Gaming machine
The gaming machine addresses the lack of engagement in conventional displays by implementing variable effects with crack precursor and fragment images, along with timed and layered displays, to create dynamic and interactive visual experiences.
Patent Information
- Application Number
- JP2022025446
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-22
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2042-02-22
AI Technical Summary
Conventional gaming machines lack the ability to enhance gaming interest through more dynamic and engaging visual effects beyond simply displaying fragment images.
The gaming machine is designed to perform variable displays by executing a predetermined effect that includes a crack precursor image followed by fragment images, with the option to display different background images and execute effects at varying timings, suggesting an advantageous player state, and incorporating special information in higher priority display layers.
This approach enhances gaming interest by surprising players with varied visual effects and maintaining engagement through different impressions and expectations, thereby increasing player interaction.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state favorable to a player.
Background Art
[0002] In a conventional gaming machine, as a step-up effect of gradually changing an image displayed on a liquid crystal display device, the display screen of the liquid crystal device is regarded as glass, and a crack (a glass plate as a crack precursor image) is displayed on the display screen, and then an effect of displaying a plurality of fragment images as if the display screen has cracked can be executed (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in Patent Document 1, there is a problem that the gaming interest cannot be enhanced because it can only execute an effect of simply displaying fragment images.
[0005] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine capable of enhancing gaming interest.
Means for Solving the Problems
[0006] (α) A gaming machine capable of performing variable display and controllable to an advantageous state favorable to a player, capable of executing a predetermined effect suggesting that it is controlled to the advantageous state, wherein the predetermined effect is an effect of displaying a fragment image corresponding to the crack precursor image after displaying the crack precursor image, It is possible to display a predetermined background image as the background image before the fragment image is displayed in the predetermined presentation, As a background image after the fragment image is displayed in the predetermined effect, which is an image different from the predetermined background image, it is possible to display any one of a plurality of background images including a first background image and a second background image that suggests a higher degree of expectation of being controlled in the advantageous state than the first background image, before displaying the fragment image in the predetermined effect and among the plurality of background images when the predetermined background image is being displayed, it is possible to display the object image of any one of a plurality of modes of the object image, depending on the mode of the object image, it is possible to suggest which background image will be displayed after the fragment image is displayed in the predetermined effect, one of and it is characterized in that it is possible to display an object image of the same type as the object image displayed before the fragment image is displayed after the predetermined effect is executed.
[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] A mode for implementing the gaming machine according to the present invention will be described below based on examples.
[0010] [Mode 1-1] The gaming machine of Mode 1-1 is a gaming machine capable of performing variable display and controllable to an advantageous state advantageous to the player, comprising display means and effect execution means, The effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, and capable of executing a specific effect that is different from the predetermined effect and suggests that it is controlled to an advantageous state, The display means is capable of displaying a crack precursor image in a predetermined display layer, capable of displaying a fragment image in a specific display layer having a higher priority than the predetermined display layer, capable of displaying special information related to variable display in a special display layer having a higher priority than the specific display layer, The predetermined effect is an effect including a first predetermined part for displaying a crack precursor image and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect that starts displaying a plurality of fragment images in a period shorter than the period from when the crack precursor image is displayed to when the fragment image corresponding to the crack precursor image is displayed in the predetermined effect, The execution timings of the predetermined effect and the specific effect are different, Before the first predetermined part is executed and after the fragment images in the second predetermined part are displayed, the types of background images displayed in a display layer having a lower priority than the predetermined display layer are different, Before the specific effect is executed and after the fragment images in the specific effect are displayed, the types of background images displayed in a display layer having a lower priority than the specific display layer are different (see FIGS. 33 to 36, FIGS. 45, 46, FIGS. 52, 63, 68), which is characterized in that. According to this feature, by being able to execute a predetermined effect that displays a crack precursor image and a fragment image and a specific effect that displays a fragment image without displaying a crack precursor image at different timings respectively, it is possible to surprise the player at various timings. Furthermore, since the type of the background image is different before and after the fragment image is commonly displayed in both the predetermined effect and the specific effect, even for an effect in which the fragment image is displayed, a suitably different impression can be given, and the gaming interest can be enhanced.
[0011] [Form 1-2] The gaming machine of Form 1-2 is capable of executing both a predetermined effect and a specific effect in one variable display, and there is a higher expectation that when the specific effect is executed without the predetermined effect being executed, it will be controlled in a more advantageous state than when the predetermined effect is executed without the specific effect being executed (see FIGS. 33 to 36). It is characterized by this. According to this feature, by drawing attention to the execution status of the predetermined effect and the specific effect, the interest can be enhanced.
[0012] [Form 1-3] The gaming machine of Form 1-3 has a background image including a first background image and a second background image that is more advantageous than the first background image, is capable of executing a first predetermined part when the first background image is being displayed, the second background image is displayed during the execution of a second predetermined part, the second background image can also be displayed even when a second background flickering effect different from the predetermined effect is executed, and there is a higher expectation that when the second background image is displayed by the predetermined effect, it will be controlled in a more advantageous state than when the second background image is displayed by the second background flickering effect (see FIG. 30). It is characterized by this. According to this feature, by drawing attention to whether the second background image is displayed by the predetermined effect or the second background flickering effect, the interest can be enhanced.
[0013] [Form 1-4-1] The gaming machine of Form 1-4-1 In one variable display, it is capable of executing both a predetermined effect and a specific effect, The predetermined effect is an effect that can be executed before the decoration identification information reaches the reach state, The specific effect is an effect that can be executed after the decoration identification information reaches the reach state, Before the execution of the specific effect, when the predetermined effect is executed, the degree of expectation of being controlled to a more advantageous state is higher than when it is not executed (see FIGS. 33 to 36). It is characterized by this. According to this feature, by making both the predetermined effect and the specific effect expected to be executed, the interest can be enhanced.
[0014] [Form 1-4-2] The gaming machine of Form 1-4-2 The predetermined effect is an effect that can be executed before the decoration identification information reaches the reach state, The specific effect is an effect that can be executed after the decoration identification information reaches the reach state, The background image includes a first background image before the decoration identification information reaches the reach state, a second background image that is before the decoration identification information reaches the reach state and is more advantageous than the first background image, a third background image after the decoration identification information reaches the reach state, and a fourth background image that is after the decoration identification information reaches the reach state and is more advantageous than the third background image, The fragment image in the second predetermined part is displayed together with the second background image, The fragment image in the specific effect is displayed together with the fourth background image (see FIGS. 45, 46, 52, 63, 68). It is characterized by this. According to this feature, by focusing on the relationship between the predetermined effect, the specific effect, and the background image, the interest can be enhanced.
[0015] [Form 1-4-3] The gaming machine of Form 1-4-3 The fragment image in the second predetermined part is an image in a transparent mode that can recognize at least a part of the second background image in an overlapping relationship, The fragment image in a specific performance is an image in a transmissive mode capable of recognizing at least a part of the fourth background image in an overlapping relationship (see FIGS. 59, 60, and 73). It is characterized by this. According to this feature, the effects of the second predetermined part and the specific performance can be enhanced.
[0016] [Form 1-4-4] The gaming machine of Form 1-4-4 The fragment image is capable of performing a rotation operation. When the fragment image reaches the first angle by the rotation operation, at least a part of the second background image in an overlapping relationship with the fragment image can be recognized. When the fragment image reaches the second angle by the rotation operation, it becomes difficult to recognize at least a part of the second background image in an overlapping relationship with the fragment image (see FIGS. 83 and 89). It is characterized by this. According to this feature, the effect of the performance when the fragment image is displayed can be enhanced.
[0017] [Form 1-4-5] The gaming machine of Form 1-4-5 When the first fragment image among the plurality of fragment images is at the first angle, the second fragment image among the plurality of fragment images is at the second angle (see FIGS. 83 and 89). It is characterized by this. According to this feature, the effect of the performance when the fragment image is displayed can be enhanced.
[0018] [Form 1-5] The gaming machine of Form 1-5 The fragment image in the second predetermined part and the fragment image in the specific performance are both displayed in a mode of moving in a plurality of directions including at least a predetermined direction and a specific direction in common. The period required for the fragment image displayed in the mode of moving in the specific direction to become non-displayed in the display area of the display means is longer than that of the fragment image displayed in the mode of moving in the predetermined direction (see FIG. 84). It is characterized by the following. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0019] [Form 1-6] The gaming machine of Form 1-6 The fragment image in the second predetermined part is displayed in a mode of moving without a change in speed over the display period of the fragment image. The fragment image in the specific production is displayed in a mode of moving without a change in speed over the display period of the fragment image (see Fig. 72). It is characterized by the following. According to this feature, the fragment image can be displayed naturally.
[0020] [Form 1-7-1] The gaming machine of Form 1-7-1 The fragment image in the second predetermined part and the fragment image in the specific production are commonly displayed in a mode of moving in a plurality of directions including at least a predetermined direction and a specific direction. For the fragment image in the second predetermined part and the fragment image in the specific production, the period required until it becomes non-displayed in the display area of the display means is common (see Fig. 75 and Fig. 80). It is characterized by the following. According to this feature, the relevance between the predetermined production and the specific production is enhanced, and the production effects of both can be enhanced.
[0021] [Form 1-7-2] The gaming machine of Form 1-7-2 For the fragment image that moves and is displayed in a specific direction, the visibility is different at the time when the display starts and at the timing before it becomes non-displayed in the display area of the display means (see Fig. 75 and Fig. 80). It is characterized by the following. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0022] [Form 1-7-3] The gaming machine of Form 1-7-3 The period until the fragmented image that moves and is displayed in a specific direction in a specific performance becomes non-displayed in the display area of the display means is longer than that of the fragmented image that moves and is displayed in a specific direction in a predetermined performance (see Fig. 84). It is characterized by this. According to this feature, the fragmented image can be displayed naturally.
[0023] [Form 1-8] The gaming machine of Form 1-8 The fragmented image in the second predetermined part and the fragmented image in the specific performance can perform a rotation operation. The number of rotation operations performed from when the first fragmented image among the plurality of fragmented images in the second predetermined part is displayed until it becomes non-displayed in the display area of the display means is the same as the number of rotation operations performed from when the second fragmented image among the plurality of fragmented images in the specific performance is displayed until it becomes non-displayed in the display area of the display means (see Fig. 83 and Fig. 89). It is characterized by this. According to this feature, the relevance between the predetermined performance and the specific performance is enhanced, and the performance effects of both can be enhanced.
[0024] [Form 2-1] The gaming machine of Form 2-1 It is a gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player. A display means And an effect execution means. The effect execution means Can execute a predetermined effect that suggests being controlled to an advantageous state. It can execute a specific effect that is different from the predetermined effect and suggests being controlled to an advantageous state. The display means Can display a pre-fracture image in a predetermined display layer. Can display a fragmented image in a specific display layer with a higher priority than the predetermined display layer. Special information regarding variable display can be displayed in a special display layer with a higher priority than a specific display layer, The predetermined effect includes a first predetermined part for displaying an image of a crack precursor and a second predetermined part for displaying a plurality of fragment images corresponding to the image of the crack precursor. The specific effect is an effect that starts displaying a plurality of fragment images in a period shorter than the period from when the image of the crack precursor is displayed to when the fragment image corresponding to the image of the crack precursor is displayed in the predetermined effect. The display means can display an effect image at a first timing when shifting from the first predetermined part to the second predetermined part and at a second timing when the fragment image in the specific effect is displayed. During the display period of the effect image, it is difficult to visually recognize the fragment image over a first period, and it is possible to visually recognize the fragment image over a second period after the elapse of the first period (see FIGS. 45, 46, 52, 63, 68). It is characterized by this. According to this feature, the predetermined effect of displaying the image of the crack precursor and the fragment image and the specific effect of displaying the fragment image without displaying the image of the crack precursor can be executed at different timings, so that the player can be surprised at various timings. Furthermore, the sense of discomfort when the fragment image is displayed by the effect image can be reduced, and the predetermined effect and the specific effect can be preferably executed.
[0025] [Form 2-2] The gaming machine of Form 2-2 The lengths of the display periods of the effect image displayed at the first timing and the effect image displayed at the second timing are common (see FIGS. 63, 68). It is characterized by this. According to this feature, the relevance between the predetermined effect and the specific effect is enhanced, and the effect of both effects can be improved.
[0026] [Form 2-3] The gaming machine of Form 2-3 The execution period of the first predetermined part is longer than the execution period of the second predetermined part, The display period of the effect image is shorter than the execution periods of the first predetermined part and the second predetermined part (see FIG. 63). This is the gist of the invention. According to this feature, the display of the fragment image can be started smoothly by the effect image.
[0027] [Mode 2-4] The gaming machine of Mode 2-4 has a common display pattern of the effect image at the first timing and the second timing (see FIGS. 45, 46, and 52). This is the gist of the invention. According to this feature, the relevance between the predetermined effect and the specific effect is enhanced, and the effect of both effects can be enhanced.
[0028] [Mode 3-1] The gaming machine of Mode 3-1 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprising display means and effect execution means. The effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, and is capable of executing a specific effect different from the predetermined effect and suggesting that it is controlled to an advantageous state. The display means is capable of displaying a crack precursor image in a predetermined display layer, is capable of displaying a fragment image in a specific display layer having a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined effect is an effect including a first predetermined part for displaying a crack precursor image and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The specific effect is an effect of starting the display of a plurality of fragment images in a period shorter than the period from when the crack precursor image is displayed to when the fragment image corresponding to the crack precursor image is displayed in the predetermined effect. The execution timing is different between the predetermined performance and the specific performance, In the second predetermined part, the fragment image is displayed in a manner of moving without a change in speed over the display period of the fragment image, In the specific performance, the fragment image is displayed in a manner of changing from the first speed to the second speed and moving over the display period of the fragment image (see FIGS. 48, 55, 65, 70, 72), which is characterized by this. According to this feature, the predetermined performance of displaying the crack precursor image and the fragment image and the specific performance of displaying the fragment image without displaying the crack precursor image can be executed at different timings, so that the player can be surprised at various timings. Furthermore, since the speed at the time of the moving display of the fragment image is different between the predetermined performance and the specific performance, even in the performance where the fragment image is displayed, a preferably different impression can be given, and the gaming interest can be enhanced.
[0029] [Mode 3-2] The gaming machine of Mode 3-2 In one variable display, the predetermined performance can be executed a plurality of times, while the specific performance can be executed once, When the predetermined performance is executed a plurality of times, the degree of expectation of being controlled in a more advantageous state is higher than when the predetermined performance is executed once, When the specific performance is executed once, the degree of expectation of being controlled in a more advantageous state is higher than when the predetermined performance is executed a plurality of times (see FIGS. 33 to 36), which is a gaming machine characterized by this. According to this feature, the execution status of the predetermined performance and the specific performance can be made noticeable, and the interest can be enhanced.
[0030] [Mode 3-3] The gaming machine of Mode 3-3 Commonly, at the first timing when shifting from the first predetermined part to the second predetermined part and at the second timing when the fragment image in the specific performance is displayed, an effect image of a specific color can be displayed, The display pattern of the effect image is different at the first timing and the second timing (see FIGS. 48(C) and 55(C)). A gaming machine characterized by this. According to this feature, a difference is provided in the display pattern of the effect image between a predetermined effect and a specific effect, and the interest can be enhanced.
[0031] [Form 3-4-1] The gaming machine of Form 3-4-1 is In the specific effect, the fragment image is displayed in a mode of moving at a first speed over a first period from the start of display to a specific timing during the display period, and is displayed in a mode of moving at a second speed over a second period from the specific timing until it becomes non-displayed in the display area of the display means. The second period is longer than the first period (see FIG. 72). It is characterized by this. According to this feature, the effect of the production when the fragment image is displayed can be enhanced.
[0032] [Form 3-4-2] The gaming machine of Form 3-4-2 is An effect image can be displayed at the timing when the fragment image in the specific effect is displayed. The display period of the effect image overlaps with the first period while not overlapping with the second period (see FIGS. 70, 72, and 81). It is characterized by this. According to this feature, it is possible to prevent the production effect of the specific effect from deteriorating.
[0033] [Form 3-5] The gaming machine of Form 3-5 is The fragment image in the second predetermined part and the fragment image in the specific effect can perform a rotation operation. The number of rotation operations performed from when the first fragment image among the plurality of fragment images in the second predetermined part is displayed until it becomes non-displayed in the display area of the display means is greater than the number of rotation operations performed from when the second fragment image among the plurality of fragment images in the specific effect is displayed until it becomes non-displayed in the display area of the display means (see Fig. 89). It is characterized by this. According to this feature, the effect of the effect when the fragment image is displayed can be enhanced.
[0034] [Form 4-1] The gaming machine of Form 4-1 is a gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player, comprising a display means, and an effect execution means. The effect execution means can execute a predetermined effect suggesting that it is controlled to an advantageous state, and can execute a specific effect that is an effect different from the predetermined effect and suggests that it is controlled to an advantageous state, The display means can display a pre-crack image in a predetermined display layer, can display a fragment image in a specific display layer with a higher priority than the predetermined display layer, can display special information regarding variable display in a special display layer with a higher priority than the specific display layer, The predetermined effect is an effect including a first predetermined part that displays a pre-crack image and a second predetermined part that displays a plurality of fragment images corresponding to the pre-crack image, The specific effect is an effect that starts displaying a plurality of fragment images in a period shorter than the period from when the pre-crack image is displayed until the fragment image corresponding to the pre-crack image is displayed in the predetermined effect, The execution timings of the predetermined effect and the specific effect are different, The fragment images in the second predetermined part are non-transparent mode images that make it difficult to recognize at least a part of the background image in the overlapping relationship. The fragment image in a specific effect is an image in a transmissive mode that can recognize at least a part of the background image in an overlapping relationship (see FIGS. 48, 55, 59, 60, 65, 70, 82). It is characterized by this. According to this feature, a predetermined effect for displaying a crack precursor image and a fragment image and a specific effect for displaying a fragment image without displaying a crack precursor image can be executed at different timings, so that the player can be surprised at various timings. Furthermore, since the display mode of the fragment image is different between the predetermined effect and the specific effect, even in an effect where the fragment image is displayed, a different impression can be preferably given, and the gaming interest can be enhanced.
[0035] [Form 4-2] The gaming machine of Form 4-2 The specific effect is an effect that includes displaying a special image together with the display of a fragment image. The fragment image and the special image in the specific effect are in an overlapping relationship. Among the plurality of fragment images in the specific effect, the first fragment image is an image in a transmissive mode that can recognize at least a part of the background image. Among the plurality of fragment images in the specific effect, the second fragment image is an image in a transmissive mode that can recognize at least a part of the special image. Among the plurality of fragment images in the specific effect, the third fragment image is an image in a transmissive mode that can recognize both at least a part of the background image and at least a part of the special image (see FIG. 82). It is characterized by this. According to this feature, by varying the display mode of the fragment image for each effect, the effect of each effect can be enhanced.
[0036] [Form 4-3-1] The gaming machine of Form 4-3-1 The fragment image in the specific effect can perform a rotation operation. When the first fragment image reaches the first angle by a rotational operation, at least a part of the background image in an overlapping relationship with the fragment image can be recognized. When the first fragment image reaches the second angle by a rotational operation, it becomes difficult to recognize at least a part of the background image in an overlapping relationship with the fragment image (see FIGS. 83 and 89). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0037] [Form 4-3-2] The gaming machine of Form 4-3-2 In a specific production, when the first fragment image among a plurality of fragment images is at the first angle, the second fragment image among the plurality of fragment images is at the second angle (see FIGS. 83 and 89). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0038] [Form 5-1] The gaming machine of Form 5-1 Performs variable display and is a gaming machine that can be controlled to an advantageous state favorable to the player. A display means, An effect execution means, and includes The effect execution means Can execute a predetermined effect suggesting that it is controlled to an advantageous state, Can execute a specific effect that is an effect different from the predetermined effect and suggests that it is controlled to an advantageous state, The display means Can display a crack precursor image in a predetermined display layer, Can display a fragment image in a specific display layer with a higher priority than the predetermined display layer, Can display special information related to variable display in a special display layer with a higher priority than the specific display layer, The predetermined effect is an effect including a first predetermined part for displaying a crack precursor image and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The specific performance is a performance that starts displaying a plurality of fragment images in a period shorter than the period from when a crack precursor image is displayed in a predetermined performance to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined performance and the specific performance, The fragment images in the second predetermined part and the fragment images in the specific performance are both displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction, The fragment image displayed in a manner of moving in the specific direction takes a longer period until it becomes non-displayed in the display area of the display means than the fragment image displayed in a manner of moving in the predetermined direction (see FIGS. 48, 55, 65, 70). It is characterized by this. According to this feature, the predetermined performance for displaying the crack precursor image and the fragment image and the specific performance for displaying the fragment image without displaying the crack precursor image can be executed at different timings, so that the player can be surprised at various timings. Furthermore, since the direction in which the fragment image moves is common between the predetermined performance and the specific performance while the period required until it becomes non-displayed is different, even in performances where the fragment image is displayed, different impressions can be preferably given, and the gaming interest can be enhanced.
[0039] [Mode 5-2] The gaming machine of Mode 5-2 The fragment image that moves and is displayed in the specific direction has different visibility when it starts being displayed and at the timing before it becomes non-displayed in the display area of the display means (see FIGS. 77, 81). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0040] [Mode 5-3] The gaming machine of Mode 5-3 The period until the fragment image that moves and is displayed in a specific direction in a specific performance becomes non-displayed in the display area of the display means is longer than that of the fragment image that moves and is displayed in a specific direction in a predetermined performance (see Fig. 84). It is characterized by this. According to this feature, differences can be provided between the predetermined performance and the specific performance, and the interest can be enhanced by various display methods.
[0041] [Form 5-4] The gaming machine of Form 5-4 All of the fragment images in the second predetermined part become non-displayed in a manner of moving out of the display area in the display area of the display means (for example, see Fig. 83(A)). Among the fragment images in the specific performance, the first fragment image becomes non-displayed in a manner of moving out of the display area in the display area of the display means. Among the fragment images in the specific performance, the second fragment image different from the first fragment image becomes non-displayed before moving out of the display area in the display area of the display means (for example, see Fig. 83(B)). It is characterized by this. According to this feature, differences can be provided in the display methods of the fragment images between the predetermined performance and the specific performance, and the interest can be enhanced.
[0042] [Form 6-1] The gaming machine of Form 6-1 It is a gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player. A display means An effect execution means, and is provided with The effect execution means Can execute a predetermined effect suggesting that it is controlled to an advantageous state. Can execute a specific effect different from the predetermined effect and suggesting that it is controlled to an advantageous state. The display means Can display an object image in a special display layer. It is possible to display a crack precursor image in a predetermined display layer with a higher priority than the special display layer, It is possible to display a fragment image in a specific display layer with a higher priority than the predetermined display layer, It is possible to display special information regarding variable display in a special display layer with a higher priority than the specific display layer, The predetermined effect includes a first predetermined part that displays an object image and displays a crack precursor image in a first crack state according to the operation of the object image, a second predetermined part that changes the crack precursor image from the first crack state to a second crack state according to the operation of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The specific effect is an effect that displays an object image and starts displaying a plurality of fragment images in a period shorter than the period from when a crack precursor image in a first crack state is displayed in the predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, according to the operation of the object image. The execution timings of the predetermined effect and the specific effect are different. After the second predetermined part is executed, there are cases where the third predetermined part is executed and where it is not executed. The period from when a crack precursor image in the second crack state is displayed to when a fragment image is displayed in the predetermined effect is longer than the period from when the object image is displayed to when a fragment image is displayed in the specific effect. In the third predetermined part, the fragment image takes a first period from when it is displayed until it becomes non-displayed in the display area of the display means. In the specific effect, the fragment image takes a second period different from the first period from when it is displayed until it becomes non-displayed in the display area of the display means (see FIGS. 49 to 51, FIGS. 59, FIGS. 60, FIGS. 66, FIGS. 67). It is characterized by this. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image and a fragment image and a specific effect that displays a fragment image without displaying a crack precursor image at different timings, respectively, so that the player can be surprised at various timings. Furthermore, since the period from when an object image is displayed until a fragment image is displayed and the display period of the fragment image are different between the predetermined effect and the specific effect, even for an effect in which a fragment image is displayed, a different impression can be preferably given, and the gaming interest can be enhanced.
[0043] [Form 6-2] The gaming machine of Form 6-2 has a longer execution period for the second predetermined part than for the first predetermined part (see FIGS. 59, 60, 65, and 70). It is characterized by this. According to this feature, it is possible to prevent the interest of the predetermined effect from decreasing due to a monotonous effect configuration.
[0044] [Form 6-3] The gaming machine of Form 6-3 is capable of executing a fourth predetermined part that continuously displays a crack precursor image in a second crack mode for a period longer than the display period of the fragment image in the third predetermined part when the second predetermined part is executed and then the third predetermined part is not executed (see FIG. 66). It is characterized by this. According to this feature, it is possible to preferably indicate that the third predetermined part is not executed.
[0045] [Form 6-4-1] The gaming machine of Form 6-4-1 has a predetermined effect that is an effect of bringing decoration identification information to a reach state. There are a first pattern in which the decoration identification information reaches a reach state when the predetermined effect is executed and a second pattern in which the decoration identification information reaches a reach state without the predetermined effect being executed. The degree of expectation that control is performed in a more advantageous state when variable display is performed by the first pattern is higher than when variable display is performed by the second pattern (see FIG. 66). is characterized by this. According to this feature, it is possible to draw attention to the execution of a predetermined effect and enhance the interest.
[0046] [Form 6-4-2] The gaming machine of Form 6-4-2 in one variable display, can execute both a predetermined effect and a specific effect, the specific effect can be executed after the third predetermined part is executed, before the execution of the specific effect, the degree of expectation that the gaming machine is controlled to a more advantageous state when the third predetermined part is executed is higher than when it is not executed (see FIGS. 33 to 36). is characterized by this. According to this feature, it is possible to draw attention to the execution of the third predetermined part in the predetermined effect and enhance the interest.
[0047] [Form 6-5] The gaming machine of Form 6-5 commonly, can display an effect image of a specific color at the first timing when shifting from the second predetermined part to the third predetermined part and at the second timing when a fragment image is displayed in the specific effect, the display pattern of the effect image is different between the first timing and the second timing (see FIGS. 49(G) and 51(D)). is characterized by this. According to this feature, it is possible to create a difference in the display pattern of the effect image between the predetermined effect and the specific effect and enhance the interest.
[0048] [Form 6-6] The gaming machine of Form 6-6 the predetermined effect is an effect that makes the decoration identification information reach a reach state, in the third predetermined part, it is possible to highlight the decoration identification information in the reach state, in the third predetermined part, the period during which the decoration identification information in the reach state is highlighted is longer than the display period of the fragment image (see FIGS. 50(I) to 50(K)). It is characterized by the following. According to this feature, it is possible to suitably indicate that the reach state has been achieved.
[0049] [Form 6-7-1] The gaming machine of Form 6-7-1 is capable of displaying an operation-emphasized image corresponding to the operation of the object image in the first predetermined part, is capable of being displayed in a display layer with a higher priority than the specific display layer, and displays the operation-emphasized image at the timing of starting to display the crack precursor image in the crack pattern (see Fig. 49(D)). It is characterized by the following. According to this feature, the crack precursor image can be changed to the crack pattern without a sense of incongruity.
[0050] [Form 6-7-2] The gaming machine of Form 6-7-2 is capable of displaying a fragment image together with the display of the operation-emphasized image, and the display period of the fragment image is longer than the display period of the operation-emphasized image (see Fig. 49(D)). It is characterized by the following. According to this feature, it is possible to suitably indicate that the crack precursor image has changed to the crack pattern.
[0051] [Form 6-7-3] The gaming machine of Form 6-7-3 is capable of displaying an effect image corresponding to the operation of the object image in the second predetermined part, and does not display the operation-emphasized image when displaying the effect image (see Fig. 49(H), Fig. 66). It is characterized by the following. According to this feature, a difference can be provided between the first predetermined part and the second predetermined part, and it is possible to prevent the predetermined effect from becoming a monotonous effect.
[0052] [Form 6-7-4] The gaming machine of Form 6-7-4 The period required for the small fragment image in the first predetermined part and the fragment image in the third predetermined part to become non-displayed in the display area of the display means is different (see Fig. 66). It is characterized by this. According to this feature, a difference is provided in the way of showing the fragment images between the first predetermined part and the third predetermined part, and the interest can be enhanced.
[0053] [Mode 6-8] The gaming machine of Mode 6-8 is The fragment image in the third predetermined part is an image in a transmissive mode capable of recognizing at least a part of the background image in an overlapping relationship, The fragment image in a specific effect is an image in a non-transmissive mode that makes it difficult to recognize at least a part of the background image in an overlapping relationship (see Figs. 59, 60, and 73). It is characterized by this. According to this feature, a difference is provided in the display mode of the fragment images between a predetermined effect and a specific effect, and the interest can be enhanced.
[0054] [Mode 6-9] The gaming machine of Mode 6-9 is The fragment image in the third predetermined part is displayed in a mode of moving without a change in speed over the display period of the fragment image, The fragment image in a specific effect is displayed in a mode of moving without a change in speed over the display period of the fragment image (see Fig. 72). It is characterized by this. According to this feature, the fragment image can be displayed naturally.
[0055] [Mode 6-10] The gaming machine of Mode 6-10 is The period from when the fragment image in a specific effect is displayed until it becomes non-displayed in the display area of the display means is longer than the period from when the fragment image in the third predetermined part is displayed until it becomes non-displayed in the display area of the display means (see Figs. 66 and 67). It is characterized by this. According to this feature, differences can be created between a predetermined effect and a specific effect, and the interest can be enhanced through various presentations.
[0056] [Form 7-1] The gaming machine of Form 7-1 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, comprising operation detection means capable of detecting the operations of the player, display means, and effect execution means, The effect execution means is capable of executing an operation promotion effect that prompts the player to perform an operation on the operation detection means, is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, is capable of executing a specific effect that is different from the predetermined effect and suggests that it is controlled to an advantageous state, The display means is capable of displaying a crack precursor image in a predetermined display layer, is capable of displaying a fragment image in a specific display layer with a higher priority than the predetermined display layer, is capable of displaying an operation promotion image in a special display layer with a higher priority than the specific display layer, is capable of displaying special information related to variable display in a special display layer with a higher priority than the special display layer, The predetermined effect is an effect including a first predetermined part for displaying a crack precursor image and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect that starts displaying a plurality of fragment images in a period shorter than the period from when the crack precursor image is displayed to when the fragment image corresponding to the crack precursor image is displayed in the predetermined effect, The execution timings of the predetermined effect and the specific effect are different, The operation promotion effect is an effect that displays an operation promotion image over an operation effective period and changes the display mode of the operation promotion image from an operation promotion mode to an operation completion mode when the operation of the player is detected, When the operation promotion image changes from the operation promotion mode to the operation completion mode by the operation promotion effect, a specific effect can be executed. During at least a part of the execution period of the specific effect, it is possible to visually recognize both the operation promotion image in the operation completion mode and the fragment image in the specific effect. The display period of the fragment image in the specific effect is shorter than the display period of the operation promotion image in the operation promotion mode and longer than the display period of the operation promotion image in the operation completion mode (see FIGS. 45, 46, 55, 63, and 70). It is characterized by this. According to this feature, it is possible to execute the predetermined effect of displaying the crack precursor image and the fragment image and the specific effect of displaying the fragment image without displaying the crack precursor image at different timings, respectively, so that the player can be surprised at various timings, and furthermore, it is possible to prevent the interest of the specific effect from decreasing due to a monotonous effect configuration.
[0057] [Form 8-1] The gaming machine of Form 8-1 is a gaming machine that performs variable display and can be controlled to an advantageous state favorable to the player, a display means, and an effect execution means, The effect execution means can execute a predetermined effect suggesting that it is controlled to an advantageous state. The predetermined effect includes a first predetermined effect and a second predetermined effect. The display means can display a crack precursor image in a predetermined display layer, can display a fragment image in a specific display layer with a higher priority than the predetermined display layer, can display special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image in a first crack state and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined presentation is a presentation including a third predetermined part that displays a crack precursor image in a second crack state and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The execution timing of the first predetermined presentation and the second predetermined presentation is different. The length of the execution period is different between the first predetermined part and the third predetermined part. Before the first predetermined part is executed and when the fragment image in the second predetermined part is displayed, the type of the background image displayed in the display layer with a lower priority than the predetermined display layer is different. Before the third predetermined part is executed and when the fragment image in the fourth predetermined part is displayed, the type of the background image displayed in the display layer with a lower priority than the predetermined display layer is different (see FIGS. 45, 46, 48, 63, and 65). It is characterized by this. According to this feature, the first predetermined presentation and the second predetermined presentation that display the crack precursor image and the fragment image can be executed at different timings, so that the player can be surprised at various timings. Further, since the type of the background image is different before and after the fragment image is commonly displayed in the first predetermined presentation and the second predetermined presentation, even in the presentation where the fragment image is displayed, a preferably different impression can be given, and the gaming interest can be enhanced.
[0058] [Mode 8-2] The gaming machine of Mode 8-2 In the first predetermined part, it is possible to display the crack precursor image by changing it from the first crack pre-stage state to the first crack state. In the third predetermined part, it is possible to display the crack precursor image by changing it from the second crack pre-stage state to the second crack state. The length is different between the period until the crack precursor image changes from the first crack pre-stage state to the first crack state in the first predetermined part and the period until the crack precursor image changes from the second crack pre-stage state to the second crack state in the third predetermined part (see FIGS. 45, 46, 48, 63, and 65). It is characterized by this. According to this feature, the production effect when displaying the crack precursor image in the crack form can be enhanced.
[0059] [Form 9-1] The gaming machine of Form 9-1 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, including display means, and production execution means, The production execution means is capable of executing a predetermined production suggesting that it is controlled to an advantageous state, The predetermined production includes a first predetermined production and a second predetermined production, The display means is capable of displaying a crack precursor image in a predetermined display layer, capable of displaying a fragment image in a specific display layer with a higher priority than the predetermined display layer, capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined production is a production including a first predetermined part for displaying a crack precursor image in a first crack form and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The second predetermined production is a production including a third predetermined part for displaying a crack precursor image in a second crack form and a fourth predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The execution timings of the first predetermined production and the second predetermined production are different, The lengths of the execution periods of the first predetermined part and the third predetermined part are different, The display means is capable of displaying an effect image at a first timing when shifting from the first predetermined part to the second predetermined part and at a second timing when shifting from the third predetermined part to the fourth predetermined part, During the display period of the effect image, it is difficult to visually recognize the fragment image over a first period, and it is possible to visually recognize the fragment image over a second period after the elapse of the first period (see FIGS. 45, 46, 48, 63, 65), which is characterized by this. According to this feature, the first predetermined effect of displaying the crack precursor image and the fragment image and the second predetermined effect can be executed at different timings, so that the player can be surprised at various timings. Further, the sense of discomfort when the fragment image is displayed by the effect image can be reduced, and the first predetermined effect and the second predetermined effect can be suitably executed.
[0060] [Form 9-2] The gaming machine of Form 9-2 is capable of displaying the crack precursor image in the first predetermined part by changing it from the first crack precursor state to the first crack state, capable of displaying the crack precursor image in the third predetermined part by changing it from the second crack precursor state to the second crack state, The length is different between the period until the crack precursor image changes from the first crack precursor state to the first crack state in the first predetermined part and the period until the crack precursor image changes from the second crack precursor state to the second crack state in the third predetermined part (see FIGS. 45, 46, and 48). It is characterized by this. According to this feature, the production effect when displaying the crack precursor image in the crack state can be enhanced.
[0061] [Form 10-1] The gaming machine of Form 10-1 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, comprising display means, production execution means, The production execution means is capable of executing a predetermined production suggesting that it is controlled to an advantageous state, The predetermined production includes a first predetermined production and a second predetermined production, The display means is capable of displaying the crack precursor image in a predetermined display layer, capable of displaying the fragment image in a specific display layer having a higher priority than the predetermined display layer, capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The first predetermined presentation is a presentation including a first predetermined part that displays a crack precursor image in a first crack mode and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined presentation is a presentation including a third predetermined part that displays a crack precursor image in a second crack mode and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The execution timing of the first predetermined presentation and the second predetermined presentation is different. The length of the execution period of the first predetermined part and the third predetermined part is different. The fragment images in the second predetermined part are displayed in a manner of moving without a change in speed over the display period of the fragment images. The fragment images in the fourth predetermined part are displayed in a manner of changing from a first speed to a second speed and moving over the display period of the fragment images (see FIGS. 45, 46, 53, 54, 63, 69, 72). It is characterized by this. According to this feature, the first predetermined presentation and the second predetermined presentation that display the crack precursor image and the fragment images can be executed at different timings, so that the player can be surprised at various timings. Further, since the speeds at the time of the moving display of the fragment images are different between the first predetermined presentation and the second predetermined presentation, even in the presentation where the fragment images are displayed, different impressions can be preferably given, and the gaming interest can be enhanced.
[0062] [Form 10-2] The gaming machine of Form 10-2 At the first timing when shifting from the first predetermined part to the second predetermined part and the second timing when shifting from the third predetermined part to the fourth predetermined part, it is possible to commonly display an effect image in a specific color. The display pattern of the effect image is different between the first timing and the second timing (see FIGS. 45(G) and 53(H)). It is characterized by this. According to this feature, a difference can be provided in the display pattern of the effect image between the first predetermined presentation and the second predetermined presentation, and the interest can be enhanced.
[0063] [Form 10-3-1] The gaming machine of Form 10-3-1 The fragment image in the fourth predetermined part is displayed in a manner of moving at a first speed over a first period from the start of display to a specific timing, and is displayed in a manner of moving at a second speed over a second period from the specific timing until it becomes non-displayed, The second period is longer than the first period (see Fig. 72), which is characterized by this. According to this feature, a difference is provided in the way of showing the fragment image between the first predetermined effect and the second predetermined effect, and the interest can be enhanced.
[0064] [Form 10-3-2] The gaming machine of Form 10-3-2 When the fragment image in the fourth predetermined part is displayed, an effect image can be displayed, In the fourth predetermined part, the display period of the effect image overlaps with the first period while not overlapping with the second period (see Figs. 53 and 72), which is characterized by this. According to this feature, it is possible to prevent the effect of the specific effect from being reduced.
[0065] [Form 10-4] The gaming machine of Form 10-4 All of the fragment images in the second predetermined part become non-displayed in a manner of moving outward from the display area of the display means (see Fig. 83(A)), Among the fragment images in the fourth predetermined part, the first fragment image becomes non-displayed in a manner of moving outward from the display area of the display means, Among the fragment images in the fourth predetermined part, the second fragment image different from the first fragment image becomes non-displayed before moving outward from the display area of the display means (see Fig. 83(B)), which is characterized by this. According to this feature, the difference in the display method of the fragment images between the first predetermined effect and the second specific effect can be used to enhance the interest.
[0066] [Form 10-5] The gaming machine of Form 10-5 The fragment image in the second predetermined part is an image in a transparent mode capable of recognizing at least a part of the background image in an overlapping relationship. The fragment image in the second predetermined part is an image in a transparent mode capable of recognizing at least a part of the background image in an overlapping relationship (see FIGS. 59, 60, and 73). It is characterized by this. According to this feature, the effect of the effect when the fragment image is displayed can be enhanced.
[0067] [Form 10-6-1] The gaming machine of Form 10-6-1 The fragment image in the second predetermined part and the fragment image in the fourth predetermined part are both displayed in a mode of moving in a plurality of directions including at least a predetermined direction and a specific direction. The fragment image that moves and is displayed in the specific direction in the fourth predetermined part takes a longer period until it becomes non-displayed in the display area of the display means than the fragment image that moves and is displayed in the specific direction in the second predetermined part (see FIGS. 75 and 76). It is characterized by this. According to this feature, the effect of the effect when the fragment image is displayed can be enhanced.
[0068] [Form 10-6-2] The gaming machine of Form 10-6-2 The fragment image that moves and is displayed in the specific direction has different visibility at the timing when the display starts and before it becomes non-displayed (see FIGS. 75 and 76). It is characterized by this. According to this feature, the effect of the effect when the fragment image is displayed can be enhanced.
[0069] [Form 10-7-1] The gaming machine of form 10-7-1 is The fragment images in the second predetermined part and the fragment images in the fourth predetermined part can perform a rotation operation. The number of rotation operations performed from when the first fragment image among the plurality of fragment images in the second predetermined part is displayed until it becomes non-displayed in the display area of the display means is greater than the number of rotation operations performed from when the second fragment image among the plurality of fragment images in the fourth predetermined part is displayed until it becomes non-displayed in the display area of the display means (see Fig. 89). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0070] [Form 10-7-2] The gaming machine of form 10-7-2 is When the fragment image reaches the first angle by the rotation operation, at least a part of the background image in an overlapping relationship with the fragment image can be recognized. When the fragment image reaches the second angle by the rotation operation, it becomes difficult to recognize at least a part of the background image in an overlapping relationship with the fragment image (see Figs. 83 and 89). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0071] [Form 10-7-3] The gaming machine of form 10-7-3 is When the first fragment image is at the first angle, the second fragment image among the plurality of fragment images is at the second angle (see Figs. 83 and 89). It is characterized by this. According to this feature, the production effect when the fragment image is displayed can be enhanced.
[0072] [Form 10-8] The gaming machine of form 10-8 is In one variable display, both the first predetermined production and the second predetermined production can be executed. The first predetermined presentation is a presentation that can be executed before the decorative identification information reaches the reach state, The second predetermined presentation is a presentation that can be executed after the decorative identification information reaches the reach state, Before the execution of the second predetermined presentation, when the first predetermined presentation is executed, there is a higher expectation of being controlled in a more advantageous state than when it is not executed (see FIGS. 33 to 36). It is characterized by this. According to this feature, attention can be drawn to the execution of the first predetermined presentation, and the interest can be enhanced.
[0073] [Form 10-9] The gaming machine of Form 10-9 In the first predetermined part, it is possible to display by changing the crack precursor image from the first crack pre-stage mode to the first crack mode, In the third predetermined part, it is possible to display by changing the crack precursor image from the second crack pre-stage mode to the second crack mode, The length is different between the period until the crack precursor image changes from the first crack pre-stage mode to the first crack mode in the first predetermined part and the period until the crack precursor image changes from the second crack pre-stage mode to the second crack mode in the third predetermined part (see FIGS. 63 and 69). It is characterized by this. According to this feature, the production effect when displaying the crack precursor image in the crack mode can be enhanced.
[0074] [Form 11-1] The gaming machine of Form 11-1 Performs variable display and is a gaming machine that can be controlled to an advantageous state advantageous to the player, A display means, An effect execution means, and The effect execution means can execute a predetermined effect suggesting that it is controlled to an advantageous state, The predetermined effect includes a first predetermined effect and a second predetermined effect, The display means Can display a crack precursor image in a predetermined display layer, It is possible to display a fragment image on a specific display layer with a higher priority than a predetermined display layer. It is possible to display special information regarding variable display on a special display layer with a higher priority than the specific display layer. The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image in a first crack mode and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image in a second crack mode and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The execution timings of the first predetermined effect and the second predetermined effect are different. The lengths of the execution periods of the first predetermined part and the third predetermined part are different. The fragment images in the second predetermined part are non-transparent mode images that make it difficult to recognize at least a part of the background image in the overlapping relationship. The fragment images in the fourth predetermined part are transparent mode images that make it possible to recognize at least a part of the background image in the overlapping relationship (see FIGS. 48, 45, 46, 65, 63). It is characterized by this. According to this feature, by being able to execute the first predetermined effect and the second predetermined effect that display the crack precursor image and the fragment image at different timings respectively, it is possible to surprise the player at various timings. Furthermore, since the display modes of the fragment images are different between the first predetermined effect and the second predetermined effect, even for an effect in which the fragment images are displayed, it is possible to preferably give different impressions and enhance the gaming interest.
[0075] [Form 12-1] The gaming machine of Form 12-1 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, display means, and effect execution means, and the effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, the predetermined effect includes a first predetermined effect and a second predetermined effect. The display means is capable of displaying a crack precursor image in a predetermined display layer, capable of displaying a fragment image in a specific display layer having a higher priority than the predetermined display layer, capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The first predetermined effect includes a first predetermined part for displaying a crack precursor image of a first crack mode and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The second predetermined effect includes a third predetermined part for displaying a crack precursor image of a second crack mode and a fourth predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The execution timings of the first predetermined effect and the second predetermined effect are different. The lengths of the execution periods of the first predetermined part and the third predetermined part are different. The fragment images in the second predetermined part and the fragment images in the fourth predetermined part are both displayed in a mode of moving in at least a plurality of directions including a predetermined direction and a specific direction. The period required for the fragment image moving and displaying in the specific direction to become non-displayed in the display area of the display means is longer than that of the fragment image moving and displaying in the predetermined direction. The period required for the fragment image moving and displaying in the specific direction in the fourth predetermined part to become non-displayed in the display area of the display means is longer than that of the fragment image moving and displaying in the specific direction in the second predetermined part (see FIGS. 45, 46, 53, 54, 63, 69). It is characterized by this. According to this feature, by being able to execute the first predetermined effect and the second predetermined effect for displaying the crack precursor image and the fragment image at different timings respectively, it is possible to surprise the player at various timings. Further, since the directions in which the fragment images move are common between the predetermined effect and the specific effect while the periods required for becoming non-displayed are different, even for effects in which the fragment images are displayed, different impressions can be preferably given, and the gaming interest can be enhanced.
[0076] [Form 13-1] The gaming machine of Form 13-1 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, display means, and effect execution means, The effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, The predetermined effect includes a first predetermined effect and a second predetermined effect, The display means is capable of displaying an object image in a special display layer, is capable of displaying a crack precursor image in a predetermined display layer with a higher priority than the special display layer, is capable of displaying fragment images in a specific display layer with a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined effect is an effect including a first predetermined part that displays an object image and displays a crack precursor image in a first crack mode according to the movement of the object image, a second predetermined part that changes the crack precursor image from the first crack mode to a second crack mode according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a fourth predetermined part that displays an object image and displays a crack precursor image in a third crack mode according to the movement of the object image, and a fifth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image according to the movement of the object image, The execution timings of the first predetermined effect and the second predetermined effect are different, The lengths of the execution periods of the first predetermined part and the fourth predetermined part are different, After the second predetermined part is executed, there are cases where the third predetermined part is executed and cases where it is not executed, The period from the start of the second predetermined part to the transition to the third predetermined part is longer than the period from the start of the fourth predetermined part to the transition to the fifth predetermined part. In the third predetermined part, the fragment image takes a first period from when it is displayed until it becomes non-displayed in the display area of the display means. In the fifth predetermined part, the fragment image takes a second period different from the first period from when it is displayed until it becomes non-displayed in the display area of the display means (see FIGS. 45, 46, 49, 50, 66, 63). It is characterized by this. According to this feature, the first predetermined effect and the second predetermined effect for displaying the crack precursor image and the fragment image can be executed at different timings, so that the player can be surprised at various timings. Further, since the period from when the object image is displayed until the fragment image is displayed in the first predetermined effect and the second predetermined effect is different, and the display period of the fragment image is also different, even in the effect where the fragment image is displayed, a suitably different impression can be given, and the gaming interest can be enhanced.
[0077] [Mode 13-2] The gaming machine of Mode 13-2 In the first predetermined part, the crack precursor image can be displayed in a first crack state according to the operation of the object image. In the fourth predetermined part, the crack precursor image can be displayed by changing from a third pre-crack state to a third crack state (see FIGS. 49, 45). It is characterized by this. According to this feature, the effect of the crack precursor image when it is displayed in the crack state can be enhanced.
[0078] [Mode 14-1] The gaming machine of Mode 14-1 Is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, A display means, An effect execution means, and is provided with The effect execution means can execute a predetermined effect suggesting that it is controlled to an advantageous state. The predetermined performance includes a first predetermined performance and a second predetermined performance. The display means can display a crack precursor image in a predetermined display layer, can display fragment images in a specific display layer with a higher priority than the predetermined display layer, can display special information related to variable display in a special display layer with a higher priority than the specific display layer, The first predetermined performance is a performance including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined performance is a performance including a third predetermined part that displays a crack precursor image and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined performance can be executed at a specific timing after the first predetermined performance is executed. The first predetermined part and the third predetermined part have a common execution period length. The second predetermined part and the fourth predetermined part have a common execution period length. When the second predetermined performance is executed after the first predetermined performance, after making the fragment images displayed in the second predetermined part non-displayed in the display area of the display means, the third predetermined part is started (see FIGS. 42, 43, and 61). It is characterized by this. According to this feature, since the first predetermined performance and the second predetermined performance that display the crack precursor image and the fragment images can be continuously executed, it is possible to continuously surprise the player. Further, since the third predetermined part is started after the fragment images in the second predetermined part become non-displayed, it is possible to prevent a decrease in the production effect due to a new crack precursor image being displayed even though the fragment images are already displayed.
[0079] [Mode 14-2] The gaming machine of Mode 14-2 The fragment images in the second predetermined part and the fragment images in the fourth predetermined part are both displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction. The positions where the display of the fragment images starts are different between the second predetermined part and the fourth predetermined part (see FIGS. 42, 43, and 84). It is characterized by this. According to this feature, differences can be created in the ways of showing the fragment images between the first predetermined effect and the second predetermined effect, thereby enhancing the interest.
[0080] [Form 14-3] The gaming machine of Form 14-3 can commonly display a special image together with the fragment images in the second predetermined part and the fourth predetermined part. The special image in the second predetermined part is displayed in the first mode. The special image in the fourth predetermined part is displayed in a second mode different from the first mode (see FIGS. 42(F) and 43(F)). It is characterized by this. According to this feature, differences can be created in the ways of showing the special images between the first predetermined effect and the second predetermined effect, thereby enhancing the interest.
[0081] [Form 14-4] The gaming machine of Form 14-4 While the lengths of the display periods of the fragment images are different between the second predetermined part and the fourth predetermined part, the lengths of the display periods of the special images are common (see FIG. 61). It is characterized by this. According to this feature, differences can be created in the ways of showing the fragment images between the first predetermined effect and the second predetermined effect, thereby enhancing the interest.
[0082] [Form 14-5] The gaming machine of Form 14-5 There are a first pattern in which the second predetermined effect is executed after the execution of the first predetermined effect and a second pattern in which the second predetermined effect is not executed after the execution of the first predetermined effect. The ratio at which the game progresses under the first pattern is controlled to be in a more advantageous state than when the game progresses under the second pattern (see Fig. 27). It is characterized by this. According to this feature, attention can be drawn to the execution of the second predetermined effect, enhancing the interest.
[0083] [Form 14-6] The gaming machine of Form 14-2 The fragment image in the second predetermined part is displayed in a manner that moves without a change in speed over the display period of the fragment image. The fragment image in the fourth predetermined part is displayed in a manner that moves without a change in speed over the display period of the fragment image (see Fig. 72). It is characterized by this. According to this feature, the relevance between the first predetermined effect and the second predetermined effect can be enhanced, enhancing the interest.
[0084] [Form 14-7-1] The gaming machine of Form 14-7-1 At the first timing when transitioning from the first predetermined part to the second predetermined part and the second timing when transitioning from the third predetermined part to the fourth predetermined part, in common, an effect image of a specific color can be displayed. The display pattern of the effect image is common at the first timing and the second timing (see Figs. 42(C), 43(C), 61). It is characterized by this. According to this feature, the relevance between the first predetermined effect and the second predetermined effect is increased, enhancing the effect of both effects.
[0085] [Form 14-7-2] The gaming machine of Form 14-7-2 The length of the display period is common between the effect image displayed at the first timing and the effect image displayed at the second timing (see Fig. 61). It is characterized by this. According to this feature, the relevance between the first predetermined effect and the second predetermined effect is enhanced, and the effect of both effects can be enhanced.
[0086] [Form 15-1] The gaming machine of Form 15-1 is a gaming machine capable of performing variable display and controllable to an advantageous state advantageous to the player, comprising display means and effect execution means, The effect execution means is capable of executing a predetermined effect suggesting being controlled to an advantageous state, capable of executing a notification effect for notifying whether or not it is controlled to an advantageous state, The display means is capable of displaying a crack precursor image in a predetermined display layer, capable of displaying a fragment image in a specific display layer having a higher priority than the predetermined display layer, capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined effect is an effect including a first predetermined part for displaying a crack precursor image in a first crack mode and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, when it is notified by the notification effect that it is not controlled to an advantageous state, a crack precursor image in a second crack mode is displayed and a plurality of fragment images corresponding to the crack precursor image are displayed, The fragment image in the second predetermined part requires a first period until it becomes non-displayed in the display area of the display means, The fragment image when it is notified by the notification effect that it is not controlled to an advantageous state requires a second period different from the first period until it becomes non-displayed in the display area of the display means (see FIGS. 45, 46, 58, 63, 71(B)), which is characterized by this. According to this feature, by being able to execute a predetermined effect that displays a crack precursor image and a fragment image, it is possible to surprise the player. Furthermore, by displaying the crack precursor image together with fragment images having different periods required until the fragment images become non-displayed in the predetermined effect, it is possible to notify the player that they are not being appropriately controlled in an advantageous state.
[0087] [Form 15-2] The gaming machine of Form 15-2 is such that the crack precursor image when it is notified that control is not in an advantageous state has a longer display period than the crack precursor image in the first predetermined part (see Fig. 63). It is characterized by this. According to this feature, it is possible to suitably indicate that control is not in an advantageous state.
[0088] [Form 15-3] The gaming machine of Form 15-3 is such that there is a first fragment image having the largest display size among a plurality of fragment images in the second predetermined part, and there is a second fragment image having the largest display size among a plurality of fragment images when it is notified that control is not in an advantageous state, and the first fragment image has a larger display size than the second fragment image (for example, see Figs. 46(J) and 58(D)). It is characterized by this. According to this feature, differences can be given in the way the fragment images are shown, enhancing the interest.
[0089] [Form 15-4] The gaming machine of Form 15-4 is such that the fragment images in the second predetermined part are images in a transparent mode capable of recognizing at least a part of the background image in an overlapping relationship, and the fragment images when it is notified that control is not in an advantageous state are images in a transparent mode capable of recognizing at least a part of the background image in an overlapping relationship (see Fig. 73). It is characterized by this. According to this feature, differences can be created in the way the fragment images are presented, thereby enhancing the interest.
[0090] [Form 15-5] The gaming machine of Form 15-5 The fragment image in the second predetermined part and the fragment image when it is notified that it is not controlled to an advantageous state are commonly displayed in a mode of moving in a plurality of directions including at least a predetermined direction and a specific direction (see, for example, FIGS. 75 and 77). It is characterized by this. According to this feature, a relevance can be given to the way the fragment images are presented, thereby enhancing the interest.
[0091] [Form 15-6] The gaming machine of Form 15-6 When shifting from the first predetermined part to the second predetermined part, at the first timing, and when the fragment image is displayed when it is notified that it is not controlled to an advantageous state, at the second timing, a special effect image of a specific color can be commonly displayed. The display pattern of the special effect image is different between the first timing and the second timing (see FIGS. 45(G) and 58(C)). It is characterized by this. According to this feature, differences can be created in the display pattern of the special effect image, thereby enhancing the interest.
[0092] [Form 16-1] The gaming machine of Form 16-1 Is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, A display means, A light emitting means, And an effect execution means, The effect execution means Is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, Is capable of executing a notification effect for notifying whether or not it is controlled to an advantageous state, The display means Is capable of displaying a pre-crack image in a predetermined display layer, It is possible to display a fragment image on a specific display layer with a higher priority than a predetermined display layer, It is possible to display special information regarding variable display on a special display layer with a higher priority than the specific display layer, The predetermined effect includes a first predetermined part that displays a crack precursor image in a first crack mode and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When it is notified that it is not controlled to an advantageous state by a notification effect, it is possible to display a crack precursor image in a second crack mode, When the crack precursor image in the first crack mode is displayed, the light emitting means emits light according to the first light emission pattern, When the crack precursor image in the second crack mode is displayed, the light emitting means emits light according to the second light emission pattern, The light emission of the light emitting means according to the first light emission pattern continues until the second predetermined part is executed, The light emission of the light emitting means according to the second light emission pattern continues until a predetermined condition is satisfied after the notification effect notifying that it is not controlled to an advantageous state ends (see FIGS. 45, 46, 58, 63, 71(B)), It is characterized by this. According to this feature, by executing a predetermined effect that displays a crack precursor image, it is possible to surprise the player. Furthermore, by using the crack precursor image and the second light emission pattern that continues until a predetermined condition is satisfied after the notification effect ends, it is possible to appropriately notify the player that it is not controlled to an advantageous state.
[0093] [Aspect 17-1] The gaming machine of Aspect 17-1 is A gaming machine that performs variable display and can be controlled to an advantageous state for the player, A display means, An effect execution means, and is provided with The effect execution means is Capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, Capable of executing a notification effect for notifying whether or not it is controlled to an advantageous state, The display means is capable of displaying a crack precursor image in a predetermined display layer, displaying a fragment image in a specific display layer having a higher priority than the predetermined display layer, displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined effect includes a first predetermined part for displaying a crack precursor image of a first crack mode and a second predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, is capable of displaying a crack precursor image of a second crack mode when it is notified that it is not controlled to an advantageous state by a notification effect, The type of the background image is different between before the first predetermined part is executed and when the fragment image in the second predetermined part is displayed (see FIGS. 45(A) to 45(F), FIGS. 46(I) to 46(K)), The display mode of the background image is different between before it is notified whether it is controlled to an advantageous state by a notification effect and when the fragment image is displayed when it is notified that it is not controlled to an advantageous state (see FIGS. 58(A), 58(B), 58(D), 63, 71(B)), which is characterized in that According to this feature, by being able to execute a predetermined effect for displaying a crack precursor image, it is possible to surprise the player, and further, by using the crack precursor image and changing the display mode of the background image before it is notified whether it is controlled to an advantageous state, it is possible to appropriately notify the player that it is not controlled to an advantageous state.
[0094] [Aspect 18-1] The gaming machine of Aspect 18-1 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, a movable body, display means, and effect execution means, and the effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, the predetermined effect includes a first predetermined effect and a second predetermined effect, The display means is capable of displaying an object image in a special display layer, displaying a crack precursor image in a predetermined display layer with a higher priority than the special display layer, displaying fragment images in a specific display layer with a higher priority than the predetermined display layer, displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined effect includes a first predetermined part for displaying an object image, a second predetermined part for displaying a crack precursor image in a first crack mode according to the operation of the object image, and a third predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a fourth predetermined part for displaying a crack precursor image in a second crack mode, a fifth predetermined part for starting a first operation of a movable body, and a sixth predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image, The execution timings of the first predetermined effect and the second predetermined effect are different, In the sixth predetermined part, the movable body starts a second operation different from the first operation, and the second operation of the movable body ends after the fragment images become non-displayed in the display area of the display means (see FIGS. 45, 46, 48, 63, and 65). This is the gist of the present invention. According to this feature, by being able to execute the first predetermined effect and the second predetermined effect for displaying the crack precursor image and the fragment images at different timings respectively, it is possible to surprise the player at various timings. Further, by operating the movable body after displaying the crack precursor image to display the fragment images, it is possible to provide an impressive effect.
[0095] [Aspect 18-2] The gaming machine of Aspect 18-2 is capable of changing and displaying a crack precursor image from a first pre-crack mode to a first crack mode in the first predetermined part, In the fourth predetermined part, it is possible to change and display the crack precursor image from the second crack precursor state to the second crack state. The period until the crack precursor image changes from the first crack precursor state to the first crack state in the first predetermined part is different in length from the period until the crack precursor image changes from the second crack precursor state to the second crack state in the fourth predetermined part (see FIGS. 63 and 65). It is characterized by this. According to this feature, the production effect when displaying the crack precursor image in the crack state can be enhanced.
[0096] [Form 18-3-1] The gaming machine of Form 18-3-1 At the first timing when shifting from the second predetermined part to the third predetermined part and the second timing when shifting from the fifth predetermined part to the sixth predetermined part, it is possible to commonly display an effect image of a specific color. The display pattern of the effect image is different between the first timing and the second timing (see FIGS. 45(G) and 48(C)). It is characterized by this. According to this feature, differences can be given to the display pattern of the effect image to enhance the interest.
[0097] [Form 18-3-2] The gaming machine of Form 18-3-2 The first operation is an operation in which the movable body moves from the origin position toward the advanced position. When the movable body is arranged at the advanced position, the display of the effect image is started (see FIG. 48(C)). It is characterized by this. According to this feature, by linking the movement of the movable body and the display of the effect image, a sense of unity is created and the production effect of the second predetermined production can be enhanced.
[0098] [Form 18-3-3] The gaming machine of Form 18-3-3 The period of the first movement of the movable body is longer than the display period of the effect image. The display period of the fragment image in the sixth predetermined part is longer than the period of the first movement of the movable body (see FIG. 65). It is characterized by this. According to this feature, the effect of the second predetermined effect can be enhanced.
[0099] [Form 18-4] The gaming machine of Form 18-4 is capable of executing a suggestive effect that is an effect different from the second predetermined effect and is controlled to an advantageous state by operating a movable body. A movable body emphasized image can be displayed in a display area that overlaps with the movable body as the movable body moves. While the movable body emphasized image is displayed as the movable body moves in the suggestive effect, the movable body emphasized image is not displayed as the first movement of the movable body in the fifth predetermined part (see FIG. 65). It is characterized by this. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable body emphasized image.
[0100] [Form 19-1] The gaming machine of Form 19-1 is a gaming machine that performs variable display and can be controlled to an advantageous state for the player. A movable body Display means And effect execution means. The effect execution means is capable of executing a predetermined effect that suggests being controlled to an advantageous state. The predetermined effect includes a first predetermined effect and a second predetermined effect. The display means can display an object image in a special display layer. can display a crack precursor image in a predetermined display layer with a higher priority than the special display layer. can display a fragment image in a specific display layer with a higher priority than the predetermined display layer. Special information regarding variable display can be displayed in a special display layer with a higher priority than a specific display layer. The first predetermined effect includes a first predetermined part for displaying an object image, a second predetermined part for displaying a crack precursor image in a first crack mode according to the movement of the object image, and a third predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The second predetermined effect includes a fourth predetermined part for displaying a crack precursor image in a second crack mode along with a first movement of a movable object, and a fifth predetermined part for displaying a plurality of fragment images corresponding to the crack precursor image. The execution timings of the first predetermined effect and the second predetermined effect are different. In the fifth predetermined part, the movable object starts a second movement different from the first movement, and the second movement of the movable object ends before the fragment images become invisible in the display area of the display means (see FIGS. 45, 46, 56, 57, 63, 71(A)). It is characterized by this. According to this feature, by being able to execute the first predetermined effect and the second predetermined effect for displaying the crack precursor image and the fragment images at different timings respectively, it is possible to surprise the player at various timings. Furthermore, by moving the movable object to display the crack precursor image, it is possible to provide an impressive effect.
[0101] [Form 19-2] The gaming machine of Form 19-2 In the first predetermined part, the crack precursor image can be displayed by changing from a first pre-crack mode to a first crack mode. In the fourth predetermined part, the crack precursor image can be displayed by changing from a second pre-crack mode to a second crack mode. The lengths of the periods from when the crack precursor image changes from the first pre-crack mode to the first crack mode in the first predetermined part and from when the crack precursor image changes from the second pre-crack mode to the second crack mode in the fourth predetermined part are different (see FIGS. 63, 71). It is characterized by this. According to this feature, the production effect when displaying the crack precursor image in the crack state can be enhanced.
[0102] [Form 19-3-1] The gaming machine of Form 19-3-1 At the first timing when shifting from the second predetermined part to the third predetermined part and the second timing when shifting from the fourth predetermined part to the fifth predetermined part, a special color effect image can be commonly displayed. The display pattern of the effect image is different at the first timing and the second timing (see FIGS. 45(G) and 56(E)). It is characterized by this. According to this feature, a difference can be provided in the display pattern of the effect image between the first predetermined production and the second predetermined production, and the interest can be enhanced.
[0103] [Form 19-3-2] The gaming machine of Form 19-3-2 The second operation is an operation in which the movable body moves from the advanced position toward the origin position. When the second operation is started, the display of the effect image is started (see FIG. 56(F)). It is characterized by this. According to this feature, by linking the movement of the movable body and the display of the effect image, a sense of unity is created, and the production effect of the second predetermined production can be enhanced.
[0104] [Form 19-3-3] The gaming machine of Form 19-3-3 The period of the second movement of the movable body is longer than the display period of the effect image. The display period of the fragment image in the fifth predetermined part is longer than the period of the second movement of the movable body (see FIG. 71). It is characterized by this. According to this feature, the production effect of the second predetermined production can be enhanced.
[0105] [Form 19-4] The gaming machine of Form 19-4 It is possible to execute a suggestive effect that is different from the second predetermined effect and suggests that it is controlled to an advantageous state by operating a movable object. A movable object emphasized image can be displayed in a display area that overlaps with the movable object as the movable object moves. While the movable object emphasized image is displayed as the movable object moves in the suggestive effect, the movable object emphasized image is not displayed as the movable object makes a first movement in the fourth predetermined part (see Fig. 71). It is characterized by this. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable object emphasized image.
[0106] [Form 20-1] The gaming machine of Form 20-1 is A gaming machine that performs variable display and can be controlled to an advantageous state for the player, A movable object, Display means, Effect execution means, and is provided with The effect execution means is Capable of executing a predetermined effect that suggests being controlled to an advantageous state, Capable of executing a specific effect that is different from the predetermined effect and suggests being controlled to an advantageous state, The display means is Capable of displaying an object image in a special display layer, Capable of displaying a crack precursor image in a predetermined display layer with a higher priority than the special display layer, Capable of displaying a fragment image in a specific display layer with a higher priority than the predetermined display layer, Capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined effect is an effect including a first predetermined part that displays an object image, a second predetermined part that displays a crack precursor image according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. A specific performance is a performance that starts displaying a plurality of fragment images in a period shorter than the period from when a fracture precursor image is displayed to when a fragment image corresponding to the fracture precursor image is displayed in a predetermined performance according to a first motion of a movable body. The execution timing is different between the predetermined performance and the specific performance. In the specific performance, the movable body can execute a second motion different from the first motion, and starts the second motion of the movable body after the fragment image becomes non-displayed in the display area of the display means (see FIGS. 45, 46, 52, 63, 68). It is characterized by this. According to this feature, by being able to execute the predetermined performance and the specific performance for displaying the fracture precursor image and the fragment image at different timings respectively, it is possible to surprise the player at various timings. Furthermore, by displaying the fragment image without operating the movable body to display the fracture precursor image, it is possible to provide a powerful performance.
[0107] [Form 20-2-1] The gaming machine of Form 20-2-1 The first motion is a motion in which the movable body moves from the origin position toward the advanced position. When the first motion is started, the display of the effect image is started (see FIG. 52(B)). It is characterized by this. According to this feature, by linking the motion of the movable body and the display of the effect image, a sense of unity is created and the effect of the specific performance can be enhanced.
[0108] [Form 20-2-2] The gaming machine of Form 20-2-2 The effect image can be displayed over a display period including a first display period and a second display period. The length of the first motion period of the movable body and the length of the first display period of the effect image are substantially the same. The display period of the fragment image in the specific performance is longer than the period of the first motion of the movable body (see FIG. 68). It is characterized by this. According to this feature, the production effect of a specific production can be enhanced.
[0109] [Form 20-3] The gaming machine of Form 20-3 is capable of executing a suggestive production that is a production different from the specific production and is controlled to an advantageous state by operating a movable body, a movable body emphasized image can be displayed in a display area that overlaps with the movable body as the movable body moves, while the movable body emphasized image is displayed as the movable body moves in the suggestive production, the movable body emphasized image is not displayed as the movable body makes a first movement in the specific production (see Fig. 68), which is characterized by this. According to this feature, it is possible to prevent the production effect of the specific production from being reduced by the movable body emphasized image.
[0110] [Form 21-1] The gaming machine of Form 21-1 is a gaming machine that performs variable display and can be controlled to an advantageous state for the player, comprising display means, and production execution means, the production execution means is capable of executing a predetermined production that suggests being controlled to an advantageous state, the predetermined production includes a first predetermined production and a second predetermined production, the display means can display a crack precursor image in a predetermined display layer, and can display special information regarding variable display in a special display layer having a higher priority than the predetermined display layer, the first predetermined production is a production that displays a crack precursor image in a first crack mode, the second predetermined production is a production that displays a crack precursor image in a second crack mode, the execution timings of the first predetermined production and the second predetermined production are different, even when a crack precursor image in the first crack mode or the second crack mode is displayed, the background image can be visually recognized together with the crack precursor image, When an image is displayed in a display layer with a lower priority than a predetermined display layer when a crack precursor image of the first crack mode or the second crack mode is not displayed, the image is displayed with a first visibility, When a background image is displayed when a crack precursor image of the first crack mode is displayed, the background image is displayed with a second visibility that is lower than the first visibility, When an image is displayed in a display layer with a lower priority than a predetermined display layer when a crack precursor image of the second crack mode is displayed, the image is displayed with a second visibility over a predetermined range and with a first visibility over a specific range different from the predetermined range (see FIGS. 45(E), (F), 47(C), 63, and 64), which is characterized in that. According to this feature, a first predetermined effect and a second predetermined effect for displaying crack precursor images of different crack modes can be executed at different timings, respectively, so that a player can be surprised at various timings. Further, since the visibility of the background image visible together with the crack precursor image differs depending on the type of crack mode, even in an effect in which the crack precursor image is displayed, a suitably different impression can be given, and the gaming interest can be enhanced.
[0111] [Mode 21-2] The gaming machine of Mode 21-2 can display a boundary between a predetermined range and a specific range with a third visibility that is higher than the first visibility and the second visibility (see the enlarged view of FIG. 47(C)), which is characterized in that. According to this feature, the effect of the second predetermined effect can be enhanced.
[0112] [Mode 21-3] The gaming machine of Mode 21-3 can display a corresponding image corresponding to variable display in a special display layer with a higher priority than a predetermined display layer, When a crack precursor image is displayed in the second crack mode, the corresponding image is displayed overlapping the predetermined range and not overlapping the specific range (see FIG. 47(C)), It is characterized by the following. According to this feature, it is possible to suitably display a corresponding image even during the execution of the second predetermined effect.
[0113] [Mode 21-4] The gaming machine of Mode 21-4 The display period of the crack precursor image in the second crack mode is longer than that of the crack precursor image in the first crack mode (see Fig. 64). It is characterized by the following. According to this feature, it is possible to create a difference in the way the crack precursor image is shown between the first predetermined effect and the second predetermined effect, thereby enhancing the interest.
[0114] [Mode 22-1] The gaming machine of Mode 22-1 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprises a display means, and an effect execution means, The effect execution means is capable of executing a predetermined effect suggesting that it is controlled to an advantageous state, The predetermined effect includes a first predetermined effect and a second predetermined effect, The display means is capable of displaying a crack precursor image in a predetermined display layer, and is capable of displaying special information regarding variable display in a special display layer having a higher priority than the predetermined display layer, The first predetermined effect is an effect of displaying a crack precursor image in the first crack mode, The second predetermined effect is an effect of displaying a crack precursor image in the second crack mode, The execution timings of the first predetermined effect and the second predetermined effect are different, The visibility of the background image is different when the crack precursor image in the first crack mode is displayed and when the crack precursor image in the second crack mode is displayed, The display period of the crack precursor image in the second crack mode is longer than that of the crack precursor image in the first crack mode, There are multiple types of crack precursor images in the second crack mode, The degree of expectation of being controlled to an advantageous state is higher when the crack precursor image of the second crack mode of the second type is displayed than when the crack precursor image of the second crack mode of the first type is displayed (see FIGS. 44 to 46, FIG. 62, and FIG. 63). It is characterized by this. According to this feature, by being able to execute the first predetermined effect and the second predetermined effect that display crack precursor images of different crack modes at different timings, it is possible to surprise the player at various timings. Furthermore, the player will pay attention to the type of the crack precursor image of the second crack mode, and even in an effect where the crack precursor image is displayed, it can preferably give a different impression and enhance the gaming interest.
[0115] [Form 22-2] The gaming machine of Form 22-2 The visibility of the background image displayed below the predetermined display layer is different between when the crack precursor image of the second crack mode of the first type is displayed and when the crack precursor image of the second crack mode of the second type is displayed (see FIGS. 45 and 44). It is characterized by this. According to this feature, it is possible to make a difference in the way of showing the crack precursor image and enhance the interest.
[0116] [Form 22-3] The gaming machine of Form 22-3 In both the first predetermined effect and the second predetermined effect, it is possible to commonly display an effect image of a specific color. The display pattern of the effect image is different between the first predetermined effect and the second timing predetermined effect (see FIGS. 45 and 44). It is characterized by this. According to this feature, it is possible to make a difference in the display pattern of the effect image and enhance the interest.
[0117] [Form 23-1] The gaming machine of Form 23-1 It is a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous for the player, display means, It is provided with performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to a favorable state, is capable of executing a change performance for changing the display mode of a corresponding image corresponding to variable display, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is capable of displaying a corresponding image corresponding to variable display in a special display layer, is capable of displaying a first crack precursor image in a first predetermined display layer having a higher priority than the special display layer, is capable of displaying a second crack precursor image in a second predetermined display layer having a lower priority than the special display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the first predetermined display layer, The first predetermined performance is a performance for displaying a first crack precursor image, The second predetermined performance is a performance for displaying a second crack precursor image, The execution timings of the first predetermined performance and the second predetermined performance are different, When the first crack precursor image is displayed, the visibility of the corresponding image decreases, When the second crack precursor image is displayed, the visibility of the corresponding image does not decrease, When the first predetermined performance is executed, the change performance is not executed, When the second predetermined performance is executed, the change performance can be executed (see FIGS. 45 to 47, FIG. 63, FIG. 64, and FIG. 91), which is characterized by this. According to this feature, by being able to execute the first predetermined performance for displaying the first crack precursor image and the second predetermined performance for displaying the second crack precursor image at different timings respectively, it is possible to surprise the player at various timings. Furthermore, even for performances in which a crack precursor image is similarly displayed, since the display layer and the presence or absence of execution of the change performance are different, it is possible to preferably give different impressions and enhance the gaming interest.
[0118] [Form 23-2-1] The gaming machine of form 23-2-1 is The change presentation is a presentation that changes the display mode of the corresponding display by displaying a predetermined object image and performing an operation in which the predetermined object image acts on the corresponding display. The predetermined object image can be displayed in a display layer with a lower priority than a predetermined display layer (see Fig. 91). It is characterized by this. According to this feature, the change presentation can be executed without minimizing the presentation effect of the second predetermined presentation.
[0119] [Form 23-2-2] The gaming machine of form 23-2-2 is Corresponding to the operation of the predetermined object image, a change emphasis image can be displayed so as to be superimposed on the corresponding image in a display layer higher than the special display layer (see Fig. 91). It is characterized by this. According to this feature, the change presentation can be suitably executed even during the execution of the second predetermined presentation.
[0120] [Form 24-1] The gaming machine of form 24-1 is A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player, A display means, A presentation execution means, and is provided with The presentation execution means is Capable of executing a first predetermined presentation suggesting being controlled to an advantageous state, Capable of executing a second predetermined presentation suggesting being controlled to an advantageous state, After the execution of the second predetermined presentation, a special presentation can be executed, The display means is Capable of displaying a crack precursor image in a predetermined display layer, Capable of displaying a fragment image in a specific display layer with a higher priority than the predetermined display layer, Capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The first predetermined presentation is a presentation that displays a crack precursor image of the first crack pattern and displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined presentation is a presentation that displays a crack precursor image of the second crack pattern and displays a plurality of fragment images corresponding to the crack precursor image. The execution timing of the first predetermined presentation and the second predetermined presentation is different. The display mode of the fragment image in the first predetermined presentation and the fragment image in the second predetermined presentation is different. The fragment image in the second predetermined presentation includes an image in a suggestive mode suggesting that a special presentation is executed. The display period of the fragment image in the second predetermined presentation is longer than the display period of the fragment image in the first predetermined presentation (see FIGS. 45, 63, 68, 92, 93). It is characterized by this. According to this feature, the first predetermined presentation and the second predetermined presentation that display the crack precursor image and the fragment image can be executed at different timings, so that the player can be surprised at various timings. Furthermore, since the display mode of the fragment image is different between the first predetermined presentation and the second predetermined presentation, and the relevance between the fragment image in the second predetermined presentation and the subsequent presentation can be enhanced, even in a presentation where the fragment image is displayed, a different impression can be preferably given, and the gaming interest can be enhanced.
[0121] [Form 24-2] The gaming machine of Form 24-2 The special presentation includes a first special presentation and a second special presentation. When the second special presentation is executed, the expectation of being controlled in a more advantageous state is higher than when the first special presentation is executed. The suggestive mode includes a first suggestive mode suggesting that the first special presentation is executed and a second suggestive mode suggesting that the second special presentation is executed (see FIGS. 92, 93, 94). It is characterized by this. According to this feature, the degree of attention to the fragment image in the second predetermined presentation can be increased.
[0122] [Form 24-3-1] The gaming machine of Form 24-3-1 In the second predetermined effect, the fragment image includes a suggestive mode and a transmissive mode in which at least a part of the background image displayed in a layer lower than the specific display layer is visible, and more of the fragment images in the transmissive mode are displayed than the fragment images in the suggestive mode (see Fig. 94). It is characterized by this. According to this feature, the degree of attention to the fragment image in the second predetermined effect can be increased.
[0123] [Form 24-3-2] The gaming machine of Form 24-3-2 The fragment image can perform a rotating operation, and in the second predetermined effect, the amount of the rotating operation of the fragment image in the transmissive mode is larger than that of the fragment image in the suggestive mode (see Fig. 94). It is characterized by this. According to this feature, the degree of attention to the fragment image in the second predetermined effect can be increased.
[0124] [Form 24-4] The gaming machine of Form 24-4 The second predetermined effect includes a first predetermined part and a second predetermined part, in the first predetermined part, a plurality of fragment images in the suggestive mode are displayed, and a plurality of fragment images in the transmissive mode are displayed, and in the second predetermined part, a single fragment image in the suggestive mode is displayed, and a plurality of fragment images in the transmissive mode are displayed (see Fig. 93). It is characterized by this. According to this feature, the degree of attention to the fragment image in the second predetermined effect can be increased.
[0125] [Form 25] The gaming machine of Form 25 is a gaming machine that performs variable display and can be controlled to an advantageous state favorable to the player, and includes display means, It is provided with performance execution means and... The performance execution means... is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state. Before the predetermined performance is executed, it is capable of executing a previous stage performance (FIG. 52(C)). The display means... is capable of displaying a cracked image in a specific display layer. is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer. The predetermined performance is a performance including changing the cracked image from the first mode to the second mode (FIGS. 80(B2)-(B5)) after displaying the cracked image in the first mode (FIG. 80(B1)). The execution period of the previous stage performance is longer than the display period of the cracked image in the first mode (see FIGS. 68 and 80). It is characterized by this. According to this feature, a buildup to cracking is created by the previous stage performance, and the cracked image in the first mode produces a sense of speed, thereby enabling a suitable cracking pattern to be realized.
[0126] [Form 26] The gaming machine of Form 26... is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, and... is provided with display means and... performance execution means. The performance execution means... is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state. Before the predetermined performance is executed, it is capable of executing a previous stage performance (FIG. 52(C)). The display means... is capable of displaying a cracked image in a specific display layer. is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer. The predetermined performance is a performance including changing the cracked image from the first mode to the second mode (FIGS. 80(B2)-(B5)) after displaying the cracked image in the first mode (FIG. 80(B1)). The period obtained by adding together the period of displaying the cracked image in the first mode and the period of displaying it in the second mode is longer than the execution period of the previous-stage effect (see FIGS. 68 and 80). It is characterized by this. According to this feature, by making the period during which the cracked image is in the first mode and the second mode longer than the execution period of the previous-stage effect, the cracking pattern is impressed.
[0127] [Form 27] The gaming machine of Form 27 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, equipped with display means, The display means is capable of displaying an effect image in the first display layer, capable of displaying a cracked image in a second display layer having a lower priority than the first display layer, capable of displaying special information regarding variable display in a third display layer having a higher priority than the first display layer, at least a part of the display period of the effect image and the display period of the cracked image overlap, The display period of the effect image is shorter than the display period of the cracked image, During the first period of the display period of the effect image, it is difficult to visually recognize the cracked image, and it is possible to visually recognize the cracked image during the second period after the elapse of the first period, The second period is longer than the first period (see FIGS. 61 to 71, FIGS. 75 to 81). It is characterized by this. According to this feature, the effect image serves to hide the first display part of the cracked image, and while fulfilling its role, it prevents the effect image from being emphasized more than the cracked image.
[0128] [Form 28] The gaming machine of Form 28 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, equipped with display means and effect execution means. The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state, The display means, is capable of displaying an effect image in a first display layer, is capable of displaying a cracked image in a second display layer having a lower priority than the first display layer, is capable of displaying special information regarding variable display in a third display layer having a higher priority than the first display layer, The predetermined performance is a performance including changing the cracked image from the first mode to the second mode after displaying the cracked image in the first mode, The display means displays the effect image when displaying the cracked image in the first mode, and makes the effect image invisible at a timing before displaying the cracked image in the second mode (see FIGS. 61 to 71, FIGS. 75 to 81), which is characterized by this. According to this feature, by the effect image hiding the first display part of the cracked image, it is possible to prevent giving a sense of incongruity in the cracked image.
[0129] [Aspect 29] The gaming machine of Aspect 29 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, comprising display means and performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state, The display means, is capable of displaying a cracked image in a specific display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined performance is a performance including changing the cracked image from the first mode to the second mode after displaying the cracked image in the first mode (FIG. 79(B1)), The transmittance of the cracked image in the second mode is different at a first timing and a second timing during the display period of the cracked image in the second mode (see FIGS. 67 and 79). is characterized by the following. According to this feature, the production effect when the cracked image of the second aspect is displayed can be enhanced.
[0130] [Form 30] The gaming machine of Form 30 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprising display means and production execution means, The production execution means is capable of executing a predetermined production suggesting being controlled to an advantageous state, is capable of executing a specific production suggesting being controlled to an advantageous state, The display means is capable of displaying a cracked image in a specific display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined production is a production including changing the cracked image from the first aspect to the second aspect (FIGS. 75(B1)) after displaying the cracked image of the first aspect (FIGS. 75(B2)-(B5)), The specific production is a production including changing the cracked image from the third aspect to the fourth aspect (FIGS. 79(B1)) after displaying the cracked image of the third aspect (FIGS. 79(B2)-(B5)), The transmittance is different between the cracked image at a predetermined timing after the start of the display of the cracked image of the second aspect and the cracked image at a specific timing after the start of the display of the cracked image of the fourth aspect (see FIGS. 63, 67, 75, 79, 83(A)), is characterized by the following. According to this feature, the production effects when the cracked image of the second aspect is displayed and when the cracked image of the fourth aspect is displayed can be enhanced.
[0131] [Form 31] The gaming machine of Form 31 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, display means, performance execution means, and is provided with The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state, is capable of executing a specific performance suggesting that it is controlled to an advantageous state, The display means is capable of displaying a cracked image in a specific display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The predetermined performance is a performance executable in a normal state, and after displaying a cracked image in the first mode (FIG. 75(B1)), changing the cracked image from the first mode to the second mode (FIGS. 75(B2) to (B5)), and is a performance including The specific performance is a performance executable in a special state more advantageous than the normal state, and after displaying a cracked image in the third mode (FIG. 79(B1)), changing the cracked image from the third mode to the fourth mode (FIGS. 79(B2) to (B5)), and is a performance including The transmittance is different between the cracked image at a predetermined timing after the start of display of the cracked image in the second mode and the cracked image at a specific timing after the start of display of the cracked image in the fourth mode (see FIGS. 30 to 32, FIG. 63, FIG. 67, FIG. 75, FIG. 79, FIG. 83(A)), which is characterized by According to this feature, the performance effects when the cracked image in the second mode is displayed and when the cracked image in the fourth mode is displayed can be enhanced.
[0132] [Aspect 32] The gaming machine of Aspect 32 is a gaming machine capable of performing variable display and controllable to an advantageous state advantageous to the player, display means, light emitting means, light emission control means, and is provided with The display means is capable of displaying a cracked image in a specific display layer, A background image can be displayed on a display layer with a lower priority than a specific display layer, and special information regarding variable display can be displayed on a display layer with a higher priority than the specific display layer, The light emission control means when a cracked image is displayed, performs light emission control of the light emission means using a specific luminance data table, performs light emission control of the light emission means using the specific luminance data table until a specific timing during the display period of the cracked image, and after the specific timing, performs light emission control of the light emission means using a luminance data table corresponding to the background image (see FIGS. 61 to 63, FIG. 66), which is characterized by this. According to this feature, light emission control of the light emission means when a cracked image is displayed can be suitably performed.
[0133] [Mode 33] The gaming machine of Mode 33 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprises a display means and a sound output means, The display means can display an effect image on a first display layer, can display a cracked image on a second display layer with a lower priority than the first display layer, and can display special information regarding variable display on a third display layer with a higher priority than the first display layer, at least a part of the display period of the effect image and the display period of the cracked image overlap, The sound output means outputs a sound corresponding to the cracked image at the timing when the effect image is displayed (see FIGS. 61 to 67), which is characterized by this. According to this feature, the production effect when a cracked image is displayed can be enhanced.
[0134] [Mode 34] The gaming machine of Mode 34 A gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, a display means, and a sound output means, and the display means is capable of displaying a cracked image in a specific display layer, and is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, and as display patterns of the cracked image, there are a first pattern and a second pattern, and the sound output means outputs a sound corresponding to the cracked image when the cracked image is displayed by the first pattern (see FIG. 61), while not outputting a sound corresponding to the cracked image when the cracked image is displayed by the second pattern (see FIG. 68), which is characterized in that According to this feature, the cracked image can be displayed by a plurality of display patterns giving different impressions.
[0135] [Mode 35] The gaming machine of Mode 35 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, a display means, and a sound output means, and the display means is capable of displaying a cracked image in a specific display layer, and is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, and as display patterns of the cracked image, there are a first pattern and a second pattern, and the sound output means outputs a sound corresponding to the cracked image when the cracked image is displayed by the first pattern (see FIG. 61), while outputting a sound for notifying that it is controlled to an advantageous state when the cracked image is displayed by the second pattern (see FIG. 71), which is characterized in that According to this feature, the cracked image can be displayed by a plurality of display patterns giving different impressions according to the gaming state.
[0136] [Form 36] The gaming machine of Form 36 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprising display means, and sound output means, The display means is capable of displaying a crack precursor image in a predetermined display layer, is capable of displaying a crack image in a specific display layer having a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, As display patterns of the crack image, there are a first pattern and a second pattern, The crack precursor image is an image that can be displayed at a timing prior to the display of the crack image when the crack image is displayed according to the first pattern, The sound output means outputs a sound corresponding to the crack image when the crack image is displayed according to the first pattern (see Fig. 61), while not outputting a sound corresponding to the crack image when the crack image is displayed according to the second pattern (see Fig. 68), which is characterized by this. According to this feature, the crack image can be displayed by a plurality of display patterns giving different impressions.
[0137] [Form 37] The gaming machine of Form 37 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, comprising display means, and sound output means, The display means is capable of displaying a crack precursor image in a predetermined display layer, is capable of displaying a crack image in a specific display layer having a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The sound output means When a crack precursor image is displayed, it is possible to output a predetermined sound, When a crack image is displayed, it is possible to output a specific sound, The specific sound output by the sound output means is a sound louder than the predetermined sound (see Fig. 88), which is characterized by this. According to this feature, it is possible to create a distinction between when a crack precursor image is displayed and when a crack image is displayed, and to suitably create an impression when a crack image is displayed.
[0138] [Form 38] The gaming machine of Form 38 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, a display means, and a sound output means, The display means is capable of displaying an object image in a special display layer, is capable of displaying a crack precursor image in a predetermined display layer with a higher priority than the special display layer, is capable of displaying a crack image in a specific display layer with a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, is capable of displaying a crack precursor image in conjunction with the motion display of the object image, The sound output means is capable of outputting a sound corresponding to the object image when a crack precursor image is displayed, is capable of outputting a sound corresponding to the crack image when a crack image is displayed (see Fig. 88), which is characterized by this. According to this feature, it is possible to create a distinction between when a crack precursor image is displayed and when a crack image is displayed, and to suitably create an impression when a crack image is displayed.
[0139] [Form 39] The gaming machine of Form 39 is A gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, equipped with display means, The display means, is capable of displaying a plurality of fragment images in a specific display layer, and is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, As display patterns of the fragment images, there are a first pattern and a second pattern, In the first pattern, since the amount of variation is a specific value, the operating speeds of the fragment images of the first size and the fragment images of the second size smaller than the first size in the first pattern are different, In the second pattern, since the amount of variation is 0, the operating speeds of the fragment images of the third size and the fragment images of the fourth size smaller than the third size in the second pattern are common (see FIGS. 73 and 74), which is characterized by this. According to this feature, in the first pattern, the animation influence is different depending on the size, and the smaller fragment images fly quickly, and the larger fragment images fall slightly later and show a cracking pattern as if they fall immediately, and it can be used when a realistic movement is desired. In the second pattern, regardless of the size, the animation influence is received in the same way of flying and the same way of falling, and a cracking pattern suitable for the scene can be selected.
[0140] [Embodiment 40] The gaming machine of Embodiment 40 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, equipped with display means, The display means, is capable of displaying fragment images in a specific display layer, and is capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, The fragment images are displayed in a manner of falling after the display is started, As display patterns of the fragment images, there are a first pattern and a second pattern, In the first pattern and the second pattern, the setting of the gravity value is different, so that the falling speed of the fragment image is different (see FIGS. 73 and 74). It is characterized by this. According to this feature, by varying the values of the parameters and varying the falling speed of the fragment image, a variety of patterns can be constructed and the production effect can be enhanced.
[0141] [Form 41] The gaming machine of Form 41 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, equipped with display means, The display means is capable of displaying a fragment image in a specific display layer, and capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, As display patterns of the fragment image, there are a first pattern and a second pattern, In the first pattern and the second pattern, the setting of the gravity direction is different, so that the traveling direction when the fragment image is moved and displayed is different (see FIGS. 73 and 74). It is characterized by this. According to this feature, by varying the values of the parameters and varying the traveling direction of the fragment image, a variety of patterns can be constructed and the production effect can be enhanced.
[0142] [Form 42] The gaming machine of Form 42 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, equipped with display means, The display means is capable of displaying a plurality of fragment images in a specific display layer, and capable of displaying special information regarding variable display in a special display layer having a higher priority than the specific display layer, As display patterns of the fragment image, there are a first pattern, a second pattern, and a third pattern, The first pattern is composed of a first parameter related to the display of the fragment image and a second parameter related to the display of the fragment image. The second pattern is composed of the first parameter and the second parameter. The third pattern is composed of the first parameter and the second parameter. In the first pattern, the second pattern, and the third pattern, the value of the first parameter is common, and the value of the second parameter is different (see FIGS. 73 and 74). It is characterized by this. According to this feature, the value of the first parameter is fixed, and while creating a common part for the fragment images, by having different values for the second parameter, a variety of patterns can be constructed, thereby constructing a stable and diverse display pattern for the fragment images.
[0143] [Form 43] The gaming machine of Form 43 is a gaming machine that performs variable display and can be controlled to an advantageous state favorable to the player, equipped with display means, The display means can display a plurality of fragment images in a specific display layer, and can display special information related to variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the fragment images, there are a first pattern, a second pattern, and a third pattern, The first pattern is composed of a first parameter related to the display of the fragment image and a second parameter related to the display of the fragment image. The second pattern is composed of the first parameter and the second parameter. The third pattern is composed of the first parameter and the second parameter. Between the first pattern and the second pattern, the value of the first parameter is common, and the value of the second parameter is different. Between the second pattern and the third pattern, the value of the first parameter is different, and the value of the second parameter is common (see FIGS. 73 and 74). It is characterized by the following. According to this feature, in each pattern, while creating a common part for the fragment image, it is composed of different parameter values, so that a stable and diverse display pattern of the fragment image can be constructed.
[0144] [Form 44] The gaming machine of Form 44 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, equipped with display means, The display means can display a cracked image in a specific display layer, and can display special information regarding variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the cracked image, there are a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in the normal state, The cracked image according to the second pattern can be displayed in a special state more advantageous than the normal state, Before the cracked image is displayed according to the first pattern and after the cracked image is displayed according to the first pattern, the types of background images displayed in the display layer with a lower priority than the specific display layer are different, Before the cracked image is displayed according to the second pattern and after the cracked image is displayed according to the second pattern, the types of background images displayed in the display layer with a lower priority than the specific display layer are different (see FIGS. 30, 32, 45 to 47), It is characterized by the following. According to this feature, different impressions can be given when the cracked image is displayed in the normal state and when the cracked image is displayed in the special state, and the interest can be enhanced.
[0145] [Form 45] The gaming machine of Form 45 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, comprises display means, It includes a performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state, The display means, is capable of displaying an effect image in the first display layer, is capable of displaying a cracked image in a second display layer with a lower priority than the first display layer, is capable of displaying special information regarding variable display in a third display layer with a higher priority than the first display layer, The predetermined performance is a performance including changing the cracked image from the first mode to the second mode after displaying the cracked image in the first mode, The display means, is capable of displaying a cracked image in a normal state and a special state more advantageous than the normal state, displays an effect image when displaying the cracked image in the first mode, and makes the effect image non-displayed at the timing before displaying the cracked image in the second mode (see FIGS. 30, 32, 45, and 46), which is characterized by this. According to this feature, by the effect image hiding the first display part of the cracked image, it is possible to prevent giving a sense of incongruity in the cracked image.
[0146] [Aspect 46] The gaming machine of Aspect 46, is a gaming machine capable of performing variable display and being controlled to an advantageous state advantageous to the player, including a display means, The display means, is capable of displaying a cracked image in a specific display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the cracked image, there are a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in the normal state, The cracked image according to the second pattern can be displayed in a special state more advantageous than the normal state, The cracked images displayed according to the first pattern and the cracked images displayed according to the second pattern are both displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction. The speed of movement is different between the cracked image displayed according to the first pattern and the cracked image displayed according to the second pattern (see FIGS. 30, 32, 45 to 47). It is characterized by this. According to this feature, the production effect during the special state can be enhanced by the display pattern of the cracked image that does not disrupt the tempo of the special state.
[0147] [Form 47] The gaming machine of Form 47 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, equipped with display means, The display means can display a cracked image in a specific display layer, and can display special information regarding variable display in a special display layer having a higher priority than the specific display layer, As display patterns of the cracked image, there are a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in the normal state, The cracked image according to the second pattern can be displayed in a special state more advantageous than the normal state, The expectation of being controlled to an advantageous state when the cracked image is displayed according to the first pattern and the expectation of being controlled to an advantageous state when the cracked image is displayed according to the second pattern are different (see FIGS. 27, 29(C), 30, 32). It is characterized by this. According to this feature, since the expectation of being controlled to an advantageous state differs according to the display pattern of the cracked image, the display pattern of the cracked image can attract attention.
[0148] [Form 48] The gaming machine of Form 48 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, comprising display means, the display means is capable of displaying a plurality of fragment images of a first type in a predetermined display layer, is capable of displaying a plurality of fragment images of a second type in a specific display layer having a lower priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the predetermined display layer, at least a part of the display period of the fragment images of the first type and the display period of the fragment images of the second type overlap, the fragment images of the first type are in a form in which characters are drawn, the fragment images of the second type are in a transparent form capable of recognizing at least a part of a background image displayed in a display layer lower than the specific display layer (see FIGS. 80 and 94), and is characterized by this. According to this feature, by overlapping and displaying the display periods of two types of fragment images having different display forms, it is possible to provide an impressive effect.
[0149] [Form 49] The gaming machine of Form 49 is a gaming machine capable of performing variable display and controlling to an advantageous state advantageous to the player, comprising display means, the display means is capable of displaying a plurality of fragment images of a first type in a predetermined display layer, is capable of displaying a plurality of fragment images of a second type in a specific display layer having a lower priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer having a higher priority than the predetermined display layer, at least a part of the display period of the fragment images of the first type and the display period of the fragment images of the second type overlap, the fragment images of the first type and the fragment images of the second type have different display forms, the display period of the fragment images of the first type is longer than the display period of the fragment images of the second type (see FIGS. 80 and 94), and is characterized by this. According to this feature, by overlapping and displaying the display periods of two types of fragment images with different display modes, it is possible to provide an impressive effect.
[0150] [Form 50] The gaming machine of Form 50 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, a movable body, and a display means, The display means can display a plurality of fragment images in a specific display layer, and can display special information regarding variable display in a special display layer having a higher priority than the specific display layer, The movable body can perform an operation of overlapping the display area of the display means, at least a part of the display period of the fragment image and the operation period of the movable body overlap, the fragment image displayed in the first area, which is the display area where the movable body does not overlap, has a larger display amount than the fragment image displayed in the second area, which is the display area where the movable body overlaps (see FIGS. 80 and 94), and is characterized by this. According to this feature, while the movable body overlaps the display area of the display means, the display of fragments can be suitably performed.
[0151] [Form 51] The gaming machine of Form 51 is a gaming machine capable of performing variable display and controllable to an advantageous state favorable to the player, a movable body, and a display means, The display means can display a plurality of fragment images in a specific display layer, and can display special information regarding variable display in a special display layer having a higher priority than the specific display layer, The movable body can perform an operation of overlapping the display area of the display means, at least a part of the display period of the fragment image and the operation period of the movable body overlap, Of the plurality of fragment images, the first fragment image is displayed in a manner of moving from a first area, which is a display area where the movable body does not overlap, to a second area, which is a display area where the movable body overlaps. Of the plurality of fragment images, the second fragment image is displayed in a manner of moving the first area so as not to enter the second area (see FIGS. 80 and 94). It is characterized by this. According to this feature, by using a fragment image that does not enter the area where the movable body overlaps, while making the player recognize that it is cracked, by preparing a fragment image that passes through the area where the movable body overlaps, it is possible to provide a vivid effect.
[0152] [Form 52] The gaming machine of Form 52 is a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to the player, a movable body, and display means. The display means can display a plurality of fragment images in a specific display layer, can display special information related to variable display in a special display layer with a higher priority than the specific display layer, the movable body can perform an operation of overlapping the display area of the display means, at least a part of the display period of the fragment image and the operation period of the movable body overlap, Even after the movable body that overlaps the display area of the display means moves to a position where it does not overlap the display area, the fragment image continues to be displayed (see FIGS. 80 and 94). It is characterized by this. According to this feature, while the movable body overlaps the display area of the display means, it is possible to suitably display the fragment image so as not to miss the fragment image.
[0153] [Form 53] The gaming machine of Form 53 is a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to the player, display means, It is provided with performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that it is controlled to an advantageous state, The display means is capable of displaying a pre-fracture image in a predetermined display layer, is capable of displaying a fragment image in a specific display layer with a higher priority than the predetermined display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, The predetermined performance is a performance including a first predetermined part for displaying a pre-fracture image and a second predetermined part for displaying a plurality of first-type fragment images corresponding to the pre-fracture image, When the pre-fracture image is displayed, the display means is capable of displaying a plurality of second-type fragment images, The second-type fragment images are characterized in that the period required until they become non-displayed in the display area of the display means is shorter than that of the first-type fragment images (see FIGS. 49 and 50). It is characterized by this. According to this feature, the performance effect of the performance for displaying the fragment image can be enhanced.
[0154] [Form 54] The gaming machine of Form 54 is a gaming machine capable of performing variable display and being controlled to an advantageous state advantageous to the player, is provided with display means, The display means is capable of displaying a specific character in a special display layer, is capable of displaying a fracture image in a specific display layer with a higher priority than the special display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the fracture image, there are a first pattern and a second pattern, The first pattern is a pattern for displaying a first-type fracture image in conjunction with the movement of the specific character, The second pattern is a pattern that displays a second type of cracked image in conjunction with the movement of a specific character. Before the first type of cracked image is displayed by the first pattern and after the first type of cracked image is displayed by the first pattern, the type of background image displayed in the display layer with a lower priority than the specific display layer is different. Before the second type of cracked image is displayed by the second pattern and after the second type of cracked image is displayed by the second pattern, the type of background image displayed in the display layer with a lower priority than the specific display layer is different (see FIGS. 45, 46, and 51). It is characterized by this. According to this feature, since a specific character appears in common in the display patterns of a plurality of cracked images, the degree of attention to the specific character increases.
[0155] [Mode 55] The gaming machine of Mode 55 is a gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player, equipped with display means, The display means can display an effect image in the first display layer, can display a cracked image in the second display layer with a lower priority than the first display layer, can display a specific character in the third display layer with a lower priority than the second display layer, can display special information related to variable display in the fourth display layer with a higher priority than the first display layer, As display patterns of the cracked image, there are a first pattern and a second pattern. The first pattern is a pattern that displays a first type of cracked image when a specific character moves. The second pattern is a pattern that displays a second type of cracked image when a specific character moves. The display means When displaying the first type of cracked image according to the first pattern, an effect image is displayed in conjunction with the movement of a specific character, and the effect image is made invisible at a predetermined timing after the first type of cracked image is displayed. When displaying the second type of cracked image according to the second pattern, an effect image is displayed in conjunction with the movement of a specific character, and the effect image is made invisible at a specific timing after the second type of cracked image is displayed (see FIGS. 45, 46, and 51). It is characterized by this. According to this feature, by the effect image hiding the first display part of the cracked image, it is possible to prevent giving a sense of discomfort in the cracked image.
[0156] [Form 56] The gaming machine of Form 56 is a gaming machine that performs variable display and can be controlled to an advantageous state favorable to the player, equipped with display means, The display means can display a specific character in a special display layer, can display a fragment image in a specific display layer with a higher priority than the special display layer, can display special information regarding variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the fragment image, there are a first pattern and a second pattern, The first pattern is a pattern in which a plurality of first-type fragment images are displayed in conjunction with the movement of a specific character, The second pattern is a pattern in which a plurality of second-type fragment images are displayed in conjunction with the movement of a specific character, The first-type fragment image is displayed in a mode that changes from a first speed to a second speed and moves over the display period of the first-type fragment image, The second-type fragment image is displayed in a mode that moves without a change in speed over the display period of the second-type fragment image (see FIGS. 45, 46, and 51). It is characterized by this. According to this feature, the moving speed of the fragment image can be changed according to the type of the display pattern of the fragment image, and the production effect can be enhanced.
[0157] [Form 57] The gaming machine of Form 57 is a gaming machine capable of performing variable display and controlling to an advantageous state favorable to the player, equipped with display means, The display means is capable of displaying a specific character in a special display layer, is capable of displaying a cracked image in a specific display layer with a higher priority than the special display layer, is capable of displaying special information regarding variable display in a special display layer with a higher priority than the specific display layer, As display patterns of the cracked image, there are a first pattern and a second pattern, The first pattern is a pattern for displaying a first type of cracked image in conjunction with the operation of a specific character, The second pattern is a pattern for displaying a second type of cracked image in conjunction with the operation of a specific character, The degree of expectation of being controlled to an advantageous state is different when the cracked image is displayed by the first pattern and when the cracked image is displayed by the second pattern (see FIGS. 45, 46, 49, and 50), which is characterized by this. According to this feature, the expectation for the specific character is enhanced, and the interest is improved by attracting attention to the display pattern of the cracked image after the specific character is displayed.
[0158] (Configuration, etc. of Pachinko Gaming Machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 constituting the game board surface and a gaming machine frame (base frame) 3 for supporting and fixing 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.
[0159] Furthermore, 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 updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and 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 and displayed, 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 referred to as a variable display or a variation.
[0160] Furthermore, the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special symbol", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special symbol". Also, the special symbol game using the first special symbol is referred to as the "first special symbol game", and the special symbol game using the second special symbol is also referred to as the "second special symbol game". Note that there may be one type of special symbol display device that performs the variable display of the special symbol.
[0161] 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.
[0162] 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 decorative symbol (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, scrolling display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Incidentally, the special figure game and the variable display of the decorative symbol that are executed in synchronization are collectively referred to simply as variable display.
[0163] Also, in the upper left of the display screen (display area) of the image display device 5, a display area 5S for displaying a first reserved storage number (for example, the number "0", etc.), a second reserved storage number (for example, the number "4", etc.), and a small symbol corresponding to the decorative symbol is provided, and the small symbol is variably displayed in response to the variable display of the decorative symbol.
[0164] Incidentally, regarding the first reserved storage number, the second reserved storage number, the reserved display, the small symbol, an error display (not shown) indicating an error state that has occurred in the pachinko machine 1, a right strike notification image prompting the player to perform a right strike operation, a time-saving remaining number display indicating the remaining number of times of time-saving, etc., by being displayed in front of (the upper layer) the production image such as a character, etc., while preventing the visibility of the first reserved storage number, the second reserved storage number, the small symbol, and the error display from being reduced due to overlapping production images, for the decorative symbol, it may be displayed behind (the lower layer) the production image so as to prevent the visibility of the production image from being reduced due to overlapping decorative symbols.
[0165] Incidentally, the above-mentioned small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (the first special symbol and the second special symbol) are variably displayed. For example, in a display device such as the image display device 5, it is variably displayed by a certain operation in a mode that can always be visually recognized. When the fourth symbol is variably displayed, an effect is performed such that the effect content including the variable display of the decorative symbol disappears from the screen in an instant, or an effect is performed such that the movable body 32 shields all or part of the screen of the image display device 5. Even if the decorative symbol is difficult to recognize, it becomes possible to recognize whether it is currently in a variably displayed state. Based on receiving the first variable display start command, the effect control CPU 120 operates the image display device 5 to perform variable display of the fourth symbol corresponding to the first special symbol. Further, based on receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to perform variable display of the fourth symbol corresponding to the second special symbol.
[0166] At the lower part of the screen of the image display device 5, there are provided display areas (special figure hold memory display area 5U, active display area 5F) for displaying hold displays corresponding to variable displays whose execution is suspended and active displays corresponding to variable displays in execution. Hold displays and active displays are collectively referred to as variable display corresponding displays corresponding to variable displays. Incidentally, in the present embodiment, a special figure hold memory display area 5U common to the first special symbol and the second special symbol is provided. However, a first special figure hold memory display area in which a first hold display representing a variable display whose execution of the first special symbol is suspended is displayed, and a second special figure hold memory display area in which a second hold display representing a variable display whose execution of the second special symbol is suspended is displayed, may be provided separately. Incidentally, in the present embodiment, the special figure hold memory display area 5U is a display area for displaying a hold display corresponding to the first special symbol when the game state is the normal state, and is a display area for displaying a hold display corresponding to the second special symbol when the game state is the time shortening state or the probability variation state. Further, the active display area 5F is a display area for displaying an active display corresponding to the first special symbol when the game state is the normal state, and is a display area for displaying an active display corresponding to the second special symbol when the game state is the time shortening state or the probability variation state.
[0167] At a predetermined position on the game board 2, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number according to the number of lit LEDs. The second hold display device 25B displays the second hold memory number according to the number of lit LEDs.
[0168] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0169] The winning ball device 6A forms a first starting winning port that is always kept in a certain open state in which game balls can enter by, for example, 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.
[0170] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning opening 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 accessory having a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece assumes an upright position, resulting in a closed state where game balls do not enter the second starting winning opening (it is also said that the second starting winning opening 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 piece assumes an inclined position, resulting in an open state where game balls can enter the second starting winning opening (it is also said that the second starting winning opening is in an open state). When a game ball enters the second starting winning opening, 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 is not limited to the above as long as it can change between a closed state and an open state.
[0171] At predetermined positions on the game board 2 (in the example shown in Fig. 1, three locations in the lower left of the game area and one location above the variable winning ball device 6B), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0172] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 includes a large winning opening door that is driven to open and close by a solenoid 82 (see Fig. 2), and forms a large winning opening as a specific area that changes between an open state and a closed state by means of the large winning opening door.
[0173] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door (for the special electric accessory) is in the off state, the large winning opening door closes the large winning opening, preventing game balls from entering (passing through) the large winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door is in the on state, the large winning opening door opens the large winning opening, making it easier for game balls to enter the large winning opening.
[0174] When a game ball enters the large winning opening, a predetermined number (e.g., 14) of game balls are paid out as prize balls. When a game ball enters the large winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.
[0175] The entry of a game ball into each winning opening including the general winning opening 10 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.
[0176] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left 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 lighting patterns such as numbers indicating "0" to "9" and "-". 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.
[0177] A passage gate 41 through which a game ball can pass is provided to the right of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.
[0178] A normal symbol hold display 25C is provided below 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.
[0179] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flow direction and speed of the game ball and a large number of obstacle pins are provided. At the bottom of the game area, an out opening for taking in game balls that have not entered any winning opening is provided.
[0180] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R for playing and outputting sound effects and the like are provided. Above the image display device 5 in the gaming machine frame 3, a main lamp 9a is provided. On the left and right of the main lamp 9a, side lamps 9b are provided so as to surround the gaming area. Below the game board 2, a button lamp 9e is provided. The main lamp 9a, side lamp 9b, and button lamp 9e provided on the gaming machine frame 3 are also referred to as "frame lamps".
[0181] At a predetermined position on the game board 2 (above the image display device 5 in FIG. 1), a movable body 32 that operates according to an effect is provided, and a movable body lamp 9d is provided on the movable body 32. In the vicinity of the special variable winning ball device 7 on the game board 2, an attacker lamp 9c is provided, and a decorative lamp 9f is provided on the left side of the game board 2. The attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also referred to as "board lamps". Also, the main lamp 9a, side lamp 9b, attacker lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. Incidentally, the main lamp 9a, side lamp 9b, attacker lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs (see FIG. 36). Also, various lamps will be described later.
[0182] 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 gaming area by a hitting and launching device is provided.
[0183] At a predetermined position of the gaming machine frame 3 below the gaming area, a hitting supply tray (upper tray) is provided to hold (store) the game balls paid out as winning balls or the game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Incidentally, in addition to the upper tray, the gaming machine frame 3 may be provided with a payout unit (hitting supply tray) for paying out winning balls when the upper tray is full.
[0184] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A that can be grasped 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).
[0185] At a predetermined position of the gaming machine frame 3 below the gaming 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. 2).
[0186] 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 also be provided.
[0187] (Outline of the progress of the game) By a rotational operation of the player on the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the gaming area. When the game ball passes through the passing gate 41, a normal symbol game by the normal symbol display 20 is started. In addition, when 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).
[0188] 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, as a confirmed normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol miss". When "normal symbol win" occurs, opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0189] 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.
[0190] 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.
[0191] In addition, when a game ball enters (wins) the start winning opening during the period of executing the special symbol game or during the period controlled to be in the jackpot game state described later (when a start winning occurs but the special symbol game based on the start winning cannot be immediately executed), the special symbol game based on the entry is suspended until a predetermined upper limit number (for example, 4).
[0192] 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".
[0193] After the display result in the special symbol game becomes a "jackpot", it is controlled to be in the jackpot game state as an advantageous state for the player.
[0194] 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 either the elapse timing of a predetermined period (for example, 29 seconds or 1.8 seconds) or 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 for opening the big winning opening in one round, and is hereinafter also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state is called a round (round game). In the jackpot game state, the round can be repeatedly executed until a predetermined upper limit number (15 times, 2 times, etc.) is reached.
[0195] In a jackpot gaming state, the player can obtain bonus balls by causing the game balls to enter the big winning opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0196] In addition, jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and gaming states after the jackpot gaming state (normal state, time-saving state, probability variation state, etc.) are prepared, and the jackpot types are set accordingly. As jackpot types, there may be jackpot types where many bonus balls can be obtained, jackpot types with few bonus balls, or jackpot types where almost no bonus balls can be obtained.
[0197] After the jackpot gaming state ends, it may be controlled to a time-saving state or a probability variation state according to the above-mentioned jackpot type.
[0198] In the time-saving state, control (time-saving control) to shorten the average special figure variation time (the period for varying the special figure) compared to the normal state is executed. In the time-saving state, control (high opening control, high base control) to make it easier for the game balls to enter the second start winning opening is also executed, such as shortening the average normal figure variation time (the period for varying the normal figure) compared to the normal state or improving the probability of "winning in the normal figure" in the normal figure game. Since the time-saving 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.
[0199] In the probability variation state (probability variation state), in addition to the time-saving control, probability variation control to increase the probability that the display result becomes "jackpot" compared to the normal state is executed. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easy to become "jackpot", it is an even more advantageous state for the player.
[0200] The short-time 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 big win game state, is satisfied first. What has the execution of a specific figure game a predetermined number of times as an end condition is also called "running out of times" (running out of times with short time, running out of times with probability variation, etc.).
[0201] The normal state refers to a game state other than advantageous states such as a big win game state advantageous to the player, special states such as a short-time state and a probability-variable state, and is a state in which the pachinko game 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 "big win", is controlled in the same way as the initial setting state of the pachinko game machine 1 (when a predetermined return process is not executed after power-on, such as when a system reset is performed).
[0202] 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 short-time control is being executed is also called the high-base state, and the state in which the short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, and 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.
[0203] In addition, 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-variable state after that big win game state.
[0204] (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 said effects will be described below. Incidentally, the said effects are carried out by displaying various effect images on the image display device 5. In addition to or instead of the said display, they may also be carried out as effects using audio output from the speakers 8L and 8R, lighting and extinguishing of the game effect lamp 9, operation of the movable body 32, or any effect device including some or all of these.
[0205] 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, 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).
[0206] 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 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 form part of the jackpot combination described later, etc.
[0207] In addition, a reach effect is executed corresponding to the fact that the above reach mode has been 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 referred to as 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 symbols) becomes a "jackpot" differs according to the effect mode. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0208] 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 is 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 effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".
[0209] 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 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 decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd decorative patterns are also called probability variable patterns, and even decorative patterns are also called non-probability variable patterns (normal patterns). After reaching a reach mode with a non-probability variable pattern, an upgrade effect that finally results in a "probability variable big win" may be executed.
[0210] When the display result of the special figure game is a "miss", the mode of the variable display of the decorative pattern does not become a 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 called a "non-reach miss") may stop and be displayed (the display result of the variable display of the decorative pattern is a "non-reach miss"). Also, when the display result is a "miss", after the mode of the variable display of the decorative pattern becomes a 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 big win combination (also called a "reach miss") may stop and be displayed (the display result of the variable display of the decorative pattern is a "reach miss").
[0211] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a preview effect for notifying the jackpot reliability is executed during the variable display of the decorative symbols. The preview effect includes a preview effect for notifying the jackpot reliability in the variable display being executed and a pre-reading preview effect for notifying 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-compatible display (hold display and active display) to a mode different from the normal mode may be executed.
[0212] Further, in the image display device 5, a pseudo continuous effect that makes a single variable display appear to be a plurality of variable displays by temporarily pausing the decorative symbols during the variable display of the decorative symbols and then resuming the variable display may be executed.
[0213] Even during the jackpot gaming state, a jackpot effect for notifying the jackpot gaming state is executed. As the jackpot 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.
[0214] Further, 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).
[0215] (Board 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, etc. are arranged. Further, a power supply board 17 is also installed. The various control boards include not only an electronic circuit board such as a printed wiring board on which a conductor pattern is formed and electrical components can be mounted, but also an electronic circuit mounting board configured by mounting electrical components on the electronic circuit board to realize a specific electrical function.
[0216] A power supply board 17 is connected to a power switch 91. By operating (turning on) the power switch 91, power from an AC power source such as AC 100V in an external power source 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 effect control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0217] The main board 11 is a main - side control board and has a function of controlling the progress of the above - mentioned games in the pachinko game machine 1 (execution of special - figure games (including management of holds), execution of general - figure games (including management of holds), jackpot game states, game states, etc.). The main board 11 has a game - control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0218] The game - control microcomputer 100 mounted on the main board 11 is, for example, a one - chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random - number circuit 104, an I / O (Input / Output port) 105, and a real - time clock 106.
[0219] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the programs 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 decisions described later) are used, and the RAM 102 is used as the main memory. 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 stops. Note that all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0220] 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).
[0221] 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).
[0222] 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. The transmission of the detection signal indicates that the passage or entry of the game ball has been detected.
[0223] The reset signal, power-off signal, and clear signal from the power supply board 17 are taken into the switch circuit 110 and transmitted to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in watchdog timer IC, or 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 longer. The clear signal becomes on, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.
[0224] The output 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.
[0225] The payout control board 006SG030 is connected to a payout device 006SG031 that is driven to payout a predetermined number of game balls (for example, 3 balls, 5 balls, 10 balls, 15 balls, etc.) to the player based on receiving a payout signal, and a game ball detection sensor 006SG032 provided in a payout passage (not shown) through which the game balls paid out by the payout device 006SG031 pass. It is possible to stop the drive of the payout device 006SG031 according to the mode of the game ball detection signal received from the game ball detection sensor 006SG032.
[0226] In addition, on the payout control board 006SG030, a handle sensor 006SG034 for detecting the amount of operation by the player and a touch ring 006SG035 (touch sensor) for detecting that the player is gripping the hitting operation handle 30 are connected. Based on the signals input from these sensors, the payout control board 006SG030 controls a launching device 006SG033 capable of launching game balls onto the game board 2. Also, a signal indicating whether or not the touch ring 006SG35 is detected and a signal indicating that a game ball has been launched by the launching device 006SG033 are input from the payout control board 006SG030 to the game control microcomputer 100 of the main board 11.
[0227] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress of the game, etc.) to the effect control board 12 according to 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 jackpot type), the variation pattern used when executing the special figure game (details will be described later)), the game situation (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of stored holds, the game state), commands for specifying the occurrence of an error, etc.
[0228] The effect control board 12 is a sub - side control board independent of the main board 11, and has a function of receiving an effect control command and executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power - off recovery, etc.) based on the received effect control command.
[0229] On the effect control board 12, 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 are mounted.
[0230] The dedicated CPU 120 for performance control executes, by executing the programs stored in the ROM 121, processes for performing performances together with the display control unit 123 (processes for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0231] The dedicated CPU 120 for performance control may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[0232] 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 control.
[0233] 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 control, thereby causing the image display device 5 to display a performance image. Further, display processing is performed to output, as a video signal, the image data in the display image creation area of the VRAM area specified in the display register. In the present embodiment, the display image creation area and the drawing area are switched for each vertical blanking interval (V blank). For this reason, when drawing is performed on the area assigned as the drawing area in a certain V blank, in the next V blank, it switches to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and during that time, drawing is also performed in the other area.
[0234] Further, as shown in FIG. 3, since the display control unit 123 generates an image to be displayed on the image display device 5 by overlapping (compositing) a plurality of layers, in the VRAM area, there are arranged a layer image drawing area for drawing and arranging the images of these respective layers, and a display image creation area for further overlapping (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that there are concepts of upper, middle, and lower levels in each layer image drawing area, and the higher the layer number of the upper layer image drawing area, the higher the display priority is set in the image display device 5, and the lower the layer number of the lower layer drawing area, the lower the display priority is set in the image display device 5.
[0235] As shown in FIG. 4, in the VRAM area, there are arranged a layer 1 image drawing area for drawing and arranging a background image as the image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as the image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as the image of layer 3, a layer 4 image drawing area for drawing and arranging a crack precursor image (such as glass plate image 006SG301) described later as the image of layer 4, a layer 5 image drawing area for drawing and arranging a glass plate image 006SG301A as a crack target image to be displayed in place of the glass plate image 006SG301 and a fragment image 006SG302 generated by cracking of the glass plate image 006SG301 as the image of layer 5, a layer 6 image drawing area for drawing and arranging an operation effect image described later as the image of layer 6, a layer 7 image drawing area for drawing and arranging a whiteout image 006SG303 described later as the image of layer 7, a layer 8 image drawing area for drawing and arranging an operation promotion image described later as the image of layer 8, a layer 9 image drawing area for drawing and arranging variable display corresponding display (hold display or active display) as the image of layer 9, a layer 10 image drawing area for drawing and arranging a small pattern (fourth pattern), a first hold memory number, a second hold memory number, and a right-handed notification image as the image of layer 10. Further, a layer 11 image drawing area for drawing and arranging an error display may be arranged.
[0236] The glass plate image 006SG301 drawn and arranged in the layer 4 image drawing area is an image for making the player recognize that the display area of the image display device 5 is cracked as if by the action of a character or the movable body 32. The glass plate image 006SG301A drawn and arranged in the layer 5 image drawing area is an image for making the player recognize that the display area of the image display device 5 is broken. Also, the fragment image 006SG302 is an image in which a part of the glass plate image 006SG301A changes and is displayed to emphasize to the player that the display area of the image display device 5 is broken due to the action of a character or the movable body 32.
[0237] The glass plate image 006SG301 is an image that becomes non-displayed at the start timing of the cracking effect (the cracking timing of the glass plate image 006SG301A) in the first continuous cracking effect, the second continuous cracking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo continuous effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later. Also, the glass plate image 006SG301A is also an image (image to be cracked) that is displayed in place of the glass plate image 006SG301 at the start timing of the cracking effect (the cracking timing of the glass plate image 006SG301A) in the first continuous cracking effect, the second continuous cracking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo continuous effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later.
[0238] Furthermore, as will be described later, in the first continuous crack effect, the second continuous crack effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo continuous effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, the start timing of the crack effect is such that the switching between the display of the glass plate image 006SG301 and the display of the glass plate image 006SG301A becomes unrecognizable to the player due to the display of the whiteout image 006SG303. For this reason, in the present embodiment, the glass plate image 006SG301 with the crack displayed can be switched to the glass plate image 006SG301A without the player noticing, so that a crack (moving display of the fragment image 006SG302) that cannot be assumed from the crack displayed on the glass plate image 006SG301 can be realized, and the crack effect can be strongly impressed on the player.
[0239] In the present embodiment, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing each image drawn and arranged in these layer 1 image drawing areas to layer 10 image drawing areas. Further, as shown in FIGS. 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, and the image drawn in the layer 2 image drawing area is set to have a higher display priority than the image drawn in the layer 1 image drawing area. The image drawn in the layer 3 image drawing area is set to have a higher display priority than the image drawn in the layer 2 image drawing area. The image drawn in the layer 4 image drawing area is set to have a higher display priority than the image drawn in the layer 3 image drawing area. The image drawn in the layer 5 image drawing area is set to have a higher display priority than the image drawn in the layer 4 image drawing area. The image drawn in the layer 6 image drawing area is set to have a higher display priority than the image drawn in the layer 5 image drawing area. The image drawn in the layer 7 image drawing area is set to have a higher display priority than the image drawn in the layer 6 image drawing area. The image drawn in the layer 8 image drawing area is set to have a higher display priority than the image drawn in the layer 7 image drawing area. The image drawn in the layer 9 image drawing area is set to have a higher display priority than the image drawn in the layer 8 image drawing area. The image drawn in the layer 10 image drawing area is set to have a higher display priority than the image drawn in the layer 9 image drawing area. Further, when a layer 11 image drawing area is further arranged in the VRAM area, the image drawn in the layer 11 image drawing area is set to have a higher display priority than the image drawn in the layer 10 image drawing area.
[0240] That is, the image drawn in the layer 1 image drawing area is the image displayed in the bottom layer in the image display device 5, and the image drawn in the layer 2 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 1 image drawing area in the image display device 5. The image drawn in the layer 3 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 2 image drawing area in the image display device 5. The image drawn in the layer 4 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 3 image drawing area in the image display device 5. The image drawn in the layer 5 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 4 image drawing area in the image display device 5. The image drawn in the layer 6 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 5 image drawing area in the image display device 5. The image drawn in the layer 7 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 6 image drawing area in the image display device 5. The image drawn in the layer 8 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 7 image drawing area in the image display device 5. The image drawn in the layer 9 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 8 image drawing area in the image display device 5. The image drawn in the layer 10 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 9 image drawing area in the image display device 5. Also, when a layer 11 image drawing area is further arranged in the VRAM area, the image drawn in the layer 11 image drawing area is the image displayed (prioritized) in a layer above the image drawn in the layer 10 image drawing area in the image display device 5. Also, although it has been described that there is a layer 1 image drawing area for drawing and arranging the background image, instead of the layer 1 image drawing area, it may be configured to have a layer 1-1 image drawing area, a layer 1-2 image drawing area, and a layer 1-3 image drawing area.In this case, a normal background image (first background image 006SG081, sixth background image), which will be described later, can be drawn in the layer 1-1 image drawing area, and a chance background image (second background image 006SG082, seventh background image), a normal reach background image, a super reach α background image (weak S reach effect image 006SG088), and a super reach β background image (fourth background image 006SG084), which will be described later, can be drawn in the layer 1-2 image drawing area. A background effect image (background effect image 006SG322) and a jackpot notification background image (fifth background image 006SG085), which will be described later, can be drawn in the layer 1-3 image drawing area. The image drawn in the layer 1-3 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 2 image drawing area. The image drawn in the layer 1-2 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-3 image drawing area. The image drawn in the layer 1-1 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-2 image drawing area.
[0241] In addition, in the present embodiment, the images drawn and arranged in each image drawing area are set to have a transmittance (transparency) of 0% so that when the images are superimposed, the upper-layer image is not visible to the player at the overlapping portions of the lower-layer image. However, the present invention is not limited to this, and the transmittance (transparency) of the images drawn and arranged in each image drawing area may be set higher than 0% according to the situation, and an image that is transmitted and displayed on the display screen of the image display device 5 or an image that is temporarily hidden may be provided.
[0242] The display control unit 123 further supplies a sound designation signal (a signal for designating the sound to be output) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the effect image and to turn on / off the game effect lamp 9. In addition, 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.
[0243] The voice control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the voice designation signal, and outputs the voice designated by the voice designation signal from the speakers 8L and 8R.
[0244] 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 voice output and the lighting / extinguishing of the lamp.
[0245] Note that the control of voice output, the lighting / extinguishing of the lamp (such as the supply of the voice 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.
[0246] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for effects) used for executing various effects in a renewable manner. The random numbers for effects may be updated (updated by software) when the effect control CPU 120 executes a predetermined computer program.
[0247] The I / O 125 mounted on the effect control board 12 includes an input port for capturing effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, voice designation signals, lamp signals).
[0248] Boards other than the main board 11, such as the effect control board 12, the voice 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.
[0249] FIG. 3(A) is an explanatory diagram showing an example of the content of the effect control command used in the present embodiment. The effect control command has, for example, a two-byte configuration. The first byte indicates MODE (command classification), and the second byte represents EXT (command type). The leading bit (bit 7) of the MODE data is always set to "0", and the leading bit of the EXT data is set to "0". Note that the command format shown in FIG. 3(A) is just an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1, or may be a plurality of three or more.
[0250] In the example shown in FIG. 6(A), command 8001H is the first variable display start command for specifying the start of variable display in the special symbol game using the first special symbol in the first special symbol display device 4A. Command 8002H is the second variable display start command for specifying the start of variable display in the special symbol game using the second special symbol in the second special symbol display device 4B. Command 81XXH is a variable pattern specification command for specifying a variable pattern (variable time (variable display time)) of a decorative symbol (also referred to as an effect symbol) variably displayed in each of the left, middle, and right decorative symbol display areas 5L, 5C, and 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates that it is an unspecified hexadecimal number, and it may be any value set according to the instruction content by the effect control command. Note that in the variable pattern specification command, different EXT data is set according to the variable pattern to be specified and the like.
[0251] Command 8CXXH is a variable display result specification command, which is an effect control command for specifying the variable display result of a special symbol, a decorative symbol, or the like. In the variable display result specification command, for example, as shown in FIG. 6(B), different EXT data is set according to the determination result (pre-determined result) of whether the variable display result (also referred to as a variable display result) is "a miss" or "a big win", or the determination result (big win type determination result) of which of a plurality of types of big win types the variable display result will be when it is "a big win".
[0252] In the variable display result specification command, for example, as shown in FIG. 6(B), command 8C00H is the first variable display result specification command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is the second variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win A" and the big win type determination result. Command 8C02H is the third variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win B" and the big win type determination result. Command 8C03H is the fourth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win C" and the big win type determination result. Command 8C04H is the fifth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "non-certain change big win" and the big win type determination result.
[0253] Command 8F00H is a symbol confirmation command that specifies the stoppage (confirmation) of symbol variation in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 9000H is a power-on specification command that specifies that the pachinko machine 1 has performed a cold start (power-on with the clear switch 92 being pressed (power-on with initialization)). Note that a cold start means that when power is turned on, without restoring the data before power-on, the data is initialized and then the various processes of the gaming machine are made executable. Command 9200H is a power failure recovery specification command that specifies that the pachinko machine has performed a hot start (power-on without the clear switch 92 being pressed (power-on without initialization)). Note that a hot start means that when power is turned on, based on the backed-up data, the various processes of the gaming machine are made executable. When performing a hot start, since it does not involve initialization, it is also referred to as a power-on without initialization. Command 95XXH is a gaming state specification command that specifies the current gaming state in the pachinko machine 1. In the gaming state specification command, for example, different EXT data is set according to the current gaming state in the pachinko machine 1. As a specific example, command 9500H is set as the first gaming state specification command corresponding to a gaming state in which neither time shortening control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second gaming state specification command corresponding to a gaming state in which time shortening control is performed but probability variation control is not performed (low probability high base state, time shortening state), and command 9502H is set as the third gaming state specification command corresponding to a gaming state in which time shortening control and probability variation control are performed (high probability high base state, probability variation state). Note that the high probability high base state may sometimes simply be referred to as the "probability variation state".
[0254] Command A0XXH is a winning start specification command (also referred to as a "fanfare command") that specifies the display of a production image indicating the start of a big win game. Command A1XXH is a big winning opening notification command that notifies that the big winning opening is in an open state during the big win game state. Command A2XXH is a big winning opening post-notification command that notifies that the big winning opening has changed from an open state to a closed state during the big win game state. Command A3XXH is a winning end specification command that specifies the display of a production image at the end of the big win game.
[0255] In the winning start specification command and the winning end specification command, for example, different EXT data may be set according to the pre-determined result and the big win type determination result by setting EXT data similar to the variable display result specification command. Alternatively, in the winning start specification command and the winning end specification command, the correspondence relationship between the pre-determined result and the big win type determination result and the EXT data to be set may be made different from the correspondence relationship in the variable display result specification command. In the big winning opening notification command and the big winning opening post-notification command, for example, different EXT data are set corresponding to the number of times of execution of a round (for example, "0" to "10") in the big win state described later.
[0256] Command B100H is a first start port winning specification command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A is satisfied based on the fact that a game ball that has passed (entered) through the first start winning opening formed by the winning ball device 6A is detected by the first start port switch 22A and a start win (first start win) has occurred. Command B200H is a second start port winning specification command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B is satisfied based on the fact that a game ball that has passed (entered) through the second start winning opening formed by the variable winning ball device 6B is detected by the second start port switch 22B and a start win (second start win) has occurred.
[0257] Command C1XXH is the first reserved memory number notification command that notifies the first special drawing reserved memory number in order to identify the special drawing reserved memory number. Command C2XXH is the second reserved memory number notification command that notifies the second special drawing reserved memory number in order to identify the special drawing reserved memory number. The first reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) through the first start winning opening and the first start condition has been satisfied, the first start opening winning designation command is transmitted. The second reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) through the second start winning opening and the second start condition has been satisfied, the second start opening winning designation command is transmitted. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to, for example, the start of execution of the special drawing game when either the first start condition or the second start condition is satisfied (when the reserved memory number decreases).
[0258] Commands C4XXH and C6XXH are effect control commands (winning determination result designation commands) that indicate the content of the winning determination result. Among these, command C4XXH is a symbol designation command that indicates, as the winning determination result, whether the variable display result is a "big win" or not and the determination result of the big win type (probability variable, non-probability variable, sudden probability variable). Also, command C6XXH is a variation category command that indicates, as the winning determination result, the determination result of whether the random number value for variation pattern determination becomes any of the variation patterns of "non-reach", "super reach", or "other (normal reach)".
[0259] Instead of the first reserved memory number notification command and the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be transmitted. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.
[0260] The commands shown in FIG. 6(A) are just examples, and it may not have some of these commands, or different commands may be used instead of these commands, or commands different from these commands may be added. For example, a prize ball number notification command for specifying the number of prize balls paid out based on the fact that a game ball has won in each winning opening, a gate passage notification command for notifying that a game ball has passed through the passage gate 41, a notification command for notifying the remaining variable display times when probability variation control or time shortening control is executed, etc. may be provided.
[0261] FIG. 7 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 7, on the side of the main board 11, numerical data indicating each of the random values MR1 for special figure display result determination, random value MR2 for big win type determination, random value MR3 for variation pattern determination, and random value MR4 for normal figure display result determination is controlled to be countable. Incidentally, in order to enhance the game effect, random values other than these may be used. The random numbers used to control the progress of such games are also referred to as game random numbers.
[0262] The random number circuit 104 may be any that counts numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may, for example, use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count the numerical data indicating some of the random values MR1 to MR4.
[0263] The random value MR1 for special figure display result determination is a random value used to determine whether to control the variable display result such as a special symbol in the special figure game to the jackpot game state with the "jackpot", and takes values in the range of, for example, "0" to "65536". The random value MR2 for jackpot type determination is a random value used to determine the jackpot type to any one of "certain change jackpot A", "certain change jackpot B", "certain change jackpot C", and "non-certain change jackpot" when the variable display result is a "jackpot", and takes values in the range of, for example, "0" to "100".
[0264] The random value MR3 for variation pattern determination is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol to any one of a plurality of types prepared in advance, and takes values in the range of, for example, "0" to "997".
[0265] The random value MR4 for normal figure display result determination is a random value used to make a determination such as whether the variable display result in the normal figure game by the normal figure display 20 is a "normal figure win" or a "normal figure miss", and takes values in the range of, for example, "3" to "13".
[0266] Figure 8 shows a configuration example of the display result determination table stored in the ROM101. In the present embodiment, a common display result determination table is used for the first special figure and the second special figure as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special figure and the second special figure.
[0267] The display result determination table is a table referred to for determining whether to control the variable display result to the jackpot game state with the "jackpot" based on the random value MR1 for special figure display result determination before the determined special symbol that becomes the variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A or the special figure game using the second special figure by the second special symbol display device 4B.
[0268] In the display result determination table, according to whether the gaming state in the pachinko gaming machine 1 is in the normal state or the time-limited state (low probability state) or the probability-variable state (high probability state), the numerical value (determination value) to be compared with the random number value MR1 for special figure display result determination is assigned to the special figure display results such as "big win" and "loss".
[0269] In the display result determination table, the table data indicating the determination value to be compared with the random number value MR1 for special figure display result determination is the determination data assigned to the determination result of whether to control the big win gaming state with the special figure display result as "big win". In the display result determination table, when the gaming state is in the probability-variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, compared with the probability (about 1 / 300 in this embodiment) of determining to control the special figure display result as "big win" and enter the big win gaming state when the pachinko game is in the time-limited state (low probability state), the probability of determining to control the special figure display result as "big win" and enter the big win gaming state becomes higher (about 1 / 30 in this embodiment). That is, in the display result determination table, the determination data is assigned to the determination result of whether to control the big win gaming state so that the probability of determining to control the big win gaming state is higher when the gaming state in the pachinko gaming machine 1 is in the probability-variable state (high probability state) than when it is in the normal state or the time-limited state.
[0270] FIG. 9(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in the present embodiment is a table referred to for determining one of a plurality of types of jackpot types based on the random value MR2 for jackpot type determination when it is determined that the special figure display result is to be controlled to the jackpot game state as "jackpot". In the jackpot type determination table, depending on whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special symbol display device 4A) or the second special figure (the special figure game by the second special symbol display device 4B), the numerical value (determination value) to be compared with the random value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-probability-variable jackpot", "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C".
[0271] Here, regarding the jackpot types in the present embodiment, referring to FIG. 9(B), in the present embodiment, as the jackpot types, there are "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C" in which probability-variable control and time-shortening control are executed after the end of the jackpot game state and the game shifts to the high-probability high-base state, and "non-probability-variable jackpot" in which only time-shortening control is executed after the end of the jackpot game state and the game shifts to the low-probability high-base state.
[0272] The jackpot gaming state by "Sure-Variable Jackpot A" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the advantageous first state for the player is repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state by "Sure-Variable Jackpot B" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the advantageous first state for the player is repeated 5 times (so-called 5 rounds). The jackpot gaming state by "Sure-Variable Jackpot C" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the advantageous first state for the player is repeated 2 times (so-called 2 rounds). Also, the jackpot gaming state by "Non-Sure-Variable Jackpot" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the advantageous first state for the player is repeated 5 times (so-called 5 rounds). Therefore, "Sure-Variable Jackpot A" may be called a 10-round (10R) sure-variable jackpot, "Sure-Variable Jackpot B" may be called a 5-round (5R) sure-variable jackpot, and "Sure-Variable Jackpot C" may be called a 2-round (2R) sure-variable jackpot.
[0273] The sure-variable control and the time-shortening control that are started after the end of the jackpot gaming states of Sure-Variable Jackpot A to Sure-Variable Jackpot C are terminated on the condition that they are controlled to the jackpot gaming state. Also, the time-shortening control that is started after the end of the jackpot gaming state of the non-sure-variable jackpot is terminated on the condition that 100 variable displays are completed or that it is controlled to the jackpot gaming state until the 100 variable displays are completed. Therefore, when the newly occurring jackpot is any one of Sure-Variable Jackpot A to Sure-Variable Jackpot C, the sure-variable control and the time-shortening control are executed again after the end of the jackpot gaming state, so that the jackpot gaming states occur continuously without passing through the normal state, that is, a so-called consecutive winning state. That is, the sure-variable state in the present embodiment is a gaming state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time-shortening state in the present embodiment is a gaming state that is controlled to the normal state by executing 100 variable displays if the variable display result does not become a jackpot. For this reason, the time-shortening state is also a gaming state that is controlled when the consecutive winning state can end.
[0274] In the setting example of the jackpot type determination table shown in FIG. 9(A), depending on whether the variable display special figure is the first special figure or the second special figure, the allocation of determination values for the jackpot types of "certain variable jackpot A", "certain variable jackpot B", "certain variable jackpot C", and "non-certain variable jackpot" is different. That is, when the variable display special figure is the first special figure, the determination values within a predetermined range (values in the range of "81" to "100") are allocated to the jackpot types of "certain variable jackpot B" and "certain variable jackpot C" with fewer rounds, while when the variable display special figure is the second special figure, no determination values are allocated to the jackpot types of "certain variable jackpot B" and "certain variable jackpot C". With such a setting, when determining the jackpot type to be one of multiple types based on the establishment of the first start condition for starting the special figure game using the first special figure by the first special display device 4A, and when determining the jackpot type to be one of multiple types based on the establishment of the second start condition for starting the special figure game using the second special figure by the second special display device 4B, the ratio of determining the jackpot type to "certain variable jackpot B" or "certain variable jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, since it is determined that the jackpot type will not be controlled to a jackpot state with fewer rounds as "certain variable jackpot B" or "certain variable jackpot C", for example, in a game state where game balls easily enter the second start winning opening formed by the variable winning ball device 6B due to high release control associated with time shortening control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained and the resulting decline in game interest.
[0275] In addition, in the setting example of the jackpot type determination table shown in FIG. 9(A), the allocation of determination values for the "non-certain variable" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure. Therefore, the probability of becoming a non-certain variable jackpot and the probability of becoming a certain variable jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.
[0276] Therefore, as described above, depending on whether the assignment of the determination values for "probability variation big win B" and "probability variation big win C" differs according to whether it is the special figure game of the first special figure or the second special figure, the assignment of the determination value for "probability variation big win A" also differs according to whether it is the special figure game of the first special figure or the second special figure. For "probability variation big win A" with a large number of rounds, it is set so that it is more likely to be determined when it is the special figure game of the second special figure than when it is the special figure game of the first special figure.
[0277] In addition, even when it is the special figure game of the second special figure, a determination value within a predetermined range different from that in the case of the special figure game of the first special figure may be assigned to the big win type of "probability variation big win B" or "probability variation big win C". For example, when it is the special figure game of the second special figure, a smaller determination value than in the case of the special figure game of the first special figure may be assigned to the big win type of "probability variation big win B" or "probability variation big win C". Alternatively, regardless of whether it is the special figure game of the first special figure or the second special figure, common table data may be referred to for determining the big win type.
[0278] FIG. 10(A) and FIG. 10(B) show the variation patterns in the present embodiment. In the present embodiment, when the gaming state is the normal state (low probability and low base state) and when it is the time-limited state or the probability-variable state (low probability and high base state or high probability and high base state), respectively, among the cases where the variable display result is "loss", corresponding to the case where the variable display mode of the decorative symbol is "non-reach" and the case where it is "reach", and also corresponding to the case where the variable display result is "big win", a plurality of variation patterns are prepared in advance. Incidentally, the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "non-reach" is called a non-reach variation pattern (also referred to as "non-reach loss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "reach" is called a reach variation pattern (also referred to as "reach loss variation pattern"). Further, the non-reach variation pattern and the reach variation pattern are included in the loss variation pattern corresponding to the case where the variable display result is "loss". The variation pattern corresponding to the case where the variable display result is "big win" is called a big win variation pattern.
[0279] Among the big win variation patterns and the reach variation patterns, there are a normal reach variation pattern in which a reach effect of normal reach is executed and a super reach variation pattern in which a reach effect of super reach is executed.
[0280] In the case where the gaming state is the normal state (low probability and low base state) in this embodiment, as the super reach variation pattern, after a pseudo continuous effect including a decorative symbol temporary stop and a re-variable display is executed once during the variable display, a reach effect of super reach α is executed via a normal reach, and the variable display result becomes a miss or a big win, the variation patterns (PA2-2, PB1-2), a variation pattern (PA2-3, PB1-3) in which the reach effect of super reach β is executed via a normal reach without executing the pseudo continuous effect, and the variable display result becomes a miss or a big win, and a variation pattern (PA2-4, PB1-4) in which the reach effect of super reach β is executed via a normal reach and the reach effect of super reach α after the pseudo continuous effect is executed twice, and the variable display result becomes a miss or a big win are provided. Note that the reach effect of super reach α in this embodiment corresponds to the weak S reach effect described later, and the reach effect of super reach β corresponds to the strong S reach effect A and the strong S reach effect B described later.
[0281] Note that in the case where the gaming state is the time-limited state or the probability variable state (low probability and high base state or high probability and high base state), as the super reach variation pattern, a variation pattern (PA2-6, PB1-6) in which the reach effect of super reach γ is executed via a normal reach and the variable display result becomes a miss or a big win, and a variation pattern (PA2-7, PB1-7) in which the reach effect of super reach δ is executed via a normal reach and the variable display result becomes a miss or a big win are provided. Note that the reach effect of super reach γ in this embodiment corresponds to the weak S reach effect described later, and the reach effect of super reach δ corresponds to the strong S reach effect A and the strong S reach effect B described later.
[0282] As shown in FIG. 10, regarding the special diagram variation time of the normal reach variation pattern in which the reach effect of the normal reach in this embodiment is executed, it is set shorter than the super reach variation pattern.
[0283] Further, in the present embodiment, since the variable display results are set in the order of super reach, normal reach, and non-reach so that the jackpot expectation level at which the result becomes a "jackpot" increases, in the normal reach variation pattern and the super reach variation pattern, the longer the special drawing variation time, the higher the jackpot expectation level.
[0284] Also, in the present embodiment, as will be described later, these variation patterns are determined using only the random number value MR3 for variation pattern determination. However, the present invention is not limited to this. For example, in addition to the random number value MR3 for variation pattern determination, a random number value for variation pattern type determination may be provided, and the type of the variation pattern may be determined first from these random number values for variation pattern type determination, and then the variation pattern belonging to the determined type may be determined.
[0285] FIG. 11 is an explanatory diagram of a method for determining a variation pattern in the present embodiment. In the present embodiment, the variation pattern determination table to be selected is varied according to the display result of the variable display to be executed, the number of held memories, the game state, and the like.
[0286] Specifically, as shown in FIGS. 11(A) to 11(D), when the game state is the normal state (low base state) and the variable display result is a miss, if the number of reserved memories of the special symbol for executing the variable display (the number of reserved memories of the same type) is 1 or less, the variation pattern is determined based on the miss variation pattern determination table A and the value of the random number MR3. If the number of reserved memories of the special symbol for executing the variable display is 2, the variation pattern is determined based on the miss variation pattern determination table B and the value of the random number MR3. If the number of reserved memories of the special symbol for executing the variable display is 3, the variation pattern is determined based on the miss variation pattern determination table C and the value of the random number MR3. Further, when the game state is the time-saving state or the probability-variable state (high base state) and the variable display result is a miss, the variation pattern is determined based on the miss variation pattern determination table D and the value of the random number MR3. Then, as shown in FIGS. 11(E) and 11(F), when the game state is the normal state (low base state) and the variable display result is a big win, the variation pattern is determined based on the big win variation pattern determination table A and the value of the random number MR3. When the game state is the time-saving state or the probability-variable state (high base state) and the variable display result is a big win, the variation pattern is determined based on the big win variation pattern determination table B and the value of the random number MR3.
[0287] For example, as shown in Fig. 11(A), when the deviation pattern determination table A is selected, if the value of the random number MR3 is within the range of 1 to 660, the variation pattern is determined as a non-reach deviation variation pattern without shortening (PA1-1). If the value of the random number MR3 is within the range of 661 to 900, the variation pattern is determined as a normal reach deviation variation pattern (PA2-1). If the value of the random number MR3 is within the range of 901 to 970, the variation pattern is determined as a variation pattern (PA2-2) that becomes a super reach α deviation via a normal reach after executing the pseudo continuous effect once. If the value of the random number MR3 is within the range of 971 to 990, the variation pattern is determined as a variation pattern (PA2-3) that becomes a super reach β deviation via a normal reach. If the value of the random number MR3 is within the range of 991 to 997, the variation pattern is determined as a variation pattern (PA2-4) that becomes a super reach β deviation via a normal reach and a super reach α after executing the pseudo continuous effect twice.
[0288] Also, as shown in Fig. 11(B), when the deviation pattern determination table B is selected, if the value of the random number MR3 is within the range of 1 to 700, the variation pattern is determined as a shortened non-reach deviation variation pattern (PA1-2). If the value of the random number MR3 is within the range of 701 to 900, the variation pattern is determined as a normal reach deviation variation pattern (PA2-1). If the value of the random number MR3 is within the range of 901 to 970, the variation pattern is determined as a variation pattern (PA2-2) that becomes a super reach α deviation via a normal reach after executing the pseudo continuous effect once. If the value of the random number MR3 is within the range of 971 to 990, the variation pattern is determined as a variation pattern (PA2-3) that becomes a super reach β deviation via a normal reach. If the value of the random number MR3 is within the range of 991 to 997, the variation pattern is determined as a variation pattern (PA2-4) that becomes a super reach β deviation via a normal reach and a super reach α after executing the pseudo continuous effect twice.
[0289] Also, as shown in Fig. 11(C), when the deviation variation pattern determination table C is selected, if the value of the random number MR3 is within the range of 1 to 750, the variation pattern is determined to be a shortened non-reach deviation variation pattern (PA1-3); if the value of the random number MR3 is within the range of 751 to 900, the variation pattern is determined to be a normal reach deviation variation pattern (PA2-1); if the value of the random number MR3 is within the range of 901 to 970, the variation pattern is determined to be a variation pattern (PA2-2) that becomes a super reach α deviation via a normal reach after performing a pseudo continuous effect once; if the value of the random number MR3 is within the range of 971 to 990, the variation pattern is determined to be a variation pattern (PA2-3) that becomes a super reach β deviation via a normal reach; if the value of the random number MR3 is within the range of 991 to 997, the variation pattern is determined to be a variation pattern (PA2-4) that becomes a super reach β deviation via a normal reach and a super reach α after performing the pseudo continuous effect twice.
[0290] Also, as shown in Fig. 11(D), when the deviation variation pattern determination table D is selected, if the value of the random number MR3 is within the range of 1 to 300, the variation pattern is determined to be a short non-reach deviation variation pattern (PA1-4); if the value of the random number MR3 is within the range of 301 to 550, the variation pattern is determined to be a non-reach deviation variation pattern (PA2-5); if the value of the random number MR3 is within the range of 551 to 750, the variation pattern is determined to be a non-reach deviation variation pattern (PA1-6); if the value of the random number MR3 is within the range of 751 to 900, the variation pattern is determined to be a normal reach deviation variation pattern (PA2-5); if the value of the random number MR3 is within the range of 901 to 970, the variation pattern is determined to be a variation pattern (PA2-6) that becomes a super reach γ deviation via a normal reach; if the value of the random number MR3 is within the range of 971 to 997, the variation pattern is determined to be a variation pattern (PA2-7) that becomes a super reach δ deviation via a normal reach.
[0291] Also, as shown in Fig. 11(E), when the big win variable pattern determination table A is selected, if the value of the random number MR3 is within the range of 1 to 30, the variable pattern is determined to be the variable pattern of normal reach big win (PB1-1). If the value of the random number MR3 is within the range of 31 to 200, the variable pattern is determined to be the variable pattern that becomes a super reach α big win via normal reach after performing a pseudo continuous effect once (PB1-2). If the value of the random number MR3 is within the range of 201 to 500, the variable pattern is determined to be the variable pattern that becomes a super reach β big win via normal reach (PB1-3). If the value of the random number MR3 is within the range of 501 to 997, the variable pattern is determined to be the variable pattern that becomes a super reach β big win via normal reach and super reach α after performing the pseudo continuous effect twice (PB1-4).
[0292] Also, as shown in Fig. 11(F), when the big win variable pattern determination table B is selected, if the value of the random number MR3 is within the range of 1 to 100, the variable pattern is determined to be the variable pattern of non-reach big win (PB1-5). If the value of the random number MR3 is within the range of 101 to 400, the variable pattern is determined to be the variable pattern that becomes a super reach γ big win via normal reach (PB1-6). If the value of the random number MR3 is within the range of 401 to 997, the variable pattern is determined to be the variable pattern that becomes a super reach δ big win via normal reach (PB1-7).
[0293] In addition, in this embodiment, when the variable display result is a big win, an example is shown in which the variable pattern is determined at a ratio of 1 regardless of the big win type. However, the present invention is not limited to this, and the determination ratios of a plurality of variable patterns for big wins may be made different according to the big win type. By doing so, it is possible to draw the player's attention to which variable pattern resulted in a big win, thereby improving the gaming interest.
[0294] The RAM 102 included in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM in which part or all of it is backed up by a backup power supply created on a predetermined power supply board. That is, even when the power supply to the pachinko game machine 1 stops, for a predetermined period (until the capacitor as the backup power supply discharges and the backup power supply becomes unable to supply power), part or all of the contents of the RAM 102 are saved. In particular, at least the data corresponding to the game state, that is, the control state of the game control means (such as the special figure process flag) and the data indicating the number of unpaid prize balls may be saved in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power failure or the like based on that data when recovery occurs after a power failure or the like. Also, the data corresponding to the control state and the data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game.
[0295] In such a RAM 102, as an area for holding various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data holding area 006SG150 as shown in FIG. 12 is provided. The game control data holding area 006SG150 shown in FIG. 12 includes a first special figure hold memory section 006SG151A, a second special figure hold memory section 006SG151B, a general figure hold memory section 006SG151C, a game control flag setting section 006SG152, a game control timer setting section 006SG153, a game control counter setting section 006SG154, and a game control buffer setting section 006SG155.
[0296] The first special figure hold memory section 006SG151A stores, in the order of winning, the hold data of a special figure game (a special figure game using the first special figure in the first special figure display device 4A) that has not yet started although a first start winning (the first start winning) has occurred when a game ball has passed (entered) through the first start winning opening formed by the winning ball device 6A.
[0297] The second special figure hold memory unit 006SG151B stores, in the order of winning, hold data of a special figure game (a special figure game using the second special figure on the second special figure display device 4B) that has not yet started although a game ball has passed (entered) through the second start winning opening formed by the variable winning ball device 6B and a second start winning (second start winning) has occurred.
[0298] As an example, the first special figure hold memory unit 006SG151A stores, in association with a hold number in the order of winning (detection order of game balls) at the first start winning opening, numerical data indicating the random number value MR1 for variable display result determination, the random number value MR2 for winning type determination, and the random number value MR3 for variation pattern determination, which are extracted from the random number circuit 104 etc. by the CPU 103 based on the establishment of the first start condition when the game ball passes (enters), as hold data until the number of stored data reaches a predetermined upper limit value (for example, "4"). Similarly, the second special figure hold memory unit 006SG151B stores, in association with a hold number in the order of winning (detection order of game balls) at the second start winning opening, numerical data indicating the random number value MR1 for variable display result determination, the random number value MR2 for winning type determination, and the random number value MR3 for variation pattern determination, which are extracted from the random number circuit 104 etc. by the CPU 103 based on the establishment of the first start condition when the game ball passes (enters), as hold data until the number of stored data reaches a predetermined upper limit value (for example, "4").
[0299] In this way, the hold data stored in the first special figure hold memory unit 006SG151A and the second special figure hold memory unit 006SG151B indicates that the execution of the special figure game using the first special figure and the special figure game using the second special figure is on hold, and becomes hold information that enables determination of whether it will be a big win based on the variable display result (special figure display result) in these special figure games.
[0300] Further, in the present embodiment, when the hold information (first hold information) based on the establishment of the first start condition due to the passage (entry) of the game ball through the first start winning opening and the hold information (second hold information) based on the establishment of the second start winning due to the passage (entry) of the game ball through the second start winning opening are stored in individual hold memory units in association with hold numbers, the variable display based on the second hold memory information is executed with priority over the variable display based on the first hold information.
[0301] The general pattern hold memory unit 006SG151C stores hold information on a general pattern game that has not yet been started by the general pattern display device 20 even though the game ball has been detected by the gate switch 21. For example, the general pattern hold memory unit 006SG151C stores, in association with hold numbers in the order in which the game balls are detected by the gate switch 21, numerical data indicating a random number value MR4 for determining the general pattern display result extracted from the random number circuit 104 or the like by the CPU 103 based on the passage of the game balls as hold data until the number reaches a predetermined upper limit value (for example, "4").
[0302] The game control flag setting unit 006SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 006SG152 stores data indicating the values of the plurality of types of flags and data indicating the on state or the off state for each of the plurality of types of flags.
[0303] The game control timer setting unit 006SG153 is provided with various timers used for controlling the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 006SG153 stores data indicating the timer values for each of the plurality of types of timers.
[0304] The game control counter setting unit 006SG154 is provided with a plurality of types of counters for counting count values used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 006SG154 stores data indicating the count values in each of the plurality of types of counters. Here, the game control counter setting unit 006SG154 may be provided with a random counter for the CPU 103 to count, in a software-updatable manner, part or all of the game random numbers.
[0305] In the random counter of the game control counter setting unit 006SG154, numerical data indicating random number values that are not generated by the random number circuit 104, for example, the random number values MR1 to MR4, is stored as the random count value, and in response to the execution of software by the CPU 103, the numerical data indicating each random number value is updated periodically or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing predetermined processes such as scrambling processing or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0306] The game control buffer setting unit 006SG155 is provided with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 006SG155 stores data indicating the buffer values in each of the plurality of types of buffers.
[0307] In the ROM 121 mounted on the effect control board 12 shown in FIG. 2, in addition to the program for effect control, various data tables and the like used to control the effect operation are stored. For example, the ROM 121 stores table data constituting a plurality of determination tables prepared for the effect control CPU 120 to perform various determinations, decisions, and settings, pattern data constituting various effect control patterns, and the like.
[0308] As an example, in the ROM 121, there is stored an effect control pattern table storing a plurality of types of effect control patterns used by the effect control CPU 120 to control effect operations by various effect devices (for example, the image display device 5, the speakers 8L and 8R, the game effect lamp 9, the decorative LEDs, the effect models, etc.). The effect control pattern is composed of data indicating its control content corresponding to various effect operations executed according to the progress status of the game in the pachinko game machine 1. In the effect control pattern table, for example, it suffices to store a special figure variable display time effect control pattern, a preview effect control pattern, various effect control patterns, etc.
[0309] In the RAM 122 mounted on the effect control board 12 shown in FIG. 2, as an area for holding various data used to control the effect operation, there is provided, for example, an effect control data holding area 006SG190 as shown in FIG. 13(A). The effect control data holding area 006SG190 shown in FIG. 13(A) includes an effect control flag setting unit 006SG191, an effect control timer setting unit 006SG192, an effect control counter setting unit 006SG193, and an effect control buffer setting unit 006SG194.
[0310] The effect control flag setting unit 006SG191 is provided with a plurality of types of flags whose states can be updated according to, for example, the effect operation state such as the display state of the effect image on the screen of the image display device 5 or the effect control command transmitted from the main board 11. For example, in the effect control flag setting unit 006SG191, for each of the plurality of types of flags, data indicating the value of the flag and data indicating the on state or the off state are stored.
[0311] The performance control timer setting unit 006SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of the performance image on the screen of the image display device 5. For example, the performance control timer setting unit 006SG192 stores data indicating the timer values for each of the plurality of types of timers.
[0312] The performance control counter setting unit 006SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 006SG193 stores data indicating the count values for each of the plurality of types of counters.
[0313] The performance control buffer setting unit 006SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 006SG194 stores data indicating the buffer values for each of the plurality of types of buffers.
[0314] In this embodiment, data constituting the start winning reception command buffer 006SG194A as shown in FIG. 13(B) is stored in a predetermined area of the effect control buffer setting unit 006SG194. The start winning reception command buffer 006SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4"), and a storage area corresponding to the first special figure during variable display (area corresponding to buffer number "1-0"). Further, the start winning reception command buffer 006SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4"), and a storage area corresponding to the second special figure during variable display (area corresponding to buffer number "2-0"). When a start winning occurs at the first start winning opening or the second start winning opening, four commands, namely, a start winning opening designation command (the first start winning opening designation command or the second start winning opening designation command), a reserved memory number notification command (the first reserved memory number notification command or the second reserved memory number notification command), a symbol designation command, and a variable category command, are transmitted as a set from the main board 11 to the effect control board 12. Storage areas (entries) for storing the start winning opening designation commands, the reserved memory number notification commands, the symbol designation commands, and the variable category commands in association with each other and separately storing them in the first special figure reserved memory and the second special figure reserved memory are secured in the storage areas corresponding to the first special figure reserved memory and the second special figure reserved memory in the start winning reception command buffer 006SG194A.
[0315] When the start condition is satisfied and the variable display of the topmost reserved memory (buffer number "1-1" or buffer number "2-1") starts, the stored contents of these storage areas (entries) are shifted one by one upward as described later. Also, the stored contents of buffer number "1-0" or buffer number "2-0" that stores the contents of the reserved memory for which the start condition has been satisfied are cleared in the waiting process per special figure that is executed when the variable display ends.
[0316] Furthermore, in the start winning reception command buffer 006SG194A in this embodiment, a hold display flag with a flag value corresponding to the display pattern (display mode) of the hold memory display and a continuous crack effect flag that can identify whether it is a target of the continuous crack effect described later are stored in association with each buffer number corresponding to the first special figure hold memory and the second special figure hold memory. A storage area is secured for each storage area (entry).
[0317] In addition, for the hold display flag, in the hold display effect determination process described later, when the execution of the hold display effect is not determined, "0" corresponding to the display pattern of the normal hold display is stored. When the execution of the hold display effect is determined, "1" (diamond (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode different from the normal display mode (for example, diamond (◇) or star (☆)) is set. After the execution of the hold display effect determination process, a hold display update process described later is further executed, so that the active display and the hold display are in the display mode corresponding to each hold display flag (for example, if the value of the hold display flag is "0", a white circle (○) is displayed, if the value of the hold display flag is "1", a diamond (◇) is displayed, and if the value of the hold display flag is "2", a star (☆) is displayed). Also, the value of the continuous crack effect flag is set in the continuous crack effect setting process (see FIG. 26) described later.
[0318] When the performance system's dedicated CPU 120 wins a start-up prize at the first start-up winning port, it stores the command starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the first special drawing reserved memory of the start-up winning reception command buffer 006SG194A. When it wins a start-up prize at the second start-up winning port, it stores the command starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the second special drawing reserved memory of the start-up winning reception command buffer 006SG194A. At the time of winning a start-up prize, the start-up port winning designation command, the reserved memory number notification command, the symbol designation command, and the variable category command are sequentially transmitted. Therefore, when a command is received, the start-up port winning designation command, the reserved memory number notification command, the symbol designation command, and the variable category command are sequentially stored in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special drawing reserved memory or the second special drawing reserved memory.
[0319] The commands stored in the start-up winning reception command buffer 006SG194A shown in Fig. 13(B) are deleted for each start of the variable display of the decorative symbol in the entry corresponding to the reserved memory of the immediately preceding variable display that has ended (the entry with buffer number "1-0" or "2-0"), and the commands stored in the entry corresponding to the reserved memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the memory contents of the entries after the reserved memory of the variable display to be started are shifted. For example, when the variable display of the decorative symbol in the first special drawing reserved memory ends in the storage state shown in Fig. 13(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the areas corresponding to buffer numbers "3" and "4" is shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes the area (entry) for storing each command related to the reserved memory being variably displayed at tha...
Claims
【Claim 1】 A gaming machine capable of performing variable display and controllable to a favorable state advantageous to the player, capable of executing a predetermined effect suggesting that it is controlled to the favorable state, wherein the predetermined effect is an effect of displaying a fragment image corresponding to the crack precursor image after displaying the crack precursor image, a predetermined background image can be displayed as a background image before the fragment image is displayed in the predetermined effect, as a background image after the fragment image is displayed in the predetermined effect, an image different from the predetermined background image, including a first background image and a second background image suggesting that the degree of being controlled to the favorable state is higher than that of the first background image, any one of the plurality of background images can be displayed, any one of the object images in a plurality of modes of object images can be displayed when the predetermined background image is being displayed before the fragment image is displayed in the predetermined effect, depending on the mode of the object image, it is possible to suggest which of the plurality of background images is displayed after the fragment image is displayed in the predetermined effect, an object image of the same type as the object image displayed before the fragment image is displayed can be displayed after the predetermined effect is executed A gaming machine characterized by the above.
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