effect targeted by the chance up effect (step 030IWS806). Then, the process proceeds to step 030IWS811. The details of steps 030IWS804, S805, and S806 will be described later.
[0199] In step 030IWS811, the effect control CPU 120 selects a process table according to the variable pattern and the content of the determined effect (step 030IWS811).
[0200] Next, the production control CPU 120 starts the process timer in the process data 1 of the selected process table (step 030IWS812).
[0201] The process table is a table in which process data that the production control CPU 120 refers to when executing control of the production device is set. That is, the production control CPU 120 controls production devices (production parts) such as the image display device 5 according to the process data set in the process table. The process table is composed of data in which a plurality of combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data are gathered. The display control execution data describes data indicating each mode of variation that constitutes the variation mode during the variable display time (variation time) of the variable display of the decoration pattern. Specifically, data related to the change of the display screen of the image display device 5 is described. Further, in the process timer setting value, the variation time in that mode of variation is set. The production control CPU 120 refers to the process table and performs control to display the decoration pattern in the mode of variation set in the display control execution data for the time set in the process timer setting value. Further, the process table is stored in the ROM in the production control board 80. Further, the process table is prepared according to each variation pattern.
[0202] In addition, in the process table used when executing production control for a variation pattern accompanied by a reach production, process data indicating that the left symbol is stopped and displayed when a predetermined time has elapsed since the start of the variation, and the right symbol is stopped and displayed when a further predetermined time has elapsed is set. Note that instead of setting the symbol to be stopped and displayed in the process table, an image for displaying the symbol may be generated by synthesizing according to the determined stop symbol, the pseudo continuous symbol, and the temporary stop symbol in the slide production.
[0203] In addition, the production control CPU 120 executes control of the production device (image display device 5 as a production part, various lamps as production parts, and speakers 8L and 8R as production parts) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 030IWS813). 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 control the lighting / extinguishing 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.
[0204] By executing the process of step 030IWS813, a production corresponding to the variation pattern and the determined content is realized.
[0205] Next, the production control CPU 120 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step 030IWS814).
[0206] Then, the production control CPU 120 sets the value of the production control process flag to a value corresponding to the variable display in-production process (step S172) (step 030IWS815).
[0207] Next, the details of the process of determining the production pattern of the stock production in the variable display start setting process (step 030IWS804) will be described.
[0208] In step 030IWS804, for example, with reference to the stock production pattern determination table shown in FIGS. 8-6(A) to (B), the production pattern of the stock production is determined.
[0209] Specifically, when the variation pattern is the variation patterns PA2-4 and PB2-4 of Super Reach A (with chance up), referring to the first stock production pattern determination table (Super Reach A) shown in FIG. 8-6(A), it is determined to be either the first production pattern of stocking one item (key) as the production result, or the second to third production patterns of stocking two items (keys) as the production result.
[0210] Also, when the variation pattern is the variation patterns PA2-5 and PB2-5 of Super Reach B (with chance up), referring to the second stock production pattern determination table (Super Reach B) shown in FIG. 8-6(B), it is determined to be either the first production pattern of stocking one item (key) as the production result, the second to third production patterns of stocking two items (keys) as the production result, or the fourth to fifth production patterns of stocking three items (keys) as the production result.
[0211] In this example, as shown in FIGS. 8-3 and 8-6, there is an opportunity to stock items (keys) at timings A, B, and C during the stock production. For example, in the first production pattern, one item (key) is stocked at timing A, and no items (keys) are stocked at timings B and C. Also, for example, in the fifth production pattern, one item (key) is stocked at timing A, no items (keys) are stocked at timing B, and two items (keys) are stocked at timing C. Thus, in this example, an opportunity to stock one or more items (keys) is provided at each timing.
[0212] Also, in this example, as shown in FIGS. 8-6(A) to (B), each production pattern of the stock production is configured such that the ratio determined at the time of a big win is different. That is, depending on the number of items (keys) stocked and the timing of stocking, the big win expectancy is configured to be different. With such a configuration, attention can be drawn to the production patterns of the stock production.
[0213] Also, in this example, as shown in FIGS. 8-6(A) to (B), the production patterns of the stock effects that can be determined are different between Super Reach A and Super Reach B. Specifically, when it is Super Reach A, a maximum of two items (keys) can be stocked, and when it is Super Reach B, a maximum of three items (keys) can be stocked. With such a configuration, it is possible to draw attention to which type of Super Reach the stock effect is executed in.
[0214] Also, in this example, as shown in FIGS. 8-6(A) to (B), regardless of the production pattern, the item (key) is stocked at timing A (in other words, at least one item (key) is stocked when the stock effect is executed). With such a configuration, it is possible to prevent the player from having no expectation at all for the stock effect due to a case where the item is not stocked even when the stock effect is executed, or from not paying attention to the stock effect.
[0215] In this example, since the jackpot expectation level is higher when the stock effect is executed than when it is not executed, it becomes a development that the player expects the occurrence of the stock effect. Therefore, for example, in the normal reach before the start of the Super Reach (a state where the left and right symbols are tempered and the middle symbol is fluctuating on the image display device 5), an effect suggesting that the stock effect is executed or an effect that provokes whether it will be executed or not may be executed. For example, when the stock effect is executed, in the normal reach state, a special symbol such as a "key stock time symbol" may be stopped as the middle symbol to shift to the stock effect. Also, for example, when the stock effect is executed, in the normal reach state, the high-speed fluctuation of the middle symbol may be started, and after the screen transition to the Super Reach (covering the display area of the image display device 5 by whitening out, etc.), it may be shifted to the stock effect instead of the first half part (outpost effect) of the Super Reach.
[0216] Next, the details of the process of determining the production pattern of the chance-up effect in the variable display start setting process (step 030IWS805) will be described.
[0217] In step 030IWS805, for example, with reference to the chance-up effect pattern determination table shown in FIGS. 8-7(A) to (E), the production pattern of the chance-up effect is determined.
[0218] Specifically, when the variation pattern is either of the variation patterns PA2-4 or PB2-4 of super reach A (with chance-up), and the stock number of the item determined in step 030IWS804 is 1, with reference to the first chance-up effect pattern determination table shown in FIG. 8-7(A) (super reach A: chance-up once), it is determined to be any of the first to third production patterns for performing the chance-up effect once.
[0219] Also, when the variation pattern is either of the variation patterns PA2-4 or PB2-4 of super reach A (with chance-up), and the stock number of the item determined in step 030IWS804 is 2, with reference to the second chance-up effect pattern determination table shown in FIG. 8-7(B) (super reach A: chance-up twice), it is determined to be any of the fifth to sixth production patterns for performing the chance-up effect twice.
[0220] Also, when the variation pattern is either of the variation patterns PA2-5 or PB2-5 of super reach B (with chance-up), and the stock number of the item determined in step 030IWS804 is 1, with reference to the third chance-up effect pattern determination table shown in FIG. 8-7(C) (super reach B: chance-up once), it is determined to be any of the first to fourth production patterns for performing the chance-up effect once.
[0221] Also, when the variation pattern is either of the variation patterns PA2-5 or PB2-5 of Super Reach B (with chance up), and the stock quantity of the item determined in step 030IWS804 is 2, refer to the 4th chance up production pattern determination table shown in Fig. 8-7(D) (Super Reach B: chance up twice), and determine it to be any of the 5th to 7th production patterns that perform the chance up production twice.
[0222] Also, when the variation pattern is either of the variation patterns PA2-5 or PB2-5 of Super Reach B (with chance up), and the stock quantity of the item determined in step 030IWS804 is 3, refer to the 5th chance up production pattern determination table shown in Fig. 8-7(E) (Super Reach B: chance up three times), and determine it to be the 8th production pattern that performs the chance up production three times.
[0223] For example, in the 1st production pattern of the chance up production, a chance up production that changes the production mode of the title display (production that displays the title display) is executed once. Also, for example, in the 8th production pattern of the chance up production, a chance up production that changes the production mode of the title display (production that displays the title display), a chance up production that changes the production mode of the caption display (caption production that displays the caption), and a chance up production that changes the production mode of the decorative pattern (decorative pattern production that displays the decorative pattern) are each executed.
[0224] In this example, before the chance up production is executed, a chance up provoking production that provokes whether the chance up production is to be executed is executed. The chance up provoking production includes those where the chance up production is executed after the production and those where it is not executed. When distinguishing between the two, the former is also called the chance up provoking production (true), and the latter is also called the chance up provoking production (false).
[0225] In the genuine chance-up hype effect, after an image (e.g., keyhole (suggestive) image 030IWG13) that suggests a keyhole corresponding to the stocked item (key) is displayed, an image (e.g., keyhole (actual) image 030IWG11) that shows the keyhole is displayed. On the other hand, in the fake chance-up hype effect, after an image (e.g., keyhole (suggestive) image 030IWG13) that suggests a keyhole corresponding to the stocked item (key) is displayed, the image (e.g., keyhole (suggestive) image 030IWG13) that suggests the keyhole is erased without displaying an image (e.g., keyhole (actual) image 030IWG11) that shows the keyhole.
[0226] In this example, the genuine chance-up hype effect is always executed before the chance-up effect is executed. And as shown in FIG. 8-7, for example, in the 4th and 7th effect patterns of the chance-up effect, it is hyped whether a chance-up effect targeting the dialogue display (dialogue effect for displaying the dialogue) is executed, but the fake chance-up hype effect that is not actually executed is executed. By adopting such a configuration, it is possible to draw attention to which chance-up effect is being executed. Note that not limited to the example shown in FIG. 8-7, when it is the timing when the chance-up effect is not executed and the stocked item (key) remains, the fake chance-up hype effect may be executed.
[0227] In this example, as shown in FIGS. 8-7(A) to (E), each effect pattern of the chance-up effect is configured such that the ratio determined at the time of a big win is different (i.e., the big win expectancy is different). With such a configuration, it is possible to draw attention to the effect pattern of the chance-up effect. In particular, the later the timing when the target of the chance-up effect changes (i.e., in the order of decoration pattern change > dialogue display change > title display change), the higher the big win expectancy is configured. With such a configuration, it is possible to draw attention to which chance-up effect is being executed for which effect at which timing.
[0228] Also, in this example, the chance-up effect that changes the effect mode of the decorative pattern (the decorative pattern effect that displays the decorative pattern) is not executed when it is super reach A, and is configured to be executable only when it is super reach B. With such a configuration, it is possible to draw attention to which type of super reach the chance-up effect is executed in.
[0229] Note that not limited to the example shown in FIG. 8-7, the chance-up effect that changes the effect mode of the decorative pattern (the decorative pattern effect that displays the decorative pattern) may be configured to be executable for any type of super reach. Also, in this example, it is configured such that the chance-up effect is executed up to three times, but not limited to such a configuration, the chance-up effect may be executed up to four times corresponding to all effects that can be targeted, or further, the chance-up effect targeting the active display may be made executable at both the second timing and the fourth timing, and the chance-up effect may be executed up to five times.
[0230] Next, the details of the process (step 030IWS806) for determining the effect mode after the change of the effect that is the target of the chance-up effect in the variable display start setting process will be described.
[0231] In step 030IWS806, when it is determined to execute a chance-up effect that changes the effect mode of the title display (an effect that displays the title display), the change pattern is determined by referring to the title display change pattern determination table shown in FIG. 8-8(A). Also, when it is determined to execute a chance-up effect that changes the effect mode of the active display (an effect that displays the active display), the change pattern is determined by referring to the active display change pattern determination table shown in FIG. 8-8(B). Also, when it is determined to execute a chance-up effect that changes the effect mode of the caption display (a caption effect that displays the caption display), the change pattern is determined by referring to the caption display change pattern determination table shown in FIG. 8-8(C). Also, when it is determined to execute a chance-up effect that changes the effect mode of the decorative pattern (a decorative pattern effect that displays the decorative pattern), the change pattern is determined by referring to the decorative pattern change pattern determination table shown in FIG. 8-8(D).
[0232] In this example, in the title display (an effect that displays the title display), the active display (an effect that displays the active display), the caption display (a caption effect that displays the caption display), and the decorative pattern (a decorative pattern effect that displays the decorative pattern), it is configured such that the big win expectancy is suggested by the color tone of the effect image related to the effect. For example, it is configured such that the big win expectancy is suggested to be high in the order of gold > red > green > blue > normal color (white).
[0233] When the change pattern of the title display is determined to be the first change pattern, the title display changes from the normal color (white) to blue, and when it is determined to be the second change pattern, the title display changes from the normal color (white) to green.
[0234] Also, when the change pattern of the active display is determined to be the first change pattern, the active display changes from the normal color (white) to blue at the first timing of the first half part of the super reach. When it is determined to be the second change pattern, the active display changes from the normal color (white) to green at the first timing. When it is determined to be the third change pattern, the active display changes from the normal color (white) to green at the third timing. When it is determined to be the fourth change pattern, the active display changes from the normal color (white) to red at the third timing.
[0235] In addition, when it is possible to execute a preview effect that changes the hold display (and the active display), a chance-up effect targeting the active display may be executed according to the effect pattern determined as the preview effect at the time of starting winning (for example, the change timing and the display mode after the change are defined).
[0236] When the change pattern of the caption display is determined to be the first change pattern, the caption display changes from the normal color (white) to blue. When it is determined to be the second change pattern, the caption display changes from the normal color (white) to green. When it is determined to be the third change pattern, the caption display changes from the normal color (white) to red.
[0237] Also, when the change pattern of the decorative pattern is determined to be the first change pattern, the decorative pattern changes from the normal color (white) to green. When it is determined to be the second change pattern, the decorative pattern changes from the normal color (white) to red. When it is determined to be the third change pattern, the decorative pattern changes from the normal color (white) to gold.
[0238] In this example, when the presentation mode of the target presentation changes due to the chance-up effect, it is configured such that the tendency of the presentation mode after the change differs according to the timing of the change. Specifically, the chance-up effect targeting the active display is configured such that it is more likely to change to a presentation mode with a higher expectation level at the third timing after the first timing. Also, the chance-up effect targeting the decorative symbol is configured to be executed at a later timing than the chance-up effects targeting the title display, active display, and caption display, and to be more likely to change to a presentation mode with a higher expectation level. With such a configuration, it is possible to draw attention to at what timing the chance-up effect is executed, and it is possible to prevent discouraging the player who has expectations for the timing of the change (for example, whose expectations increase as the first half of the super reach progresses).
[0239] In addition, if it is suggested that the color displayed after the change at the previous timing has a higher expectation level than the color displayed after the change at the later timing, the presentation mode (color) displayed after the change at the later timing may be re-determined so that a decrease in the expectation level does not occur.
[0240] (Presentation example) Next, a specific example of the presentation mode of the super reach including the stock effect and the chance-up effect will be described. FIGS. 8-9 to 8-10 are explanatory diagrams showing specific examples of the stock effect. In FIGS. 8-9 to 8-10, the presentation screen transitions in the order of (1), (2), and (3).
[0241] (Stock effect (fifth presentation pattern)) FIGS. 8-9 to 8-10 show a stock effect of the fifth presentation pattern in which one item (key) is stocked at timing A, no item (key) is stocked at timing B, and two items (keys) are stocked at timing C.
[0242] Specifically, when the variable display starts and a reach is achieved, a decorative symbol indicating "6" is displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R of the image display device 5. Then, when it is time to start the stock effect, as shown in Fig. 8-9(1), the title display of the stock effect, "KEY STOCK" and "TIME", is displayed on the image display device 5. Note that depending on the display mode of the title display, it may be suggested that the number of items (keys) stocked in the stock effect started thereafter, or that many items (keys) will be stocked. For example, the title display is normally displayed in the normal color (white), but when it is displayed in red, it may be suggested that the number of items (keys) stocked is larger than when it is displayed in the normal color (white).
[0243] In this example, as shown in Fig. 8-9(1), except for special effects and the like, the active display AH is displayed on the lower left side of the display area of the image display device 5 as an active display, and the small symbol KZ corresponding to the special symbol and the hold memory number HS indicating the number of hold memories are displayed on the upper right side of the display area of the image display device 5.
[0244] Next, when the stock effect is started, as shown in Fig. 8-9(2), a timer image 030IWG01 indicating the remaining time of the stock effect and a display 030IWG02 of "KEY STOCK TIME" indicating that the stock effect is in progress are displayed. Also, at the timing A of the stock effect, as shown in Fig. 8-9(2), a character A prompting the pressing operation of the push button 31B and an image imitating the push button 31B and the operation valid period are displayed.
[0245] In the stock effect of the fifth effect pattern, since one key is stocked at timing A, when a pressing operation of the push button 31B is detected during the operation valid period (or when the operation valid period has elapsed), as shown in Fig. 8-9(3), a character display of "STOCK ×1" indicating that one key has been stocked as an item, an image imitating the key, and an effect image emphasizing them are displayed in a manner covering the background image.
[0246] Next, as shown in FIGS. 8-9(4), a production display is performed in which one key moves from the upper left to the lower right of the screen of the image display device and is stocked (for example, a display in a mode that appears as if the key flies from the far left back side of the screen and is stocked on the front right side of the screen).
[0247] When the production display in which the key is stocked ends, as shown in FIGS. 8-9(5), a production display in which the stock production progresses is displayed. Specifically, a production display is performed in which character A rides on a swing at the center of the display area of the image display device 5, and a display is performed in which the remaining time shown in the timer image 030IWG01 decreases. At this time, a stock key image 030G03 indicating the number of keys stocked at the current time is also displayed.
[0248] Next, when the timing B of the stock production is reached, as shown in FIGS. 8-9(6), character A prompting the pressing operation of the push button 31B and an image imitating the operation valid period and the push button 31B are displayed. In this example, production displays prompting the pressing operation of the push button 31B are performed at the timing A, timing B, and timing C of the stock production, but the poses of character A are configured to be different. Therefore, even in a configuration where the production prompting the pressing operation is performed multiple times, the interest of each timing can be improved without boring the player.
[0249] In the stock production of the fifth production pattern, since the key is not stocked at timing B, when a pressing operation of the push button 31B is detected during the operation valid period (or when the operation valid period has elapsed), as shown in FIGS. 8-9(7), an image in which the face of character A is raised, a character display of "!? ", and an effect image emphasizing them are displayed in a manner covering the background image, and an image indicating that the key is stocked is not displayed.
[0250] In this way, by executing an effect such as displaying a character image instead when the key is not stocked, the sense of disappointment that the key was not stocked can be alleviated. Also, in the stock effect of this example, even when only one key is stocked, the execution time of the effect is the same as when three keys are stocked. Therefore, if the period during which the key is not stocked continues even after the button is pressed, the effect may become redundant and the appeal may decrease. Thus, by displaying a character image instead when the key is not stocked in this way to liven up the effect, the stock effect does not decline even with a small number of stocks. Note that the character image displayed when not stocked may not be of one type, and may be varied according to the type of super reach executed or the like. By doing so, the subsequent developments can be predicted from the displayed character image, and the character image can be given an effectual meaning.
[0251] The effect display shown in Fig. 8-9(7) is performed when the key is not stocked (i.e., it indicates that the key is not stocked). Therefore, after the image displayed in the effect display shown in Fig. 8-9(7) is erased, an effect display in which the stock effect shown in Fig. 8-9(8) progresses is displayed, but the number of stocked keys indicated by the stock key image 030G03 has not increased. Note that the display period of the effect display when the item shown in Fig. 8-9(3) is stocked is set shorter than that of the effect display when the item shown in Fig. 8-9(7) is not stocked. With such a configuration, it is possible to prevent the player from feeling annoyed or the appeal from decreasing by displaying for a long time an effect that is not preferable without the effect of increasing the stock number.
[0252] Next, as shown in Fig. 8-10(9), an effect display in which the stock effect progresses is displayed. When it becomes the timing C of the stock effect, as shown in Fig. 8-10(10), a character A that prompts a pressing operation of the push button 31B and an image imitating the operation valid period and the push button 31B are displayed.
[0253] In the stock effect of the fifth performance pattern, since two keys are stocked at timing C, when a push button 31B press operation is detected during the operation valid period (or when the operation valid period elapses), as shown in FIGS. 8-10(11), a character display of "Stock × 2" indicating that two keys are stocked as items, an image imitating a key, and an effect image emphasizing them are displayed in a manner covering the background image.
[0254] Next, as shown in FIGS. 8-10(12), an effect display (for example, a display in a manner that looks like a key flying from the back left side of the screen and being stocked at the front right side of the screen) where two keys move from the upper left of the screen of the image display device to the lower right and are stocked is performed.
[0255] When the effect display where the keys are stocked ends, as shown in FIGS. 8-10(13), an effect display where the stock effect progresses is displayed. Then, as shown in FIGS. 8-10(14), when the remaining time shown in the timer image 030IWG01 becomes 0, as shown in FIGS. 8-10(15), a display prompting a push button 31B press operation is performed.
[0256] Then, when a push button 31B press operation is detected during the operation valid period (or when the operation valid period elapses), as shown in FIGS. 8-10(16), a character display of "Character A VS Enemy Character B" indicating the battle card in the battle effect, Character A and Enemy Character B are displayed, and the stock effect ends.
[0257] In this example, when executing a Super Reach with a chance boost, first, in the Super Reach introduction part, a stock effect is executed. Then, in the first half part of the Super Reach, a skirmish effect such as a dialogue scene where Character A confronts and talks with enemy Character B is mainly executed, and a chance boost effect is incidentally executed. After that, in the second half part of the Super Reach, a battle effect where Character A and enemy Character B cross swords is executed. When executing a Super Reach without a chance boost, in the first half part of the Super Reach, a skirmish effect such as a dialogue scene where Character A confronts and talks with enemy Character B is executed, and in the second half part of the Super Reach, a battle effect where Character A and enemy Character B cross swords is executed.
[0258] In the example shown in FIGS. 8 - 10(16), the battle effect's battle card is "Character A VS Enemy Character B", but actually, a plurality of types of battle cards (where the types of characters on the player's side and the enemy's side are different) are provided, and the battle card is determined according to the type of Super Reach. That is, triggered by the pressing operation of push button 31B, the type of Super Reach is notified by displaying the battle card of the battle effect. With such a configuration, the sense of anticipation and tension when performing the pressing operation of push button 31B at the timing shown in FIGS. 8 - 10(15) can be enhanced. For example, in addition to or instead of the type of Super Reach, the types of characters on the player's side and the enemy's side may be made different according to the jackpot expectation level. Also, for example, when the production stage transitions according to the game period or game state such as the number of variations, a character pre-associated with the production stage may fight against any enemy character (which may be any one of a plurality of enemy characters pre-associated with the production stage or an enemy character determined by lottery).
[0259] (Stock effect (first production pattern)) Next, an item (key) is stocked at timing A, and no item (key) is stocked at timing B and timing C. As a result, a stock effect of the first effect pattern that stocks one key will be described.
[0260] When the stock effect of the first effect pattern is executed, after the screen transitions shown in FIGS. 8-9(1) to (8), as shown in FIG. 8-11(9), a stock key image 030G03 indicating that the number of stocked keys is one is displayed, and an effect display indicating the progress of the stock effect is displayed. Then, as shown in FIG. 8-11(10), when the remaining time shown in the timer image 030IWG01 reaches 0, as shown in FIG. 8-11(11), a display prompting a pressing operation of the push button 31B is performed.
[0261] Then, when a pressing operation of the push button 31B is detected during the operation valid period (or when the operation valid period has elapsed), as shown in FIG. 8-11(12), a character display of "Character A VS Enemy Character B" indicating the battle card in the battle effect, Character A, and Enemy Character B are displayed, and the stock effect ends.
[0262] (Overview of the first half and second half of the super reach) Next, an overview of the effects in the first half and second half of the super reach will be described. FIGS. 8-12 to 8-13 are explanatory diagrams showing an overview of the effects in the first half and second half of the super reach. In FIGS. 8-12 to 8-13, the effect screens transition in the order of (1), (2), and (3).
[0263] When the super reach introduction part (stock effect) ends and the first half of the super reach begins, as shown in FIG. 8-12(1), a title display of super reach B marked with "Deadly Duel" is displayed.
[0264] Also, as shown in FIGS. 8-12(1), at the lower right of the display area of the image display device 5, a mini-character A image 030IWC10 and a number of mini-key images 030IWG10 stocked by a stock effect are displayed. In this example, it is assumed that three keys have been stocked by a stock effect in advance, and the three keys are displayed in a manner of moving around the mini-character A. In this example, the keys stocked by the stock effect in the super reach introduction part are displayed as mini-key images 030IWG10 or key images 030IWG12 in the first half part of the super reach.
[0265] Also, a decorative pattern indicating "6" is displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R of the image display device 5, an active display AH is displayed as an active display at the lower left side of the display area of the image display device 5, a small pattern KZ corresponding to a special pattern, and a hold memory number HS indicating the number of hold memories are displayed at the central right side of the display area of the image display device 5.
[0266] Next, as a scout effect, as shown in FIGS. 8-12(2), after a dialogue image 030IWG20 of "It's a showdown" is displayed in a state where a character A image 030IWC01 and an enemy character A image 030IWC02 confront each other, as shown in FIGS. 8-12(3), a dialogue image 030IWG20 of "I'll get revenge" is displayed.
[0267] Next, as shown in FIGS. 8-12(4), the character A image 030IWC01 is displayed alone and a dialogue image 030IWG20 of "I won't go easy on you" is displayed.
[0268] Note that, as shown in FIGS. 8-12(2) to (4), when the chance-up effect is not being executed during the execution of the scout effect, an effect display is performed in which the mini-key image 030IWG10 and the mini-character A image 030IWC10 move to the ends of the display area of the image display device 5. Also at this time, an effect display is performed in which the mini-key image 030IWG10 moves around the mini-character A image 030IWC10.
[0269] Here, when a chance-up effect targeting the dialogue performance is executed, as shown in Fig. 8-12(5), a keyhole (physical) image 030IWG11 imitating a keyhole is displayed in a manner overlapping the dialogue image 030IWG20. At this time, beside the keyhole (physical) image 030IWG11, a mini-character A image 030IWC10 holding one key is displayed. Such an effect display indicates that the target of the chance-up effect is the dialogue performance.
[0270] Next, as an effect display of the key being inserted into the keyhole, as shown in Fig. 8-12(6), a key image 030IWG12 and a keyhole (physical) image 030IWG11 are displayed. Then, as an effect display of the key turning in the keyhole (i.e., the key being turned to unlock), as shown in Fig. 8-12(7), a key image 030IWG12 rotated by the keyhole (physical) image 030IWG11 is displayed.
[0271] When the effect display of the key turning in the keyhole (i.e., the key being turned to unlock) is performed, as shown in Fig. 8-12(8), the dialogue image 030IWG20 changes from the normal color (white) to blue. Such an effect display changes the performance mode of the dialogue performance as a result of the chance-up effect.
[0272] After that, when the first half part of the super reach (sentinel effect and chance-up effect) ends and the second half part of the super reach begins, as shown in Fig. 8-13(9), a battle effect where character A image 030IWC01 and enemy character A image 030IWC02 cross swords is started.
[0273] When character A wins against enemy character A, as shown in Fig. 8-13(10), the character "VICTORY" is displayed. Then, as shown in Fig. 8-13(11), a combination of decorative patterns of "666" which is a big win symbol is displayed.
[0274] (Chance-up effect) Next, the chance-up effect outlined in FIGS. 8-12 will be described in detail with reference to FIGS. 8-14 to 8-18. FIGS. 8-14 to 8-18 also show parts that were omitted in FIG. 8-12 regarding the chance-up effect.
[0275] FIGS. 8-14 to 8-15 are explanatory diagrams showing specific examples of the chance-up effect for active display. In FIGS. 8-14 to 8-15, the production screen transitions in the order of (1), (2), and (3).
[0276] In the first half of the super reach, as shown in FIG. 8-14(1), a forward scout effect is executed in which the character A image 030IWC01 and the enemy character A image 030IWC02 confront each other. Also, as shown in FIG. 8-14(1), an effect display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move to the end of the display area of the image display device 5. At this time, an effect display is also performed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.
[0277] Note that the effect images related to the forward scout effect (for example, the character A image 030IWC01, the enemy character A image 030IWC02, etc.) are also displayed after FIG. 8-14(1), but are omitted for simplicity. In this example, the effect images related to the forward scout effect have a lower display priority than the effect images related to the chance-up effect (for example, key images, keyhole images, mini character images, etc.) and the effect images related to the effect targeted by the chance-up effect (for example, title display, active display, dialogue display, decorative patterns), and are displayed in a lower layer than those images. Also, although details will be described later, the effect images related to the forward scout effect are covered by the effect images related to the chance-up effect at the timing of FIGS. 8-15(13) to (14).
[0278] Next, when the chance-up excitement effect (true) is executed, as shown in Fig. 8-14(2), a keyhole (suggestion) image 030IWG13 suggesting the appearance of a keyhole is displayed at the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving to the ends of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. Also, near the mini-key image 030IWG10 and the mini-character A image 030IWC10, an "!" display indicating the presence of the keyhole (suggestion) image 030IWG13 is performed.
[0279] Next, as shown in Fig. 8-14(3), an effect display in which the keyhole (suggestion) image 030IWG13 gradually shrinks is started. Then, as shown in Fig. 8-14(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the active display AH that is the target of the chance-up effect, and eventually, as shown in Fig. 8-14(5), an effect display is performed in which the keyhole (suggestion) image 030IWG13 overlaps the active display AH. At this time, a triangular mark indicating that it is shrunk is displayed around the keyhole (suggestion) image 030IWG13.
[0280] Also, as shown in Fig. 8-14(2) to (5), the mini-key image 030IWG10 and the mini-character A image 030IWC10 move so as to follow the keyhole (suggestion) image 030IWG13 approaching the active display AH. With such a configuration, it is possible to draw attention to the chance-up excitement effect and the effect that is the target of the chance-up effect.
[0281] Next, as shown in Fig. 8-14(6), an effect display is performed in which the keyhole (suggestion) image 030IWG13 becomes a silhouette state on the active display AH and a glowing effect image is displayed around it. Also at this time, an effect display is performed in which the mini-key image 030IWG10 and the mini-character A image 030IWC10 become a silhouette state and a glowing effect image is displayed around them.
[0282] Next, as shown in FIG. 8-14(7), a keyhole (solid) image 030IWG11 imitating a keyhole is displayed on the active display AH. Through such a production display, it is found that the ongoing chance-up provocation production is the chance-up provocation production (true), and it is also found that the target of the chance-up production is the active display.
[0283] Next, as shown in FIG. 8-14(8), a production display is performed in which the character A located on the front side of the screen throws a key toward the keyhole (solid) image 030IWG11 located on the back side of the screen. Then, as shown in FIG. 8-15(9), a production display is performed in which the key image 030IWG12 appears to move from the front side of the screen toward the keyhole (solid) image 030IWG11 on the back side. Therefore, as shown in FIG. 8-15(9), the key image 030IWG12 is initially displayed with a display size larger than that of the keyhole (solid) image 030IWG11, and then, as shown in FIG. 8-15(10), it is displayed so as to move toward the keyhole (solid) image 030IWG11 while shrinking (gradually becoming smaller as an expression of moving away). With such a configuration, attention can be drawn to the key image 030IWG12 acting on the keyhole (solid) image 030IWG11, and the production effect of the chance-up production can be enhanced.
[0284] Then, as a production display in which the key is inserted into the keyhole, the key image 030IWG12 and the keyhole (solid) image 030IWG11 are displayed as shown in FIG. 8-15(11), and as a production display in which the key rotates in the keyhole (i.e., the key is opened), a key image 030IWG12 rotated by the keyhole (solid) image 030IWG11 is displayed as shown in FIG. 8-15(12).
[0285] When a key turning in a keyhole (i.e., the key being unlocked) effect display is performed, as shown in Fig. 8-15(13), character A and the text display of "Pending Rank Up" are displayed together with an effect image that covers the image related to the outpost effect. In this example, as shown in Fig. 8-15(13), by displaying character A upward together with the effect image that covers the effect image related to the outpost effect, the sense of incongruity of executing the chance-up effect during the outpost effect is reduced.
[0286] Then, as shown in Fig. 8-15(14), while the effect image that covers the image related to the outpost effect is being displayed, character A and the text display of "Pending Rank Up" are erased, the active display AH becomes a silhouette state, and an effect display in which a glowing effect image is displayed around it is performed. Also at this time, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again, and an effect display in which a glowing effect image is displayed around them is also performed.
[0287] In this example, when the chance-up effect targeting the active display is executed, as shown in Fig. 8-15(14), in the image display device 5, in the order of decorative pattern > mini key image 030IWG10 and mini character A image 030IWC10 > effect image that covers the image related to the outpost effect > active display AH > image related to the outpost effect, it is displayed on the upper layer.
[0288] After that, as shown in Fig. 8-15(15), the effect image that covers the image related to the outpost effect is erased, and the active display AH that has changed from the normal color (white) to blue is displayed. Also, since one of the stocks has been released and the item (key) has been consumed by the chance-up effect targeting the active display, the number of mini key images 030IWG10 that move around the perimeter of the mini character A image 030IWC10 has decreased by one.
[0289] In this example, when the effect for increasing the chance is being executed, the keyhole (physical) image 030IWG11 is displayed, and the chance-up effect is executed in such a manner that the key image 030IWG12 acts on the keyhole (physical) image 030IWG11. Specifically, as shown in FIGS. 8-14 to 8-15, the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, and the chance-up effect is executed in such a manner that the key image 030IWG12 pierces and rotates around the keyhole (physical) image 030IWG11. With such a configuration, when the chance-up effect using the key image 030IWG12 is executed, the storytelling that the key image 030IWG12 pierces into and rotates around the keyhole (physical) image 030IWG11 (i.e., the key is opened) can be given, enhancing the effect of the presentation and improving the interest.
[0290] Also in this example, the keyhole (physical) image 030IWG11 is displayed at approximately the center position of the presentation image related to the effect for which the chance-up effect is targeted (see, for example, FIG. 8-14(7)). At the timing when the keyhole (physical) image 030IWG11 is displayed, the chance-up effect for other effects is not executed. For example, at the timing when the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, the chance-up effect for the caption display is not executed. With such a configuration, the suggestive effect for which the chance-up effect is targeted can be made easier to understand, and attention can be drawn to the timing at which the keyhole (physical) image 030IWG11 is displayed.
[0291] Also in this example, as shown in FIGS. 8-14(1) to (8), the stored key image and the character image (i.e., the mini key image 030IWG10 and the mini character A image 030IWC10) are moved and displayed, and when the chance-up effect is executed, a presentation display is performed in which the character throws the key toward the keyhole. With such a configuration, attention can be drawn to the key image, and the effect of the chance-up effect can be enhanced.
[0292] Also in this example, as shown in FIGS. 8-14(1) to (6), the mini key image 030IWG10 operates in a manner that rotates around the mini character A image 030IWC10 and stops its operation when the chance-up effect is executed. With such a configuration, it is possible to draw attention to the key image and enhance the effect of the chance-up effect.
[0293] Also in this example, the appearance of the key is configured to be different when the key is stocked and when the key is used. For example, as shown in FIG. 8-9(8), when the key image is displayed in the lower right of the display area in the stock effect, and as shown in FIG. 8-12(1), when the key image is displayed so as to move around the character in the scout effect, the display size of the key image is smaller in the latter case. With such a configuration, it is possible to make the key image easier to visually recognize in the stock effect where the key is the main focus, and prevent the key from being too prominent when the scout effect is the main one. For example, when the key is stocked in the stock effect and when the character throws the key into the keyhole in the chance-up effect (the most enlarged state at the beginning), the display size of the key image may be made larger in the latter case. With such a configuration, an impact can be given when releasing the stock compared to when the key is stocked. Also, by giving an impact, even if the effect targeted by the chance-up effect, for example, has a low expectation level, it can be impressed on the player as a favorable effect.
[0294] Next, a specific example of the chance-up effect for the decorative symbol will be described. FIGS. 8-16 to 8-18 are explanatory diagrams showing specific examples of the chance-up effect for the decorative symbol. In FIGS. 8-16 to 8-18, the production screen transitions in the order of (1), (2), and (3).
[0295] In the first half of the super reach, as shown in Fig. 8-16(1), a sentry performance is executed in which the character A image 030IWC01 confronts the enemy character A image 030IWC02. Also, as shown in Fig. 8-16(1), a performance display is carried out in which the mini key image 030IWG10 and the mini character A image 030IWC10 move to the end of the display area of the image display device 5. At this time, the mini key image 030IWG10 moves around the mini character A image 030IWC10.
[0296] Also, as shown in Fig. 8-16(1), the movable body 32 is located at an initial position covering a part of the upper part of the display area of the image display device 5.
[0297] Note that the performance images related to the sentry performance (for example, the character A image 030IWC01, the enemy character A image 030IWC02, etc.) are also displayed after Fig. 8-16(1), but are omitted for simplicity. In this example, the performance images related to the sentry performance have a lower display priority than the performance images related to the chance-up performance (for example, key images, keyhole images, mini-character images, etc.) and the performance images related to the performance targeted by the chance-up performance (for example, title display, active display, dialogue display, decorative pattern), and are displayed in a lower layer than those images.
[0298] Next, when the chance-up excitement production (true) is executed, as shown in FIG. 8-16(2), a keyhole (suggestion) image 030IWG13 suggesting the appearance of a keyhole is displayed at the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving to the ends of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. Also, near the mini-key image 030IWG10 and the mini-character A image 030IWC10, an "!" display indicating the presence of the keyhole (suggestion) image 030IWG13 is performed. Note that the keyhole (suggestion) image 030IWG13 displayed in the chance-up excitement production is represented by a dotted line as shown in FIG. 8-16 etc. in this example, but actually has a transparency that allows the production image of the lower layer (for example, the production image related to the outpost production) to be visible, and it is designed to interfere with the content of the super reach (that is, the outpost production) as little as possible while the chance-up excitement production is being executed.
[0299] Next, as shown in FIG. 8-16(3), an effect display in which the keyhole (suggestion) image 030IWG13 gradually shrinks is started. Then, as shown in FIG. 8-16(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the decoration pattern display area that is the target of the chance-up production, and eventually, as shown in FIG. 8-16(5), an effect display is performed in which the keyhole (suggestion) image 030IWG13 reaches near the central position (the position corresponding to the middle decoration pattern display area 5C) between the left decoration pattern display area 5L and the right decoration pattern display area 5R. At this time, a triangular mark indicating that it is shrinking is displayed around the keyhole (suggestion) image 030IWG13. Also, an effect display is performed in which the mini-key image 030IWG10 and the mini-character A image 030IWC10 move so as to follow the keyhole (suggestion) image 030IWG13 approaching the active display AH.
[0300] Next, as shown in FIG. 8-16(6), an effect display is performed in which the keyhole (suggestive) image 030IWG13 becomes a silhouette state and a glowing effect image is displayed around it. At this time, an effect display is also performed in which the mini-key image 030IWG10 and the mini-character A image 030IWC10 become silhouette states and a glowing effect image is displayed around them. In this example, as shown in FIGS. 8-16(5) to 8-16(6), when changing the pose of the mini-character A, an image in the silhouette state is once displayed, and then the mini-character A image in the pose after the change is displayed from the image in the silhouette state. In this way, without using material data in which the mini-character operates and changes the pose, by switching the images with the silhouette state image in between, the material data can be simplified and the man-hours and costs required for production can be reduced.
[0301] Next, as shown in FIG. 8-16(7), the keyhole (solid) image 030IWG11 is displayed near the central position (the position corresponding to the middle ornament pattern display area 5C) between the left ornament pattern display area 5L and the right ornament pattern display area 5R. By such an effect display, it is found that the chance-up agitation effect during execution is the chance-up agitation effect (true), and it is found that the target of the chance-up effect is the ornament pattern.
[0302] In this example, when executing a chance-up effect targeting a dialogue effect, as shown in FIG. 8-12(5), the keyhole (solid) image 030IWG11 is displayed at approximately the central position of the dialogue image 030IWG20, while when executing a chance-up effect targeting an ornament pattern, as shown in FIG. 8-16(7), the keyhole (solid) image 030IWG11 is displayed at a position shifted in the direction of the center of the display area from the central position (the position corresponding to the middle ornament pattern display area 5C) between the left ornament pattern display area 5L and the right ornament pattern display area 5R. With such a configuration, it is possible to avoid the keyhole (solid) image 030IWG11 from being difficult to visually recognize due to being covered by the movable body 32, and the keyhole (solid) image 030IWG11 can be suitably displayed according to the characteristics of the target effect.
[0303] Next, as shown in Fig. 8-16(8), a production display is performed in which the character A located on the front side of the screen throws a key toward the keyhole (physical) image 030IWG11 located on the back side of the screen. Then, as shown in Fig. 8-17(9), a production display is performed in which the key image 030IWG12 appears to move from the front side to the back side of the screen toward the keyhole (physical) image 030IWG11. For this reason, the key image 030IWG12 is initially displayed with a display size larger than that of the keyhole (physical) image 030IWG11 as shown in Fig. 8-17(9), and then, as shown in Fig. 8-17(10), it is displayed so as to move toward the keyhole (physical) image 030IWG11 while shrinking (gradually becoming smaller as an expression of moving away).
[0304] Then, as a production display of the key being inserted into the keyhole, the key image 30IWG12 and the keyhole (physical) image 030IWG11 are displayed as shown in Fig. 8-17(11), and as a production display of the key turning in the keyhole (i.e., the key being opened), a key image 030IWG12 rotated by the keyhole (physical) image 030IWG11 is displayed as shown in Fig. 8-17(12).
[0305] When a production display of the key turning in the keyhole (i.e., the key being opened) is performed, as shown in Fig. 8-17(13), the character A and the character display of "Symbol Rank Up" are displayed. Then, as shown in Fig. 8-17(14), while the character A and the character display of "Symbol Rank Up" are being displayed, a production display is performed in which the left decorative symbol starts to rotate in the left decorative symbol display area 5L and the right decorative symbol starts to rotate in the right decorative symbol display area 5R. In this example, as shown in Fig. 8-17(13) to (14), by displaying the character A upward, the production image related to the outpost production is covered, and the sense of incongruity that the chance-up production is executed during the outpost production is reduced.
[0306] Next, as shown in FIG. 8-17(15), an image is displayed in which character A and character B stand side by side near the center of the display area of the image display device 5, and an effect display is performed in which a rotating left decorative pattern and a right decorative pattern move to positions overlapping the image. Then, as shown in FIG. 8-17(16), an effect image that lights up is displayed around the rotating left decorative pattern and right decorative pattern.
[0307] Next, as shown in FIG. 8-17(17), when the effect image that lights up around the left decorative pattern and the right decorative pattern is erased, the left decorative pattern and the right decorative pattern that change from the normal color (white) to gold and are attached with the character display of "GOLD" are displayed, and an effect display is performed in which the rotation of the left decorative pattern and the right decorative pattern stops.
[0308] Thereafter, as shown in FIG. 8-17(18), the gold right decorative pattern and the left decorative pattern are respectively displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R, and the remaining outpost effects are executed. Since all the stocked keys have been used due to the execution of the chance-up effect for the decorative patterns, the mini-character A image 030IWC10 and the mini-key image 030IWG10 are not displayed thereafter, but no special effect indicating that they are not displayed is executed. With such a configuration, it is possible to suppress the mini-key image 030IWG10, which is no longer used, from being conspicuous.
[0309] In this example, regardless of the position where the keyhole (physical) image 030IWG11 is displayed (that is, regardless of which effect is the target of the chance-up effect), at least a part of the chance-up exciting effect is executed in a common manner. Specifically, as shown in FIGS. 8-14(2) to (5) and FIGS. 8-16(2) to (5), even when the effects targeted by the chance-up effect are different, the keyhole (suggestive) image 030IWG13 is displayed enlarged across the entire initial screen and then shrunk in a common manner. With such a configuration, it is possible to draw attention to whether the keyhole (physical) image 030IWG11 is displayed, that is, whether the chance-up effect is executed, and also to draw attention to which effect is the target of the chance-up effect.
[0310] Also in this example, in the chance-up effect, regardless of the position where the keyhole (physical) image 030IWG11 is displayed (that is, regardless of the type of the target effect), an image is displayed at a common display position to notify that the effect mode of the target effect changes. Specifically, as shown in FIGS. 8-15(13) and FIGS. 8-17(13), a character and the text display of "Pending Rank Up" or "Symbol Rank Up" are displayed to notify that the effect mode changes. With such a configuration, it is possible to make it easier to recognize that the effect mode of the target effect changes due to the chance-up effect.
[0311] Also in this example, the keyhole (physical) image 030IWG11 is not displayed at the timing when the effect mode of the target effect changes in the chance-up effect. Specifically, as shown in FIGS. 8-15(13) to (15) and FIGS. 8-17(13) to FIGS. 8-18(17), the keyhole (physical) image 030IWG11 is not displayed at the timing when the active display or the mode of the decorative pattern changes. With such a configuration, it is possible to draw attention to the fact that the effect mode of the target effect changes due to the chance-up effect.
[0312] Also, in this example, the production images related to at least some of the multiple types of productions targeted for the chance-up production have a higher display priority than the key image even when the key image acts on the keyhole image. Specifically, the decorative pattern has a higher display priority than the key image even when the key image acts on the keyhole image. With such a configuration, for some productions, visibility can be ensured under any circumstances. Also, for the production images related to productions other than some (for example, those that are not information related to the progress of the game such as dialogue display or title display), by making the display priority lower than that of the key image when the key image acts on the keyhole image, a realistic production can be realized and the production effect can be enhanced.
[0313] Also in this example, as shown in FIGS. 8-15(13) and 8-17(13), when executing the chance-up effect, it is possible to display an effect image or character that covers the effect image related to the outpost effect, and a notification image such as the character display of "pending rank-up" or "symbol rank-up". And, there are two performance patterns for executing the chance-up effect: a performance pattern in which the performance mode of the performance targeted by the chance-up effect is changed while the notification image is being displayed (for example, as shown in FIGS. 8-17(13) to 8-18(17), a pattern in which the mode of the decorative symbol changes while the character or the character display of "symbol rank-up" remains), and a performance pattern in which the performance mode of the performance targeted is changed when it is different from when the notification image is being displayed (for example, as shown in FIGS. 8-15(13) to (15), a pattern in which the active display mode changes after the effect image, character, and the character display of "pending rank-up" are erased). With such a configuration, it is possible to make the player recognize that the performance mode of the target performance changes by displaying the notification image, and it is possible to suitably execute the chance-up effect according to the performance pattern corresponding to the target performance. In particular, for the former, the performance can be made spectacular by seamlessly performing a chance-up (that is, a change in the performance mode of the target performance) while the notification image is being displayed, and for the latter, by performing a chance-up (that is, a change in the performance mode of the target performance) after the notification image is erased, it is possible to suppress an increase in the amount of data related to performance control.
[0314] Also in this example, the performance pattern in which the performance mode of the performance targeted by the chance-up effect is changed while the notification image is being displayed has a higher jackpot expectation than the performance pattern in which the performance mode of the performance targeted is changed when it is different from when the notification image is being displayed. Specifically, the chance-up effect in which the mode of the decorative symbol changes has a higher jackpot expectation than the chance-up effect in which the active display mode changes (see FIG. 8-7). With such a configuration, the expectation can be varied according to the spectacularness of the performance pattern, and the interest can be improved.
[0315] Also, in this example, the notification image can identify which performance mode has changed, and an image different from the performance image related to the performance is used. For example, as shown in FIGS. 8-15(13) and 8-17(13), character displays such as "Pending Rank Up" and "Symbol Rank Up" are shown. With such a configuration, it is possible to more easily recognize which performance mode has changed.
[0316] Also, in this example, the notification image displayed during the execution of the chance-up performance is displayed in a manner that covers the performance image related to the super reach (outpost performance). However, for the performance targeted by the chance-up performance, there are those in which the related performance image is covered by the notification image and those in which it is not, and the latter has a higher jackpot expectation than the former. Specifically, as shown in FIGS. 8-15(13) and 8-17(13), as the notification image, a character and a character display of "Pending Rank Up" and "Symbol Rank Up" are shown together with an effect image that covers the performance image related to the outpost performance. This notification image covers the active display AH while not covering the decorative symbol. And the chance-up performance in which the mode of the decorative symbol changes has a higher jackpot expectation than the chance-up performance in which the mode of the active display changes (see FIG. 8-7). With such a configuration, the expectation can be varied according to the flamboyance of the chance-up performance, and the interest can be improved.
[0317] Also, in this example, for the performance targeted by the chance-up performance, there are those in which the related performance image is covered by the notification image and those in which it is not, and the latter has a higher ratio of being executed at a later timing within one variable display period than the former. Specifically, the chance-up performance in which the mode of the decorative symbol changes is executed at a later timing than the chance-up performance in which the mode of the active display changes (see FIG. 8-3). With such a configuration, it is possible to execute a chance-up performance according to the timing when the player's expectation increases.
[0318] Also in this example, the effects subject to the chance-up effect include those where the effect image is covered by the notification image and those where it is not. In the latter case, one notification image is switched to another and displayed. Specifically, when the chance-up effect targeting the decorative pattern is executed, as shown in FIGS. 8-17(13) to (14), after the character A image is displayed, as shown in FIGS. 8-17(15) to 8-18(17), an image in which character A and character B stand side by side is displayed. With such a configuration, the effect of the chance-up effect with a high expectation level can be enhanced.
[0319] Next, a specific example of the chance-up hype effect (false) will be described. FIG. 8-19 is an explanatory diagram showing a specific example of the chance-up hype effect (false). In FIG. 8-19, the production screen transitions in the order of (1), (2), and (3).
[0320] In FIG. 8-19(1), the outpost effect in the first half of the super reach is started, and the state immediately after the chance-up effect targeting the active display is executed is shown. In this example, as shown in FIG. 8-19(1), after the chance-up effect is executed, the mini key image 030IWG10 and the mini character A image 030IWC10 are redisplayed at the initial position in the lower right of the display area of the image display device 5.
[0321] Then, as shown in FIG. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 move to the end of the display area of the image display device 5 so as to pass through the display positions of effects (for example, title display, active display, dialogue display, decorative pattern) that are the targets of the chance-up effect. For example, in the examples shown in FIGS. 8-19(1) and (2), before the dialogue effect starts, an effect display is performed such that the mini key image 030IWG10 and the mini character A image 030IWC10 move so as to pass through the position where the dialogue image 030IWG20 is displayed (or the position where the display is planned). With such a configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed in a moving manner, the player's sense of anticipation, such as the desire to execute a chance-up effect targeting the effect at the displayed position, can be enhanced and the interest can be improved.
[0322] In this example, the effects that are the targets of the chance-up effect are displayed at various positions such as the upper part, lower part, and lower right part of the display area of the image display device 5, and the mini key image 030IWG10 and the mini character A image 030IWC10 move so as to pass through those positions. With such a configuration, it is possible to draw attention to whether the positions where the mini key image 030IWG10 and the mini character A image 030IWC10 move and are displayed and the effects displayed at those positions are the targets of the chance-up effect.
[0323] Also in this example, when executing another chance-up effect targeting another effect after executing one chance-up effect targeting one effect, the other chance-up effect is executed after a predetermined period has elapsed since the one chance-up effect was executed (see FIG. 8-4). With such a configuration, the interval between one chance-up effect and another chance-up effect can be made distinct, and each can be emphasized. Also, as shown in FIGS. 8-19(1) to (2), a period can be ensured for the display of the manner in which the mini key image 030IWG10 and the mini character A image 030IWC10 move.
[0324] Also, as shown in Fig. 8-19(2), when the mini-key image 030IWG10 and the mini-character A image 030IWC10 are moving to the end of the display area of the image display device 5, the mini-key image 030IWG10 and the mini-character A image 030IWC10 have a lower display priority than the production images related to the production that can be the target of the chance-up production (for example, active display, dialogue display, decorative patterns, etc.), and are displayed in a lower layer than those. With such a configuration, it is possible to draw attention to the production that can be the target of the chance-up production. Note that, not limited to such a configuration, when the mini-key image 030IWG10 and the mini-character A image 030IWC10 are moving to the end of the display area of the image display device 5, they may be displayed in a lower layer than the production images related to some of the productions that can be the target of the chance-up production (for example, decorative patterns), and in a higher layer than the production images related to the productions of other productions (for example, active display and dialogue display).
[0325] Also, as shown in Fig. 8-19(2), the mini-key image 030IWG10 and the mini-character A image 030IWC10 are displayed during the execution of the super reach, and are displayed with a higher display priority than the production images related to the super reach (for example, the character images related to the outpost production). However, when the chance-up production is not being executed, they are displayed so as not to interfere with the visibility of at least the central part of the production images related to the super reach. Specifically, the mini-key image 030IWG10 and the mini-character A image 030IWC10 are displayed so as to move to the end of the display area without moving to the center of the display area of the image display device 5, and are not superimposed on the face part or the like of the character image related to the outpost production. With such a configuration, it is possible to prevent the mini-key image 030IWG10 and the mini-character A image 030IWC10 from interfering with the super reach (outpost production) while being displayed.
[0326] Next, when the chance-up hype effect (fake) is executed, as shown in Fig. 8-19(3), the keyhole (suggestive) image 030IWG13 suggesting the appearance of the keyhole is displayed at the center of the display area. At this time, the mini-key image 030IWG10 and the mini-character A image 030IWC10 stop moving to the ends of the display area of the image display device 5, and the mini-key image 030IWG10 stops moving around the mini-character A image 030IWC10. Also, near the mini-key image 030IWG10 and the mini-character A image 030IWC10, an "!" display indicating the presence of the keyhole (suggestive) image 030IWG13 is performed.
[0327] Also, as shown in Fig. 8-19(3), when the keyhole (suggestive) image 030IWG13 is displayed, the mini-key image 030IWG10 and the mini-character A image 030IWC10 move so as to approach the keyhole (suggestive) image 030IWG13.
[0328] In this example, as shown in Figs. 8-19(2) and (3), the moving speeds of the mini-character A image 030IWC10 and the mini-key image 030IWG10 are low-speed movements when the effect to be used is not specified (or when the chance-up hype effect is not executed), and high-speed movements when it is specified (or when the chance-up hype effect is executed). With such a configuration, it is possible to draw attention to the chance-up hype effect or the effect targeted by the chance-up effect.
[0329] Next, an effect display in which the keyhole (suggestive) image 030IWG13 gradually shrinks is started, but as shown in Fig. 8-19(4), without displaying the keyhole (actual) image 030IWG11), the keyhole (suggestive) image 030IWG13 is erased. Also at this time, near the mini-key image 030IWG10 and the mini-character A image 030IWC10, a "?" display indicating that the keyhole (suggestive) image 030IWG13 has been erased is performed. With such a configuration, it will be found that the executed chance-up hype effect is a chance-up hype effect (fake).
[0330] When the chance-up hype effect (false) ends, as shown in Fig. 8-19(5), the mini-key image 030IWG10 and the mini-character A image 030IWC10 are redisplayed at the initial position in the lower right corner of the display area of the image display device 5. In this example, they are displayed at the common initial position after the chance-up effect is executed as shown in Fig. 8-19(1) and after the chance-up hype effect (false) is executed as shown in Fig. 8-19(5). With such a configuration, it is possible to clearly indicate that the chance-up hype effect (false) has ended and to express the meaning of restarting. Also, by redisplaying at the initial position, it is possible to suppress an increase in the amount of data related to effect control.
[0331] In this example, the keyhole (suggestion) image 030IWG13 and the keyhole (entity) image 030IWG11 can be displayed only once in response to the same effect. For example, when the chance-up hype effect (or the chance-up hype effect (false)), which hypes whether or not the chance-up effect for caption display is executed, is executed once, then even if the caption display is being displayed later, the chance-up hype effect for caption display is not executed again. With such a configuration, it is possible to clearly show the suggestive effect targeted by the chance-up effect.
[0332] Note that when the mini-key image 030IWG10 and the mini-character A image 030IWC10 are moving to the edge of the display area of the image display device 5, a part of them may protrude outside the display area (that is, a part is not displayed). With such a configuration, the mini-key image 030IWG10 and the mini-character A image 030IWC10 can be flexibly moved and displayed according to the effect images related to other effects.
[0333] For example, when the mini-key image 030IWG10 and the mini-character A image 030IWC10 are moving at the end of the display area of the image display device 5, effects that are not the target of the chance-up effect may not be executed. With such a configuration, attention can be focused on the effects executed when the mini-key image 030IWG10 and the mini-character A image 030IWC10 are moving at the end of the display area of the image display device 5.
[0334] Also, in this example, since the chance-up effect can be executed multiple times, it may be possible to recognize the number of times it has been executed. For example, when the first chance-up effect is executed, an effect image simulating a blue flame is displayed at the end of the display area of the image display device 5. When the second chance-up effect is executed, the effect image changes to green, and when the third chance-up effect is executed, the effect image changes to red. With such a configuration, even after the chance-up effect ends and such an effect image is erased, it is possible to recognize that the chance-up has been performed.
[0335] Next, the keyhole (suggestion) image and the keyhole (entity) image for each effect that is the target of the chance-up effect will be described. FIG. 8-20 is an explanatory diagram showing a specific example of the keyhole (entity) image for each effect that is the target of the chance-up effect.
[0336] As shown in FIG. 8-20, in this example, there are multiple types of effects that are the target of the chance-up effect, and the display sizes of the effect images related to each effect are different. Specifically, as shown in FIGS. 8-20(1) and (3), the display size of the dialogue display is smaller than that of the title display. And in this example, the chance-up effect is executed in a mode where a keyhole (entity) image is displayed at the position where the effect that is the target of the chance-up effect is displayed. Therefore, as shown in FIG. 8-20, the display size of the keyhole (entity) image is configured to be different according to the target effect.
[0337] For example, the keyhole (physical) image 030IWG11 displayed at the position of the caption image 030IWG20 shown in FIG. 8-20(3) has a smaller display size than the keyhole (physical) image 030IWG11 displayed at the position of the title image 030IWG21 shown in FIG. 8-20(1). With such a configuration, by enabling the player to predict the production that is the target of the chance-up production from the position where the keyhole (physical) image 030IWG11 is displayed, the interest can be improved, and the keyhole (physical) image 030IWG11 can be displayed in a display size suitable for the target production to achieve a production without a sense of incongruity.
[0338] On the other hand, as shown in FIG. 8-20, when the keyhole image is materialized, the silhouette of the keyhole (suggestive) image 030IWG13 is displayed in a common size regardless of the type of production that is the target of the chance-up production. Then, the keyhole (physical) image 030IWG11 is displayed in a display size corresponding to the type of production that is the target of the chance-up production. By adopting such a configuration, the animation until the keyhole is materialized can be made common, and an increase in the data amount related to production control can be suppressed.
[0339] As described above, the present feature unit 030IW discloses the configurations of the gaming machines shown in Means 1 to Means 29 shown below.
[0340] A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to the player, which suggests being controlled to the advantageous state, and a plurality of types of suggestive effects (e.g., an effect of displaying a title in a predetermined manner, an effect of displaying an active display in a predetermined manner, a voice-over effect of displaying a line in a predetermined manner, an ornament pattern display effect of displaying an ornament pattern in a predetermined manner, etc.) with different degrees of expectation according to the effect mode, a suggestive effect execution means capable of executing; a special image display effect execution means capable of displaying a special image (e.g., a mini key image 030IWG10 or a key image 030IWG12); and a special effect execution means capable of changing a suggestive effect being executed in one effect mode to an effect mode with a higher degree of expectation than the one effect mode by using the displayed special image (e.g., a chance-up effect of changing the display color of the active display from the normal color (white) to blue). The special effect execution means displays a special corresponding image (e.g., a keyhole (solid) image 030IWG11) when the suggestive effect is being executed, and executes a special effect in a mode in which the special image acts on the special corresponding image (e.g., displays an active display AH or a keyhole (solid) image 030IWG11 corresponding to an ornament pattern, and executes a chance-up effect in a mode in which the key image 030IWG12 is inserted into and rotates around the keyhole (solid) image 030IWG11. See FIGS. 8-15(9)-(15), FIGS. 8-17(9)-FIGS. 8-18(17), etc.). According to such a configuration, when a special effect using a special image is executed, a story property related to the special image can be given to enhance the effect of the effect and improve the interest.
[0341] (Means 2) The special response image is displayed at approximately the center of the production image related to the executed suggestion production (see, for example, Fig. 8-12(5) and Fig. 8-14(7)). At the timing when the special response image is displayed, a special production targeting a production other than the suggestion production corresponding to the special response image is not executed (for example, at the timing when the keyhole (physical) image 030IWG11 corresponding to the active display AH is displayed, the chance-up production targeting the caption display is not executed). With such a configuration, it is possible to make the suggestion production targeted by the special production easy to understand and to draw attention to the timing at which the special response image is displayed.
[0342] (Means 3) The special response image can be displayed only once corresponding to the same suggestion production (for example, when the chance-up provocation production (or the chance-up provocation production (false)) that provokes whether or not the chance-up production targeting the caption display is executed is executed once, then even if the caption display is displayed later, the chance-up provocation production targeting the caption display is not executed again). With such a configuration, it is possible to make the suggestion production targeted by the special production easy to understand.
[0343] (Means 4) When the production mode of the suggestion production changes due to the special production, the production mode after the change differs according to the timing of the change (for example, the timing at which the chance-up production is executed is more likely to change to a production mode with a higher degree of advantage. See Fig. 8-3 and Fig. 8-8). With such a configuration, it is possible to draw attention to the timing at which the special production is executed and to prevent discouraging the player who has expectations for the changing timing.
[0344] (Means 5) It is provided with a display stimulation effect execution means capable of executing a display stimulation effect (for example, a chance-up stimulation effect) that stimulates whether or not a special response image is displayed. The display stimulation effect execution means can execute the display stimulation effect in a common manner regardless of the position where the special response image is displayed (for example, as shown in FIGS. 8-14(2) to (5) and FIGS. 8-16(2) to (5), even when the target effects are different, the keyhole (suggestive) image 030IWG13 is displayed enlarged on the entire initial screen and is displayed in a common manner of being reduced). With such a configuration, it is possible to draw attention to whether or not the special response image is displayed, that is, whether or not a special effect is executed, and it is possible to draw attention to which suggestive effect is the target of the chance-up effect.
[0345] (Means 6) When the special image is used in a special effect, it is displayed with a display size larger than that of the special response image and then is displayed so as to act on the special response image while being reduced (for example, as shown in FIGS. 8-15(9) to (12) and FIGS. 8-17(9) to (12), the key image 030IWG12 is displayed so as to move from the front side of the screen toward the keyhole (entity) image 030IWG11 on the back side. Therefore, initially, it is displayed with a display size larger than that of the keyhole (entity) image 030IWG11, and then it is displayed so as to pierce and rotate on the keyhole (entity) image 030IWG11 while being reduced (gradually becoming smaller as an expression of moving away)). With such a configuration, it is possible to draw attention to the special image acting on the special response image and to enhance the effect of the special effect.
[0346] (Means 7) The special effect execution means can execute the special effect multiple times and can vary the execution time according to the special effect to be executed (for example, as shown in FIG. 8-4(A), the chance-up effect targeting the decorative pattern has a longer effect execution time than the chance-up effect targeting the caption display or the caption display. With such a configuration, various special effects can be executed with a suitable execution time, and the effect of the effect can be enhanced.
[0347] (Means 8) When the presentation mode changes due to a special presentation, the execution time of the suggestive presentation is longer than when the presentation mode does not change due to the special presentation (for example, as shown in FIGS. 8-4(A) and (B), the execution time T11 of the dialogue presentation in which the presentation mode changes due to the chance-up presentation is longer than the execution time T12 of the dialogue presentation in which the presentation mode does not change due to the chance-up presentation). With such a configuration, when the special presentation is executed, it is possible to secure a period for executing the special presentation and the suggestive presentation targeted thereby.
[0348] (Means 9) The suggestive presentation execution means is capable of executing a first suggestive presentation (for example, a presentation for displaying a title) and a second suggestive presentation (for example, a presentation for displaying a dialogue) having a display size smaller than that of the first suggestive presentation. The special presentation execution means is capable of executing a special presentation in such a manner that a special corresponding image is displayed at a position where the presentation image related to the suggestive presentation is displayed when the suggestive presentation is being executed (for example, a keyhole (solid) image 030IWG11 is displayed at the position where the title image 030IWG21 is displayed or at the position where the dialogue image 030IWG20 is displayed). When the suggestive presentation targeted by the special presentation is the first suggestive presentation, the special corresponding image is displayed in a first display size corresponding to the display size of the first suggestive presentation, and when it is the second suggestive presentation, the special corresponding image is displayed in a second display size corresponding to the display size of the second suggestive presentation. The second display size is smaller than the first display size (for example, the keyhole (solid) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in FIG. 8-20(3) has a smaller display size than the keyhole (solid) image 030IWG11 displayed at the position of the title image 030IWG21 shown in FIG. 8-20(1)). With such a configuration, it is possible to improve the interest by enabling the player to predict the targeted suggestive presentation from the position where the special corresponding image is displayed, and to make the presentation without a sense of incongruity by displaying the special corresponding image in a display size suitable for the targeted presentation.
[0349] (Means 10) The suggestive performance execution means can execute a specific suggestive performance (for example, a performance that displays a line of dialogue) that displays a performance image at the first position, and a special suggestive performance (for example, a performance that displays a decorative pattern) that displays a performance image at a second position closer to the edge of the display area of the display means than the first position (for example, a position close to the upper end of the display area of the image display device 5). When the specific suggestive performance is executed, the special correspondence image is displayed at a substantially central position of the performance image displayed at the first position (for example, as shown in FIGS. 8-12(5), the keyhole (solid) image 030IWG11 is displayed at a substantially central position of the dialogue image 030IWG20). When the special suggestive performance is executed, the special correspondence image is displayed at a position shifted from the central position of the performance image displayed at the second position toward the center of the display area of the display means (for example, as shown in FIGS. 8-16(7), the keyhole (solid) image 030IWG11 is displayed at a position shifted from the central position (the position corresponding to the middle decorative pattern display area 5C) between the left decorative pattern display area 5L and the right decorative pattern display area 5R toward the center of the display area). With such a configuration, the special correspondence image can be suitably displayed according to the characteristics of the target suggestive performance.
[0350] (Means 11) The special performance includes a notification performance that notifies that the performance mode of the target suggestive performance changes by displaying a special image at a common display position regardless of the position where the special correspondence image is displayed (for example, as shown in FIGS. 8-15(13) and 8-17(13), a character and the character display of "Pending Rank Up" or "Pattern Rank Up" are displayed). With such a configuration, it is possible to make it easier to recognize that the performance mode of the target suggestive performance changes due to the special performance.
[0351] (Means 12) The special correspondence image is not displayed at the timing when the performance mode of the target suggestive performance changes in the special performance (for example, as shown in FIGS. 8-15(13) to (15) and FIGS. 8-17(13) to 8-18(17), the keyhole (solid) image 030IWG11 is not displayed at the timing when the active display or the mode of the decorative pattern changes). With such a configuration, it is possible to draw attention to the change in the performance mode of the suggestive performance.
[0352] (Means 13) Before the period when a special performance is executed, the special image display means displays a special image in a manner of moving so as to pass through the display position of a suggestive performance that is the target of the special performance (for example, as shown in FIGS. 8-12(1) to (4) and FIGS. 8-19(1) to (2), in the period before a chance-up performance targeting a dialogue performance is executed, the mini character A image 030IWC10 and the mini key image 030IWG10 move so as to pass through the position where the dialogue image related to the dialogue performance is displayed (or the position where the display is planned)). With such a configuration, when the special image is displayed in a moving manner, it is possible to enhance the player's sense of anticipation, such as desiring a special performance targeting the suggestive performance at the position where the special image is displayed, and improve the interest.
[0353] (Means 14) When the special image is used, the special image display means moves and displays the special image at the display position of the target suggestive performance (for example, as shown in FIGS. 8-14(5) and FIGS. 8-16(5), the mini character A image 030IWC10 and the mini key image 030IWG10 move to the display position of the active display AH that is the target of the chance-up performance or the decorative symbol display area). With such a configuration, it is possible to draw attention to the special performance and the suggestive performance that is its target.
[0354] (Means 15) The special image has a lower display priority than the performance image related to the suggestive performance that is the target of the special performance (for example, as shown in FIGS. 8-15(14) and FIGS. 8-19(2), the mini character A image 030IWC10 and the mini key image 030IWG10 have a lower display priority than the title display, active display, dialogue display, and decorative symbol, and are displayed in a lower layer than them). With such a configuration, it is possible to draw attention to the suggestive performance.
[0355] (Means 16) After executing a special performance targeting one suggestive performance, the special performance execution means can execute another special performance targeting another suggestive performance. The other special performance is executed after a predetermined period has elapsed since the one special performance was executed (for example, as shown in FIG. 8-4, chance-up performances with different targets are executed after a predetermined period has elapsed). With such a configuration, it is possible to separate the intervals between one special performance and another special performance and make each stand out, and it is possible to secure a period for displaying the mode in which the special image moves.
[0356] (Means 17) The speed at which the special image is moved and displayed is faster when the suggestive performance to be used is specified than when it is not specified (for example, as shown in FIGS. 8-19(2) and (3), the moving speeds of the mini character A image 030IWC10 and the mini key image 030IWG10 are slow when the performance to be used is not specified, and fast when it is specified). With such a configuration, it is possible to draw attention to the suggestive performance to be used.
[0357] (Means 18) When the special image is moved and displayed, an additional image is added and the additional image is also moved and displayed, and the additional image operates when the special performance is executed (for example, as shown in FIGS. 8-14(1) to (8), FIGS. 8-16(1) to (8), and FIGS. 8-19(2), the mini character A image 030IWC10 is moved and displayed together with the mini key image 030IWG10, and when the chance-up performance is executed, the character A image 030IWC10 performs an operation of throwing the key image 030IWG12 into the keyhole (physical) image 030IWG11). With such a configuration, it is possible to draw attention to the special image and enhance the production effect of the special performance.
[0358] (Means 19) The special image is displayed in a manner that operates around the additional image, and its operation is stopped when a special effect is executed (for example, as shown in FIGS. 8-14(1) to (6), FIGS. 8-16(1) to (6), and FIGS. 8-19(2), the mini key image 030IWG10 operates in a manner that rotates around the mini character A image 030IWC10, and when a chance-up effect is executed, its operation is stopped). With such a configuration, it is possible to draw attention to the special image and enhance the effect of the special effect.
[0359] (Means 20) The special image and the additional image are displayed during the execution of a specific effect (for example, super reach) that suggests being controlled in an advantageous state, and are displayed with a higher display priority than the effect image related to the specific effect (for example, as shown in FIGS. 8-12(1) to (4), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed with a higher display priority than the character image related to the outpost effect in the first half part of the super reach), and when the specific effect is being executed and no special effect is being executed, they are displayed so as not to obstruct the visibility of at least the central part of the effect image related to the specific effect (for example, as shown in FIGS. 8-12(1) to (4) and FIGS. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed so as not to move to the center of the display area of the image display device 5 but to move to the edge of the display area, and are not superimposed on the face part etc. of the character image related to the outpost effect). With such a configuration, it is possible to prevent the special image and the additional image from interfering with the specific effect while being displayed.
[0360] (Means 21) It is provided with a special suggestion performance execution means capable of executing a first special suggestion performance (for example, a chance-up encouragement performance (true)) that suggests that a special performance is to be executed and that the special performance will be executed after the performance, and a second special suggestion performance (for example, a chance-up encouragement performance (false)) that suggests that a special performance is to be executed and that the special performance will not be executed after the performance. After the second special suggestion performance is executed, the special image is redisplayed at the initial position (for example, as shown in FIG. 8-19(1) after the chance-up performance is executed and as shown in FIG. 8-19(5) after the chance-up encouragement performance (false) is executed, it is displayed at the common initial position). With such a configuration, it is possible to clearly indicate that the second special suggestion performance has ended and to express the meaning of rearrangement. Also, by redisplaying at the initial position, it is possible to suppress an increase in the amount of data related to performance control.
[0361] (Means 22) The special performance execution means is capable of executing the special performance multiple times. When executing one special performance for one suggestion performance, it does not execute another special performance for another suggestion performance (for example, as shown in FIG. 8-4, chance-up performances with different targets are executed after a predetermined period has elapsed). With such a configuration, it is possible to draw attention to the special performance being executed.
[0362] (Means 23) Among the plurality of types of suggestion performances, at least some of the performance images related to the suggestion performances (for example, decorative patterns) have a higher display priority than the special image even when the special image acts on the special corresponding image (see, for example, FIG. 8-15(9)). With such a configuration, for some of the suggestion performances, visibility can be ensured in any situation. Also, for the performance images related to suggestion performances other than some (for example, those that are not information related to the progress of the game such as dialogue display or title display), by making the display priority lower than that of the special image when the special image acts on the special corresponding image, a realistic performance can be realized and the performance effect can be enhanced.
[0363] (Means 24) When the special effect execution means executes a special effect, it can display a specific image (for example, as shown in FIGS. 8-15(13) and 8-17(13), a character, together with an effect image covering the effect image related to the preview effect, and the display of characters such as "Pending Rank Up" and "Symbol Rank Up" are displayed), and a first effect pattern (for example, as shown in FIGS. 8-17(13) to 8-18(17), a pattern in which the mode of the decorative symbol changes while the display of the character and "Symbol Rank Up" remains) that changes the effect mode of the target suggestion effect when the specific image is being displayed, and a second effect pattern (for example, as shown in FIGS. 8-15(13) to (15), a pattern in which the active display mode changes after the display of the character and "Pending Rank Up" is erased) that changes the effect mode of the target suggestion effect when it is different from when the specific image is being displayed, and the special effect can be executed by these. With such a configuration, it is possible to make the player recognize that the effect mode of the suggestion effect changes by displaying the specific image, and it is possible to suitably execute the special effect according to the effect pattern corresponding to the target suggestion effect.
[0364] (Means 25) The degree of expectation of being controlled in a more advantageous state is higher when the special effect is executed by the first effect pattern than when the special effect is executed by the second effect pattern (for example, the chance-up effect in which the mode of the decorative symbol changes has a higher jackpot expectation than the chance-up effect in which the active display mode changes. See FIG. 8-7). With such a configuration, the degree of expectation can be varied according to the flamboyance of the effect pattern, and the interest can be improved.
[0365] (Means 26) As the specific image, it is possible to specify which suggestion effect's effect mode has changed, and an image different from the effect image related to the suggestion effect is displayed (for example, as shown in FIGS. 8-15(13) and 8-17(13), the display of characters such as "Pending Rank Up" and "Symbol Rank Up" is displayed). With such a configuration, it is possible to make it easier to recognize which suggestion effect's effect mode has changed.
[0366] (Means 27) The special effect is executed during the execution of a specific effect (e.g., super reach) that suggests whether it is controlled in a favorable state. The specific image displayed during the execution of the special effect is displayed in a manner that covers the effect image related to the specific effect (e.g., as shown in FIGS. 8-15(13) and 8-17(13), a character, an effect image covering the effect image related to the outpost effect, and character displays such as "Pending Rank Up" and "Symbol Rank Up" are displayed). The suggestive effect includes a suggestive effect hidden by the specific image and a suggestive effect not hidden by the specific image (e.g., as shown in FIG. 8-15(13), the active display AH is hidden, while as shown in FIG. 8-17(13), the decorative symbol is not hidden). The suggestive effect not hidden by the specific image has a higher expectation of being controlled in a favorable state than the suggestive effect hidden by the specific image (e.g., the chance-up effect where the mode of the decorative symbol changes has a higher jackpot expectation than the chance-up effect where the mode of the active display changes. See FIG. 8-7). With such a configuration, the expectation can be varied according to the extravagance of the special effect, and the interest can be improved.
[0367] (Means 28) The special effect of the first effect pattern is executed at a higher rate at a later timing within a variable display period than the special effect of the second effect pattern (e.g., the chance-up effect where the mode of the decorative symbol changes is executed at a later timing than the chance-up effect where the mode of the active display changes. See FIG. 8-3). With such a configuration, a special effect can be executed according to the timing when the player's expectation increases.
[0368] (Means 29) When the special effect is being executed according to the first effect pattern, one specific image is switched and displayed to another specific image (e.g., after the character A image is displayed as shown in FIGS. 8-17(13)-(14), an image where character A and character B stand side by side is displayed as shown in FIGS. 8-17(15)-8-18(17)). With such a configuration, the effect of the special effect with high expectation can be enhanced.
[0369] Also, it is preferable to provide a plurality of types of suggestive presentations and execute them at various timings. For example, a special presentation may be executed that includes a pseudo continuous pattern in which variable display resumes after temporarily stopping as a variable display pattern, and a second suggestive presentation is executed to change the presentation mode using special images at various timings of the pseudo continuous pattern. By doing so, it becomes possible to make the player pay more attention to the suggestive presentation. The detailed control regarding this point will be further described in more detail.
[0370] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which is also the configuration and control of a general pachinko gaming machine) will be described.
[0371] (Configuration of Pachinko Gaming Machine 1, etc.) FIG. 9 is a front view of the pachinko gaming machine 1 and shows the layout of the main members. The pachinko gaming 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.
[0372] 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). Examples of the variation include the updated display of a plurality of symbols, the scroll display of a plurality of symbols, the deformation of one or more symbols, and the enlargement / reduction of one or more symbols. 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, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of 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 fluctuating display or a fluctuation.
[0373] In addition, the special symbol that is variably displayed on the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol that is variably displayed on the second special symbol display device 4B is also referred to as the "second special figure". Further, the special figure game using the first special figure is also referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.
[0374] 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.
[0375] 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 symbol, such as decorative figures (figures indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative figures are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative figure display areas 5L, 5C, and 5R of "left", "center", and "right". Note that the special figure game and the variable display of decorative figures that are executed synchronously are collectively referred to simply as variable display.
[0376] A display area for displaying a reservation display corresponding to the variable display whose execution is reserved and an active display corresponding to the variable display being executed may be provided on the screen of the image display device 5. The reservation display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0377] The number of variable displays that are reserved is also referred to as the reservation storage number. The reservation storage number corresponding to the first special figure game is also referred to as the first reservation storage number, and the reservation storage number corresponding to the second special figure game is also referred to as the second reservation storage number. The sum of the first reservation storage number and the second reservation storage number is also referred to as the total reservation storage number.
[0378] At a predetermined position on the game board 2, a first hold indicator 25A and a second hold indicator 25B, each composed of a plurality of LEDs, are provided. The first hold indicator 25A displays the first hold memory number according to the number of lit LEDs. The second hold indicator 25B displays the second hold memory number according to the number of lit LEDs.
[0379] 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.
[0380] 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.
[0381] 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. 11). 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). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can 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 the one equipped with an electric tulip-type accessory.
[0382] At predetermined positions on the game board 2 (in the example shown in FIG. 9, 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 constant 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, 10) of game balls are paid out as bonus balls.
[0383] 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. 11), 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.
[0384] 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.
[0385] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as bonus balls. When a game ball enters the big winning opening, more bonus 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.
[0386] 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.
[0387] At a predetermined position of the game board 2 (in the example shown in FIG. 9, 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.
[0388] 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.
[0389] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C is composed of, 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.
[0390] On the surface of the game board 2, in addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the bottom of the game area, an out port is provided for taking in the game balls that have not entered any of the winning ports.
[0391] 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.
[0392] At a predetermined position of the game board 2 (above the image display device 5 in FIG. 9), 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. Incidentally, these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.
[0393] 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 ball hitting and launching device is provided.
[0394] At a predetermined position of the game machine frame 3 below the game area, a hitting supply tray (upper tray) is provided to hold (store) game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the ball hitting and launching device. Incidentally, a payout portion (hitting supply tray) for paying out prize balls when the upper tray is full may be provided on the game machine frame 3 separately from the upper tray.
[0395] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that a player can hold and tilt is attached. The stick controller 31A is provided with a trigger button that a player can press. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 11).
[0396] 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. 11).
[0397] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the operations (such as operations) of the player, but other detection means may be provided.
[0398] Figure 10 is a rear perspective view of the pachinko gaming machine 1. On the back of the pachinko gaming machine 1, a main board 11 housed in a 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 lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing 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 of the power supply board 17.
[0399] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display changeover switch 31 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 31 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, when visually recognizing the main board 11.
[0400] The display monitor 29 can display winning information such as a consecutive ratio, a combination ratio, and a base, for example. The consecutive ratio is the ratio of the number of bonus balls obtained by winning in the big winning opening (attacker) out of 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 chu) and the number of bonus balls obtained by winning in the big winning opening (attacker) out of 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. When 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., when in the setting change state or the setting confirmation state.
[0401] The setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko game machine 1 when the game machine frame 3 is in a closed state. A glass door frame 3a having a glass window is rotatably provided on the game machine frame 3, and the game area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the game area can be seen through the glass window.
[0402] In the pachinko game machine 1, a security cover 50A is attached to the right end 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 game 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 made of a synthetic resin having transparency.
[0403] (Outline of game progress) By a rotational operation of the player on the hitting operation handle 30 provided in the pachinko game machine 1, a game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. When the game ball passes through the passage gate 41 during the period of execution of the previous normal symbol game or the like (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be immediately executed), the normal symbol game based on the passage is held until a predetermined upper limit number (for example, 4).
[0404] 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 "normal symbol win" occurs, opening control is performed to keep the variable prize ball device 6B open for a predetermined period (the second start winning opening becomes open).
[0405] 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.
[0406] 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.
[0407] During the period of executing the special symbol game and during the period controlled to the jackpot 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 immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0408] In the special symbol game, if a specific special symbol (jackpot symbol, for example, "7", the actual symbol varies according to the jackpot type described later) is stopped and displayed as the determined special symbol, it is a "jackpot", and if a special symbol different from the jackpot symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss". Note that the "loss" in this pachinko machine 1 includes a "time-saving loss" that is controlled to the high base state (time-saving state) from the next variable display without going through the jackpot game.
[0409] After the display result in the special symbol game becomes a "jackpot", it is controlled to the jackpot game state as an advantageous state for the player.
[0410] In the big win gaming state, the big winning opening formed by the special variable winning 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 hereinafter is 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 big win gaming state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.
[0411] In the big win gaming state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0412] Note that big win types are set for "big wins". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the big win gaming state (normal state, time-saving state, probability-variable state, etc.) are prepared, and big win types are set according to these. As big win types, there may be provided big win types in which a large number of prize balls can be obtained, big win types with few prize balls, or big win types in which almost no prize balls can be obtained.
[0413] After the big win gaming state ends, it may be controlled to a time-saving state or a probability-variable state according to the above big win type.
[0414] In the short-time state, control (short-time 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 short-time state, control (high-opening control, high-base control) is also executed to make it easier for the game balls to enter the second start winning opening, for example, by shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or by increasing the probability of "winning per normal symbol" in the normal symbol game compared to the normal state. Since the short-time state is a state in which the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0415] In the probability variation state, in addition to the short-time control, probability variation control is executed to increase the probability that the display result becomes a "big win" compared to the normal state. Since the probability variation state is a state in which the variation efficiency of the special symbol is improved and it is easy to get a "big win", it is an even more advantageous state for the player.
[0416] The short-time state and the probability variation state continue until any one of the end conditions, such as the execution of a predetermined number of special symbol games or the start of the next big win game state, is satisfied first. What has the execution of a predetermined number of special symbol games as the end condition is also called "running out of times" (running out of times in the short-time state, running out of times in the probability variation state, etc.).
[0417] The normal state refers to a game state other than advantageous states such as the big win game state advantageous to the player and special states such as the short-time state and the probability variation state, and the pachinko game machine 1, such as the probability that the display result in the normal symbol game becomes "winning per normal symbol" and the probability that the display result in the special symbol game becomes a "big win", is controlled to be the same as the initial setting state of the pachinko game machine 1 (for example, when no predetermined return process is executed after power-on as in the case of a system reset).
[0418] The state in which the probability variation control is being executed is also referred to as the high-probability state, and the state in which the probability variation control is not being executed is also referred to as the low-probability state. The state in which the time reduction control is being executed is also referred to as the high-base state, and the state in which the time reduction control is not being executed is also referred to as the low-base state. By combining these, the time reduction state is also called the low-probability high-base state, the probability variation state is called the high-probability high-base state, the normal state is called 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.
[0419] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win 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 win game state. (such as the progress of the effect)
[0420] In the pachinko gaming machine 1, various effects (effects that notify the progress of the game or liven 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 carried out by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may be carried out as an effect using the sound output from the speakers 8L, 8R, the lighting or extinguishing of the game effect lamp 9, the movement of the movable body 32, or any effect device including some or all of these.
[0421] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, 5R provided on the image display device 5, the variable display of the decorative symbols is started corresponding 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) is stopped and 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, is also stopped and displayed (derived).
[0422] During the period from the start to the end of the variable display of the decorative symbol, the mode of the variable display of the decorative symbol 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 been stopped and displayed when the decorative symbol stopped and displayed on the screen of the image display device 5 constitutes a part of the jackpot combination described later, and the like.
[0423] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbol. 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 (display result of the special figure game or display result of the variable display of the decorative symbol) becomes a "jackpot" varies according to the effect mode. Examples of the reach effect include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0424] 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 symbol (the display result of the variable display of the decorative symbol becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stopped and displayed on a predetermined effective line in the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right".
[0425] In the case of a "probability variable jackpot" that is controlled to the probability variable state after the end of the jackpot gaming state, odd decorative symbols (for example, "7", etc.) may be aligned and stopped and displayed, and 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 jackpot gaming state, even decorative symbols (for example, "6", etc.) may be aligned and stopped and displayed. In this case, odd decorative symbols are also called probability variable symbols, and even decorative symbols are also called non-probability variable symbols (normal symbols). After the reach mode is achieved with a non-probability variable symbol, an upgrading effect that finally becomes a "probability variable jackpot" may be executed.
[0426] When the display result of the special figure game is "loss", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") may be stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").
[0427] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for announcing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect for announcing the jackpot reliability in the variable display being executed and a pre-reading preview effect for announcing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-reading preview effect, an effect for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.
[0428] Also, in the image display device 5, a pseudo-sequence effect may be executed that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.
[0429] Even during the jackpot gaming state, a jackpot-in effect for notifying the jackpot gaming state is executed. As the jackpot-in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed.
[0430] 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).
[0431] (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. 11. 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 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.
[0432] A power switch 91 is connected to the power supply board 17. By operating (turning on) the power switch 91, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. 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.
[0433] The main board 11 is a control board on the main side and has a function of controlling the progress of the above games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0434] 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, and an I / O (Input / Output port) 105.
[0435] By executing the program stored in the ROM 101, the CPU 103 performs a process for controlling the progress of the game (a process 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 program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0436] 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).
[0437] 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).
[0438] 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.
[0439] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for setting the control circuits such as the game control microcomputer 100 to the 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.
[0440] The solenoid circuit 111 transmits a 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.
[0441] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.
[0442] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for designating (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 the 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 open status of the big winning opening, the occurrence of winning, the number of stored holds, the game state), commands for designating the occurrence of an error, etc.
[0443] The performance control board 12 is a sub-control board independent of the main board 11. It receives performance control commands and has the 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, and other various notifications).
[0444] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0445] 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 the 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.
[0446] 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 the player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[0447] 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.
[0448] 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 the presentation image. The display control unit 123 further supplies a sound designation signal (a signal for designating the output sound) 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 sound output synchronized with the display of the presentation image and 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 that drives the movable body 32.
[0449] 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.
[0450] 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 the sound output and the lighting / extinguishing of the lamp.
[0451] Note that the control of the sound 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 the signal for operating the movable body 32) may be executed by the presentation control CPU 120.
[0452] The random number circuit 124 countably updates numerical data indicating various random number 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).
[0453] 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).
[0454] 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 plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0455] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.
[0456] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 12 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0457] In the game control main process shown in FIG. 12, the CPU 103 first sets interrupt inhibition (step S901). Subsequently, necessary initial settings are performed (step S902). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and settings to make the RAM 102 accessible.
[0458] Next, it is determined whether or not the recovery condition is satisfied (step S903). 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 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 which serves as the backup RAM for game control. In step S3, it may be determined whether or not the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.
[0459] When the recovery condition is satisfied (step S903; Yes), after executing the recovery process (step S904), the setting confirmation process (step S905) is executed. By the recovery process in step S4, the setting of the work area is performed 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 may be possible to resume the variation of the special symbol from the state before the stop.
[0460] When the recovery condition is not satisfied (step S903; No), after executing the initialization process (step S906), the setting change process (step S907) 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, the initial values are set in the work area.
[0461] In the setting confirmation process of step S905, 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 S905 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S903. 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.
[0462] When the setting confirmation condition is satisfied in the setting confirmation process of step S905, the pachinko gaming machine 1 enters a setting confirmation state in which the set values 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 gaming 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.
[0463] When the pachinko gaming 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 gaming machine 1 is stopped. When in the game stop state, the launch of the game ball by the operation of the hitting operation handle, the detection of the game ball 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 a losing symbol or to perform a display corresponding to a game stop state different from the losing symbol. When the setting confirmation state ends, the accompanying game stop state may also end.
[0464] In the setting change process of step S907, 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 release sensor 90 is in the on state and the setting key 51 is turned on when power supply is started. The setting change condition may include that the clear signal is in the on state.
[0465] If the setting change condition is satisfied in the setting change process of step S907, the pachinko gaming machine 1 enters a setting change state in which the set value can be changed, and a setting change start command is sent 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 setting key 51 being turned off by an operation by a casino staff member 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 sent from the main board 11 to the effect control board 12.
[0466] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.
[0467] On the effect control board 12 side, when receiving a setting confirmation start command or a setting change start command, control for notif...
Claims
Claim 1 A gaming machine that can be controlled to an advantageous state advantageous to a player, Suggestion effect execution means capable of executing a plurality of types of suggestion effects including at least a first suggestion effect and a second suggestion effect that suggest being controlled to the advantageous state and have different degrees of expectation according to the effect mode, Special image display effect execution means capable of displaying a special image, Special effect execution means capable of executing a special effect that changes the suggestion effect being executed in one effect mode to an effect mode with a higher degree of expectation than the one effect mode by using the displayed special image, and The special image display effect execution means displays the special image in a mode of moving so as to pass through the display position of the suggestion effect that is the target of the special effect in a period before the special effect is executed, The special effect execution means can execute the special effect by a predetermined pattern for performing a first special effect of changing the effect mode of the first suggestion effect after the special image is stopped at a specific position and a specific pattern for performing a second special effect of changing the effect mode of the second suggestion effect after the special image passes through the specific position without being stopped at the specific position, The ratio of being controlled to the advantageous state is different when the first special effect is executed by the predetermined pattern and when the second special effect is executed by the specific pattern, The special effect execution means Can execute the second special effect after executing the first special effect, The second special effect can be executed after a predetermined period has elapsed since the first special effect was executed, A gaming machine characterized by the above.
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