Pachinko machine
The gaming machine uses character-related displays in separate areas to enhance player engagement by suggesting advantageous states, addressing the lack of effective displays in existing machines.
Patent Information
- Application Number
- JP2023023290
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-17
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2043-02-17
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack effective displays that enhance player interest and engagement, particularly in controlling the machine to advantageous states for the player.
A gaming machine with presentation execution means that displays a title using a predetermined character, followed by a character-related display in a different area, and effect execution means that suggests an advantageous state through suggestive presentations, including title and effect displays.
Enhances player engagement by allowing easy recognition of the advantageous state without disturbing the suggestive presentation, thereby improving gaming interest.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state favorable to a player.
Background Art
[0002] As a gaming machine such as a pachinko gaming machine, there is a gaming machine that displays the title of a special prize reach and executes a special prize reach (for example, Patent Document 1, etc.).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The technology described in Patent Document 1 had room for improvement in the display related to the reach title.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine that improves the gaming interest by appropriate display.
Means for Solving the Problems
[0006] (A) A gaming machine that can be controlled to an advantageous state for a player, comprising presentation execution means capable of executing a presentation that suggests being controlled to the advantageous state, wherein the presentation includes a title display for notifying the title of the presentation and a presentation display by a predetermined character, the title display can be displayed using the predetermined character, and in response to the end of the title display, a character-related display regarding the predetermined character and a predetermined display partially common with the title display can be displayed in a display area different from the area where the presentation display is performed. It is characterized by this. (1) A gaming machine that can be controlled to an advantageous state favorable to a player, It is provided with effect execution means capable of executing an effect presentation suggesting that it is controlled to the advantageous state. The suggestive presentation includes a title display for notifying the title of the suggestive presentation, and an effect display by a predetermined character. The title display can be displayed using the predetermined character. Corresponding to the end of the title display, a character-related display regarding the predetermined character can be displayed in a display area different from the area where the effect display is performed. Here, the advantageous state may be, for example, a jackpot gaming state or the like. The gaming machine may be, for example, a pachinko gaming machine 1 or the like. The suggestive presentation may be, for example, a reach presentation that becomes a super reach or the like. The effect execution means may be, for example, an effect control CPU 120 that executes an effect symbol variation start process or an effect symbol variation process during the variation. The title display may be, for example, a title display of effect display example 001AK222 or the like. The predetermined character may be, for example, a reach character display 001CH2 or the like. The effect display may be, for example, effect displays of effect display examples 001AK223 to 001AK225, 001AK227 or the like. The character-related display may be, for example, an icon display 001CA1 or the like. The different display area may be, for example, a telop display area 001TA1 or the like. According to such a configuration, since the character-related display can be displayed in a display area different from the display area where the effect display of the suggestive presentation is performed, the player can easily recognize the predetermined character without disturbing the suggestive presentation. Thus, the gaming interest can be improved by appropriate display.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] (Basic Explanation) First, the basic configuration and control of the pachinko machine 1 will be explained.
[0009] (Configuration of the pachinko machine 1, etc.) FIG. 1 is a front view of the pachinko machine 1 and shows the layout of the main members. The pachinko machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a game machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[0010] At a predetermined position of the game board 2, a first special symbol display device 4A and a second special symbol display device 4B are provided. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as a plurality of types of special identification information. The special symbol is also called a "special figure". The variable display of the special symbol is also called a "special figure game". The first special symbol display device 4A and the second special symbol display device 4B are both configured using 7-segment LEDs or the like. The special symbol is represented by a number indicating "0" to "9", a symbol indicating "-", or any other lighting pattern. The special symbol may include a pattern in which all the LEDs are turned off.
[0011] The "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols. For other symbols such as effect symbols, small symbols, and normal symbols, the "variable display" also means variably displaying a plurality of types of symbols. The effect symbol is also called a decorative symbol or an ornamental symbol. The variable display is also called a fluctuating display or simply a fluctuation. Fluctuations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation, enlargement, reduction, etc. of one or more symbols. The fluctuation may include a mode of blinking display of a certain symbol. In the variable display of the special symbol or the normal symbol, a plurality of types of special symbols or normal symbols are updated and displayed. In the variable display of the effect symbol, a plurality of types of effect symbols are scroll-displayed or updated-displayed, or one or more effect symbols are deformed, enlarged, or reduced. In the variable display of any symbol, finally, a predetermined symbol is stopped and displayed as the display result. The stop display is also called a derived display or simply a derivation. The symbol finally stopped and displayed in the variable display is also called the final stop symbol or the determined symbol. The final stop symbol in the special figure game is also called the determined special symbol. The display result of the variable display includes the display result of the special symbol and is also called the variable display result. The display result of the special symbol is also called the special figure display result. The execution time of the variable display includes the special figure fluctuation time, which is the fluctuation time of the special symbol, and is also called the variable display time. The special figure fluctuation time can be set to different times corresponding to the fluctuation patterns of the special symbols prepared in advance.
[0012] The special symbol variably displayed on the first special symbol display device 4A is also referred to as the "First Special Drawing". The special symbol variably displayed on the second special symbol display device 4B is also referred to as the "Second Special Drawing". The special drawing game using the First Special Drawing is also referred to as the "First Special Drawing Game". The special drawing game using the Second Special Drawing is also referred to as the "Second Special Drawing Game". There may be one type of special symbol display device that variably displays special symbols.
[0013] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can variably display normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are also referred to as "Normal Drawings". The variable display of the normal symbols is also referred to as the "Normal Drawing Game". The normal symbol display 20 is configured using, for example, 7-segment LEDs or the like. The normal symbols are represented by numbers indicating "0" to "9", symbols indicating "-", and other arbitrary lighting patterns. The normal symbols may include patterns in which some or all of a plurality of LEDs are lit, or patterns in which all of the plurality of LEDs are turned off. The final stopped symbol in the Normal Drawing Game is also referred to as the determined normal symbol. The display result of the normal symbols is also referred to as the Normal Drawing display result. The execution time during which the normal symbols are variably displayed in the Normal Drawing Game is also referred to as the Normal Drawing variation time. The Normal Drawing variation time can be set to different times corresponding to the variation patterns of the normal symbols for which a plurality of patterns are prepared in advance.
[0014] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 may be configured using, for example, an LCD (Liquid Crystal Display), an organic EL (Electro Luminescence), a dot matrix LED, a projector and a screen, a stereoscopic image projection device, or any other mechanism capable of forming an arbitrary image. The image display device 5 can display various effect images. Further, the image display device 5 is not limited to the effect images and can display any control-related images such as inspection images and setting images.
[0015] For example, on the screen of the image display device 5, it is possible to execute variable display of effect symbols in synchronization with the first special figure game and the second special figure game. The effect symbols are display symbols indicating numbers and the like, and are multiple types of decoration identification information different from special symbols and ordinary symbols. On the screen of the image display device 5 shown in FIG. 1, each effect symbol display area 5L, 5C, 5R of "left", "center", and "right" is provided, and in synchronization with the first special figure game or the second special figure game, for example, by scrolling display or update display of the effect symbols in the vertical direction, variable display of the effect symbols is performed. The synchronization of the variable display only needs to be such that the timing at which the change of the symbol starts and the timing at which the change ends and the symbol finally stops being displayed are common timings for different types of symbols. The finally stopped symbol in the variable display of the effect symbol is also referred to as a determined effect symbol, a determined decoration symbol, or a determined decorative symbol. Since the variable display of the effect symbol is synchronized with the first special figure game and the second special figure game, the variable display time of the effect symbol is the same as the special figure change time.
[0016] On the screen of the image display device 5, a display area capable of displaying an effect image corresponding to a hold display and an active display may be provided. The hold display is a display corresponding to a variable display that is still held without being executed yet. The active display is a display corresponding to a variable display that is being executed. The hold display and the active display are also collectively referred to as variable display corresponding displays corresponding to the variable display. The display area for performing the hold display is also referred to as a hold display area. The display area for performing the active display is also referred to as an active display area. The number of variable displays held is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number. The hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The total value of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, a first hold display 25A and a second hold display 25B, which are each configured to include a plurality of LEDs, are provided. The first hold display 25A displays the first hold memory count according to the number of lit LEDs. The second hold display 25B displays the second hold memory count according to the number of lit LEDs. Above the normal symbol display 20 shown in FIG. 1, a normal symbol hold display 25C, which is configured to include a plurality of LEDs, is provided. The normal symbol hold display 25C displays the normal symbol hold memory count according to the number of lit LEDs. The normal symbol hold memory count is the hold memory count corresponding to the normal symbol game.
[0018] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first starting winning port that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second starting winning port that can be changed between a closed state and an open state by a normal electric accessory solenoid 81 shown in FIG. 2 as a normal electric accessory. The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the normal electric accessory solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the second starting winning port is in a closed state where game balls cannot enter or a normal open state where game balls can hardly enter. The variable winning ball device 6B is in an open state where game balls can enter the second starting winning port or an enlarged open state where game balls can easily enter the second starting winning port when the movable wing pieces are in the tilted position when the normal electric accessory solenoid 81 is in the on state. The open state where game balls can enter the second starting winning port and the enlarged open state where game balls can easily enter are also referred to as the first variable state. The closed state where game balls cannot enter the second starting winning port and the normal open state where game balls can hardly enter are also referred to as the second variable state. Note that the variable winning ball device 6B only needs to be able to change between the first variable state and the second variable state, and is not limited to those including an electric tulip-type accessory.
[0019] When a game ball enters the first start winning opening formed by the winning ball device 6A, it is also referred to as the first start win. When a game ball enters the second start winning opening formed by the variable winning ball device 6B, it is also referred to as the second start win. The game ball that enters the first start winning opening is detected by the first start opening switch 22A shown in FIG. 2. The game ball that enters the second start winning opening is detected by the second start opening switch 22B shown in FIG. 2. Based on the occurrence of the first start win, a predetermined number of prize balls, for example, three, are paid out, and the first hold memory count can be updated by adding 1. However, when the first hold memory count has reached the upper limit, the first hold memory count is not updated even if the first start win occurs. Corresponding to the case where the first hold memory count is incremented by 1, the first start condition is satisfied, and a first special symbol game in which a special symbol is variably displayed by the first special symbol display device 4A can be executed. Based on the occurrence of the second start win, a predetermined number of prize balls, for example, three, are paid out, and the second hold memory count can be updated by adding 1. However, when the second hold memory count has reached the upper limit, the second hold memory count is not updated even if the second start win occurs. Corresponding to the case where the second hold memory count is incremented by 1, the second start condition is satisfied, and a second special symbol game in which a special symbol is variably displayed by the second special symbol display device 4B can be executed.
[0020] At a predetermined position on the game board 2, a general winning opening 10 that is always kept in a constant open state by a predetermined ball receiving member is provided. In the example shown in FIG. 1, two general winning openings 10 are provided in the lower left of the game area. When a game ball enters any of the general winning openings 10, a predetermined number of prize balls, for example, ten, are paid out.
[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow-down paths for the game balls to flow down. The first path is mainly provided in the area on the left side of the image display device 5 when viewed from the front. The second path is mainly provided in the area on the right side of the image display device 5 when viewed from the front. The left area of the image display device 5 is also referred to as the left game area or the left-side game area. The right area of the image display device 5 is also referred to as the right game area or the right-side game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area or the arrangement of the game pins. Launching the game ball toward the left game area to let the game ball flow down the first path is also called a left shot. Launching the game ball toward the right game area to let the game ball flow down the second path is also called a right shot. The first path is also referred to as the left-shot path. The second path is also referred to as the right-shot path. The first path and the second path may be constituted by different paths or may be paths in which a part is shared.
[0022] In response to the operation of the hitting operation handle provided in the hitting device, the game ball is launched from the hitting device and driven into the game area. When the game ball driven into the game area is guided to the left game area and flows down the first path, for example, it is guided along the arrangement of the game pins, making it impossible or difficult to be guided to the second path in the right game area. When the game ball driven into the game area is guided to the right game area and flows down the second path, for example, it is guided along the arrangement of the game pins, making it impossible or difficult to be guided to the first path in the left game area.
[0023] The winning ball device 6A is provided in the first path in the left game area, and the game ball flowing down the first path can enter. The variable winning ball device 6B is provided in the second path in the right game area, and the game ball flowing down the second path can enter. Note that the variable winning ball device 6B may also allow the game ball flowing down the first path in the left game area to enter. The variable winning ball device 6B may be arranged such that the game ball flowing down the second path in the right game area is more likely to enter than the game ball flowing down the first path in the left game area.
[0024] In the second path in the right game area, a passing gate 41 and a special variable winning ball device 50 are provided. The passing gate 41 forms a passing area through which the game balls can pass. The game balls passing through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the fact that the game balls have passed through the passing gate 41, it becomes possible to add and update the number of ordinary holds in memory, and as an ordinary pattern game, it becomes possible to execute variable display of the ordinary pattern by the ordinary pattern display 20. The passing gate 41 can be configured as an ordinary pattern operation port into which the game balls can enter. In this case, the gate switch 21 can be configured as an ordinary pattern operation port switch capable of detecting the game balls that have entered the ordinary pattern operation port.
[0025] The special variable winning ball device 50, as a special electric accessory, forms a big winning port that can be changed between a closed state and an open state by the big winning port solenoid 82. The upper part of the special variable winning ball device 50 is formed with a guiding passage having a passage width in the front-rear direction to such an extent that the game balls can pass through. This guiding passage is inclined so as to descend from the right side to the left side, and wall portions are provided on the front side and the rear side, which are both sides of the extended passage. In the central part of the guiding passage, an accessory entrance serving as the big winning port is formed. In the special variable winning ball device 50, at a position where the big winning port can be opened and closed, a movable member 52 movable in the front-rear direction is provided as a big winning port opening / closing member. In the special variable winning ball device 50, a fixing member 53 forming a fixed passage is provided in a portion where the big winning port of the guiding passage is not formed.
[0026] The movable member 52 is driven by the big winning port solenoid 82 and is capable of advancing and retracting to open and close the accessory entrance serving as the big winning port. In the special variable winning ball device 50, the game balls that enter the interior from the big winning port are detected by the count switch 23. Inside the special variable winning ball device 50, a V winning area 51 serving as a specific area is provided as a winning area through which the game balls can pass. Also, inside the special variable winning ball device 50, a normal area different from the V winning area 51 is provided. Above the V winning area 51, a plate-shaped vibrating member capable of switching the V winning area 51 between an open state and a closed state is provided as a V winning port opening / closing member. The vibrating member is driven by the specific area solenoid 83 and is capable of advancing and retracting to open and close the V winning area 51. The V winning area 51 allows the game balls to pass through when it is in the open state and does not allow the game balls to pass through when it is in the closed state. The game balls that pass through the V winning area 51 are detected by the specific area switch 24. The game balls that do not pass through the V winning area 51 pass through the normal area. Both the game balls that pass through the V winning area 51 and the game balls that pass through the normal area without passing through the V winning area 51 are detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.
[0027] On the surface of the game board 2, in addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the lowermost part of the game area, an out port for taking in the game balls that have not entered any of the winning ports is provided. At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided, and a game effect lamp 9 for lighting effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include an LED. At a predetermined position of the game board 2, a movable body 32 that operates according to the performance is provided.
[0028] At the lower right position of the frame 3 for the gaming machine, there is a hitting operation handle that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device. The hitting operation handle is also referred to as an operation knob. At a predetermined position of the frame 3 for the gaming machine below the game area, there is a hitting supply tray that holds game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. The hitting supply tray is also referred to as an upper tray. Below the upper tray, there is a prize ball storage tray where the prize balls paid out when the upper tray is full flow down and are stored. The prize ball storage tray is also referred to as a lower tray.
[0029] At a predetermined position of the frame 3 for the gaming machine below the game area, there are provided a stick controller 31A and a push button 31B. The stick controller 31A can be gripped by a player to perform a tilting operation, and is provided with a trigger button by which the player can perform a pushing and pulling operation. Operations on the stick controller 31A are detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. Operations on the push button 31B are detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting operations of the player and the like, but other detection means may also be used.
[0030] (Outline of the progress of the game) When a player rotates the hitting operation handle provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, a normal pattern game by the normal pattern display 20 is started. However, if it is a period during the execution of the previous normal pattern game, etc., even if the game ball passes through the passing gate 41, the normal pattern game based on the passing cannot be immediately executed, so the normal pattern game based on the passing is held until a predetermined upper limit number such as "4". In the normal pattern game, when a specific normal pattern such as a normal pattern per normal pattern is stopped and displayed as a determined normal pattern, the display result of the normal pattern becomes "normal pattern win". On the other hand, when a normal pattern other than the normal pattern win pattern, such as a normal pattern loss pattern, is stopped and displayed as the determined normal pattern, the display result of the normal pattern becomes "normal pattern loss". When it is "normal pattern win", opening control is performed to make the variable winning ball device 6B in an open state or an expanded open state for a predetermined period. At this time, the second start winning opening becomes in an open state or an expanded open state.
[0031] When a game ball passes through and 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 can be started. When a game ball passes through and 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 can be started. In addition, when it is a period during which the special symbol game is being executed, or a period during which it is controlled to be in the jackpot game state or the small win game state, etc., even if a game ball enters the start winning opening and a start winning occurs, the special symbol game based on the start winning cannot be immediately executed. Therefore, the special symbol game based on the start winning is held until a predetermined upper limit number such as "4". In the special symbol game, when a specific special symbol such as a jackpot symbol stops and is displayed as a determined special symbol, the display result of the special symbol becomes "jackpot". On the contrary, when a predetermined special symbol different from the jackpot symbol, such as a small win symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "small win". Also, when a special symbol different from the jackpot symbol and the small win symbol, such as a losing symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "losing". Furthermore, when a special symbol different from the jackpot symbol, the small win symbol, and the losing symbol, such as a time-saving symbol, stops and is displayed as the determined special symbol, the display result of the special symbol may become "time-saving". The special symbol may not include the time-saving symbol. That is, the display result of the special symbol may not include "time-saving".
[0032] In a special symbol game, after the display result of the special symbol becomes a "big win", it is controlled to a big win game state as an advantageous state for the player. In the big win game state, the big winning opening formed in the special variable winning ball device 50 can be opened in a predetermined manner. The opening state at this time continues until the earlier timing among, for example, the elapse timing of a predetermined period such as 29 seconds or 1.8 seconds, and the timing when the number of game balls entering the big winning opening reaches a predetermined number. The predetermined period during which the big winning opening can be controlled to the open state is the upper limit period during which the big winning opening can be opened in one round, and is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes the open state in the big win game state is called a round or a round game. In the big win game state, such a round can be repeatedly executed until a predetermined upper limit number of times, for example, 15 times or 2 times. In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state becomes an advantageous state for the player. The more rounds there are in the big win game state, and the longer the opening upper limit period is, the more advantageous it is for the player.
[0033] When the display result of the special symbol becomes a "big win", it includes a plurality of big win types. For example, the opening mode of the big winning opening such as the number of rounds and the opening upper limit period, and the game state after the end of the big win game state such as the normal state, the time-saving state, and the probability-variable state are set as a plurality of different settings, and a big win type is specified corresponding to each setting. The plurality of big win types may include some or all of the big win types that can obtain a large number of prize balls, the big win types with few prize balls, or the big win types that can hardly obtain any prize balls, or may include big win types with the same degree regarding the obtainable prize balls. Being controlled to the big win game state based on the fact that the display result of the special symbol is a "big win" is also referred to as a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.
[0034] In a special symbol game, after the display result of the special symbol becomes a "small win", the game state is controlled to a small win game state. In the small win game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening mode. For example, in the small win game state, the large winning opening may be opened in the same opening mode as in the big win game state for some big win types. The large winning opening only needs to be able to be in the same opening mode by having the same number of opening times and opening periods. Alternatively, in the small win game state, the large winning opening may be opened in an opening mode different from that in the big win game state. Similar to the big win types, when the display result of the special symbol becomes a "small win", a plurality of small win types may also be included. The big win types and small win types are also collectively referred to as win types. The operation of opening and closing the large winning opening in the small win game state is also called a start operation. When in the small win game state, when the accessory entrance that becomes the large winning opening of the special variable winning ball device 50 is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the big win occurrence condition is satisfied and it becomes possible to control to the big win game state. Being controlled to the big win game state based on the occurrence of a V win due to the game ball passing through the V winning area 51 in the small win game state is also called a big win via small win.
[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-variable state corresponding to the jackpot type. Also, in the special symbol game, after the display result of the special symbol becomes "time-saving", the game state is controlled to the time-saving state without being controlled to the jackpot game state. The time-saving state is a game state in which the second special symbol display device 4B executes the second special symbol game more easily than in the normal state. A game state in which the second special symbol game is executed more easily than in the normal state is a game state in which the game ball more easily passes through the second start winning opening than in the normal state. The control of whether the game ball easily passes through the second start winning opening is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include medium base control. The medium base control is a base control in which the game ball more easily passes through the second start winning opening than in the low base control, while the game ball less easily passes through the second start winning opening than in the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called high release control.
[0036] In any of the cases of the normal state, the medium base state, and the high base state, it is possible to stop displaying the time-saving symbol as the display result of the special symbol. However, in the case of the medium base state and the high base state, even if the time-saving symbol is stopped and displayed as the display result of the special symbol, the base control based on the time-saving symbol is not performed, and no new control to shift to the medium base state or the high base state is started. In the time-saving state, it is possible to perform time-saving control to shorten the average variable display time compared to the normal state. As a result, the time-saving state is also called the time-shortening state.
[0037] The short-time state is a state that is advantageous to players different from the jackpot game state because it is a state in which the variation efficiency of special symbols, especially the second special symbol, is improved. When the game state is the probability-variable state, in addition to short-time control, probability-variable control is possible in which the probability that the display result of the special symbol becomes a "jackpot" is higher than in the normal state. Thus, the probability-variable state is also called a probability-variation state. Since the probability-variable state is a state in which the variation efficiency of special symbols is improved and it is easy to get a "jackpot", it is included in a special state that is advantageous to players different from the jackpot game state. The short-time state and the probability-variable state continue until any one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or being controlled to the next jackpot game state, is satisfied first. What has the execution of a predetermined number of special symbol games as an end condition is also called a count-down. The short-time state of count-down is also called a count-down short-time. The probability-variable state of count-down is also called a count-down probability-variable.
[0038] The game state that becomes the normal state is a game state that is not included in advantageous states such as the jackpot game state that is advantageous to players, predetermined states such as the small-win game state, and special states such as the short-time state and the probability-variable state. The normal state is a game state in which the probability that the display result in the normal symbol game becomes a "normal symbol win" and the probability that the display result in the special symbol game becomes a "jackpot" are controlled to be the same as in the initial setting state of the pachinko gaming machine 1. The initial setting state of the pachinko gaming machine 1 is a control state after executing the initial setting process without executing a predetermined recovery process after power-on, for example, when a system reset is performed.
[0039] The state in which probability-variable control is being executed is also called a high-probability state, and the state in which probability-variable control is not being executed is also called a low-probability state. The state in which short-time control is being executed is also called a high-base state, and the state in which short-time control is not being executed is also called a low-base state. Combining these, the short-time state is also called a low-probability high-base state, the probability-variable state is also called a high-probability high-base state, and the normal state is also called a low-probability low-base state. The high-probability state and the low-base state are also called a high-probability low-base state. Note that the pachinko gaming machine 1 may not include the probability-variable state as a game state.
[0040] After the small win game state ends, there are two cases: one is that it is controlled to the big win game state based on the occurrence of a V win, and the other is that the game state before becoming the small win game state without the occurrence of a V win remains unchanged. However, when the display result of the special symbol game is "small win" and a predetermined number of special symbol games in the count-down situation are executed, the control of the time-saving state or the probability-variable state may end and it may return to the normal state. Note that the pachinko gaming machine 1 may not include the small win game state as a game state. That is, the display result of the special symbol may not include "small win".
[0041] When the time-saving condition based on the number of executions of the variable display is satisfied, it may be possible to control the game state to the time-saving state. Such a time-saving state is also called a relief time-saving state. The time-saving condition may be any condition that can be satisfied when, after the power is turned on to the pachinko gaming machine 1, after a big win occurs, or after the display result of the special symbol game becomes "time-saving", a specific number of variable displays are executed but no control to a new big win game state or time-saving state is performed.
[0042] (Advancement of the performance, etc.) In the pachinko gaming machine 1, various performances can be executed according to the progress of the game. This performance includes a performance for notifying the progress of the game and a performance for livening up the game. These performances include displaying various performance images on the image display device 5, outputting sound effects from the speakers 8L and 8R, lighting the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or any combination of some or all of these, and may be executed using any performance device as long as it is feasible.
[0043] The effects that can be executed according to the progress of the game include variable display of effect symbols. In response to the start of the first special figure game or the second special figure game, variable display of the effect symbols is started in the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special figure game or the second special figure game stops being displayed, the determined effect symbol that is the display result in the variable display of the effect symbols stops being displayed. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is, for example, a mode in which the effect symbol that has stopped on the screen of the image display device 5 constitutes a part of the jackpot combination and the variation continues for the effect symbols that have not yet stopped. The fact that the display mode in the variable display of the effect symbols becomes the reach mode is also referred to as a reach being established.
[0044] In response to the variable display of the effect symbols becoming the reach mode, a reach effect can be executed. The pachinko machine 1 can execute a plurality of types of reach effects so that the ratio of the display result of the variable display being a "jackpot" is different when the effect modes are different. The ratio of the "jackpot" corresponding to the effect mode is also referred to as the jackpot reliability or the jackpot expectancy. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach. In addition, corresponding to the execution time of the reach effect, it may also include a short reach and a long reach with an execution time longer than the short reach.
[0045] When the display result of the special symbol is "big win", on the screen of the image display device 5, the determined performance symbol that becomes the predetermined big win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating the number "7", is aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". 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 performance symbols, such as a performance symbol indicating the number "7", may be aligned and stopped and displayed. In the case of a "non-probability-variable big win" that is not controlled to the probability-variable state after the end of the big win gaming state, even performance symbols, such as a performance symbol indicating the number "6", may be aligned and stopped and displayed. "Non-probability-variable big win" is also referred to as "normal big win". In this case, odd performance symbols are also referred to as probability-variable symbols. Even performance symbols are also referred to as non-probability-variable symbols or normal symbols. After reaching the reach mode with non-probability-variable symbols, an upgrade performance that finally results in a "probability-variable big win" may be executed.
[0046] When the display result of the special symbol is "small win", on the screen of the image display device 5, the determined performance symbol that becomes the predetermined small win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating a number other than "7", may be aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". The same determined performance symbol may be stopped and displayed when the display result of the special symbol becomes "big win" and when it becomes "small win".
[0047] When the display result of the special symbol is "loss", in the variable display of the effect symbol, it may not enter the reach mode and the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the non-reach combination is stopped. The display result in which the confirmed effect symbol of the non-reach combination is stopped without entering the reach mode is also called a non-reach loss. When the display result of the special symbol is "loss", in the variable display of the effect symbol, it may enter the reach mode, and after the reach effect is executed, the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the reach combination that is not a big win combination or a small win combination is stopped. The display result in which the confirmed effect symbol of the reach combination is stopped after entering the reach mode is also called a reach loss.
[0048] The effects that the pachinko machine 1 can execute include variable display corresponding displays such as hold display and active display. In addition, for example, a preview effect that announces the big win reliability can be executed during the variable display of the effect symbol. The preview effect may include the variable preview effect that announces the big win reliability corresponding to the variable display being executed and the advance preview effect that announces the big win reliability corresponding to the variable display before execution that is on hold. The advance preview effect may be able to execute a change effect that changes the display mode of the variable display corresponding display such as hold display and active display to a mode different from the normal one.
[0049] On the screen of the image display device 5, during the variable display of the effect symbol, after temporarily stopping the effect symbol once and then resuming the variable display, it may be possible to execute a pseudo-continuous effect that makes one variable display appear like a plurality of variable displays. The pseudo-continuous effect may be set such that the big win reliability is higher when the number of times of resuming the variable display after temporarily stopping the effect symbol once is larger than when the number of times is smaller. In the variable display of the effect symbol, it may include the case where the pseudo-continuous effect is executed before entering the reach mode and the case where the pseudo-continuous effect is executed after entering the reach mode. In addition, in the variable display of the effect symbol, it may be possible to execute the pseudo-continuous effect at a plurality of timings.
[0050] During the control of the big win gaming state, it is possible to execute a big win performance that notifies the big win gaming state. The big win performance may include a performance that notifies the number of rounds and a promotion performance that suggests or notifies that the advantage degree of the big win gaming state is improved. During the control of the small win gaming state, it is possible to execute a small win performance that notifies the small win gaming state. By executing a common performance during the control of the big win gaming state and during the control of the small win gaming state, it may be made impossible or difficult for the player to recognize whether the current gaming state is the big win gaming state or the small win gaming state.
[0051] In a non-gaming state where there is no execution of a special figure game or the like and the game is not in progress, it is possible to display a demonstration performance image on the screen of the image display device 5. The demonstration performance image is also referred to as a demo image. The display of the demo image is also referred to as a demo display. The performance by the demo display is also referred to as a customer waiting demo performance.
[0052] (Substrate Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11 as shown in FIG. 2, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, a power supply board 17, and the like. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, and a launch control board are arranged.
[0053] The main board 11 is a control board on the main side and has a function capable of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of a special figure game involving the management of holds, the execution of a general figure game involving the management of holds, the big win gaming state, the small win gaming state, the time-saving state, the probability-variable state, and the execution of various games and the transition of gaming states. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The game control microcomputer 100 provided in the main board 11 is, for example, a one-chip microcomputer, and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attachable to the game control microcomputer 100, or may be configured to be built into the game control microcomputer 100. The switch circuit 110 captures detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The various switches for detecting game balls include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an ejection port switch 26. The detection signal indicates that a game ball has passed or entered and the switch has been turned on. By transmitting the detection signal, it is detected that a game ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to a normal electric accessory solenoid 81, a big winning port solenoid 82, and a specific area solenoid 83. The solenoid drive signal may be a signal for turning on each solenoid.
[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, production control commands, and table data that constitutes tables used for various settings, determinations, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary memory device that provides a work area used for game control and a stack for storing data. The RAM 102 only needs to be a backup RAM that can restore the stored content in part or all of the storage area within a predetermined period even when the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a storage area that can store various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processes corresponding to the programs stored in the ROM 101.
[0056] The random number circuit 104 included in the game control microcomputer 100 countably updates numerical data indicating various random number values used when controlling the progress of the game. The random numbers used when controlling the progress of the game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.
[0057] Figure 3 shows an example of game random numbers. The game random numbers include a random number MR1-1 for special symbol determination, a random number MR1-2 for winning symbols, a random number MR1-3 that serves as the initial value for winning symbols, a random number MR2-1 for winning symbols in normal symbols, a random number MR2-2 that serves as the initial value for winning symbols in normal symbols, a random number MR3-1 for normal symbol variation patterns, a random number MR3-2 for selecting losing effects, a random number MR3-3 for selecting variation pattern types, and a random number MR3-4 for variation patterns.
[0058] The random number MR1-1 for special symbol determination is used to determine the display result of special symbols, such as whether to make the display result of special symbols a "big win" or not, or whether to make the display result of special symbols a "small win" or not. The random number MR1-2 for winning symbols is used to select a winning special symbol from a plurality of special symbols, such as a big win symbol when the display result of special symbols is a "big win", or a small win symbol when the display result of special symbols is a "small win". The random number MR1-3 that serves as the initial value for winning symbols is used to set the initial value of the random number MR1-2. The random number MR2-1 for winning symbols in normal symbols is used to select a determined normal symbol to be displayed when the display result is a "normal symbol win" in the variable display of normal symbols from a plurality of normal symbols. The random number MR2-2 that serves as the initial value for winning symbols in normal symbols is used to set the initial value of the random number MR2-1. The random number MR3-1 for normal symbol variation patterns is used to determine the variation pattern of normal symbols to be one of a plurality of pre-prepared patterns. The random number MR3-2 for selecting losing effects is used to select whether to enter a reach state in the variable display of the effect symbol when the display result of special symbols is a "loss". The random number MR3-3 for selecting variation pattern types is used to select the variation pattern type of special symbols. The variation pattern type of special symbols is a group obtained by pre-classifying the variation patterns of special symbols based on, for example, the effect mode during the variable display of the effect symbol, and may be configured to include one or a plurality of variation patterns. The random number MR3-4 for variation patterns is used to select the variation pattern of special symbols.
[0059] When making various determinations and decisions based on a random number value, such as numerical data indicating the value of a game random number, the CPU 103 reads out and refers to various tables from the ROM 101. Even when not using a random number value, necessary tables may be read out from the ROM 101 and referred to, and various determinations, decisions, settings, etc. may be made.
[0060] The I / O 105 included in the game control microcomputer 100 is composed of an input port to which various signals are input and an output port from which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., and solenoid drive signals for driving the normal electric accessory solenoid 81, the big winning opening solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11 can output, as a part of the operation for controlling the progress of the game by the game control microcomputer 100, an effect control command corresponding to the progress of the game to the effect control board 12. The effect control command is a command for designating or notifying the progress status of the game, etc. 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 may include, for example, a command for designating various determination results on the main board 11, such as the display result of the special figure game, the winning type, the variation pattern, etc., a command for designating the game status, such as the start and end of variable display, the open status of the big winning opening, the occurrence of winning, the number of stored holds, the game state, etc., and a command for designating the occurrence of an error, etc.
[0062] The performance control board 12 is a sub-control board independent of the main board 11, and has a function of receiving performance control commands and controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 are various performances according to the progress of the game, such as driving the movable body 32, and also include various notifications such as error notifications and power failure recovery notifications. The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0063] The performance control CPU 120 performs processes for controlling the execution of performances together with the display control unit 123 by executing the programs stored in the ROM 121. This process is a process for realizing the various functions of the performance control board 12 and includes determining the performances to be executed. The performance control CPU 120 uses various data stored in the ROM 121, such as data of various tables, and uses the RAM 122 as the main memory. The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on the detection signals from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal output when an operation by the player is detected, and any signal that appropriately indicates the operation content may be used.
[0064] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls to enable the execution of mainly display-related effects based on the execution instruction of the effect from the effect control CPU 120. The display control unit 123 supplies a video signal corresponding to the executed effect to the image display device 5, thereby displaying the effect image on the screen of the image display device 5. The display control unit 123 further supplies a sound designation signal to the audio control board 13 or supplies a lamp signal to the lamp control board 14. The sound designation signal designates the sound output from the speakers 8L and 8R. The lamp signal designates the lighting mode or extinguishing mode of the game effect lamp 9. By supplying the sound designation signal and the lamp signal, the sound output of the speakers 8L and 8R and the lighting or extinguishing of the game effect lamp 9 can be enabled in synchronization with the display of the effect image. The display control unit 123 may be able to supply a signal for operating the movable body 32 to the motor or solenoid of the movable body 32 or to the driver circuit for driving the movable body 32. A driver board for driving the movable body 32 may be provided separately from the effect control board 12.
[0065] The random number circuit 124 countably updates numerical data indicating various random number values used when controlling the execution of various effects. The random number used when controlling the execution of an effect is also referred to as an effect random number. The effect random number may be updated by software such as a computer program executed by the effect control CPU 120. When making various determinations and decisions based on random number values, such as numerical data indicating the value of the effect random number, the effect control CPU 120 reads and refers to various tables from the ROM 121. Even when not using random number values, the effect control CPU 120 may read and refer to necessary tables from the ROM 121, and various determinations, decisions, settings, etc. may be made.
[0066] I / O 125 includes, for example, an input port for capturing an effect control command transmitted from the main board 11 and the like, and an output port for transmitting various signals. The input port of I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.
[0067] The audio control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal from the display control unit 123, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. 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 from the display control unit 123, and turns on or off the game effect lamp 9 in the manner designated by the lamp signal. In this way, the audio output from the speakers 8L and 8R and the lighting and extinguishing of the game effect lamp 9 can be controlled based on signals from the display control unit 123. Note that, for the supply of the sound designation signal and the lamp signal, the control of the audio output and the lighting and extinguishing of the lamp, and the supply of the signal for operating the movable body 32, the control of the movable body 32, the production control CPU 120 may execute part or all of them. Boards other than the main board 11, such as the production control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in FIG. 2, a plurality of sub-boards may be provided according to functions, or, different from the configuration example shown in FIG. 2, one sub-board may be configured to have a plurality of functions.
[0068] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source like a commercial power supply to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC 12V or DC 5V), and the like. The pachinko gaming machine 1 can switch the start and end of power-on by operating the power switch 91. The reset signal, power-off signal, and clear signal from the power supply board 17 are taken into the switch circuit 110 of the main board 11 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, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.
[0069] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0070] (Main operation of the main board 11) First, the main operation of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 starts up, and the main processing for game control is executed by the CPU 103.
[0071] FIG. 4 is a flowchart showing a main process P_MAIN for game control executed by the CPU 103 in the main board 11. When starting the main process P_MAIN for game control shown in FIG. 4, the CPU 103 executes a power supply start corresponding process P_POWER_ON (step S1), and then executes an RWM check process P_RWM_CHK (step S2). The power supply start corresponding process P_POWER_ON in step S1 can execute the initial settings of the game control microcomputer 100 in response to the start of power supply in the pachinko game machine 1. The initial settings of the game control microcomputer 100 may include initialization of the output port, setting of the interrupt vector, setting of the built-in device register, and setting of a specific register. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and compares the checksum data obtained as a processing result with the stored data in the checksum buffer. When the two data match, it is determined that the stored content in the RAM 102 is normal.
[0072] Subsequently, it is determined whether or not a predetermined recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is in the off state, there is normal stored data in the checksum buffer, and the stored content in the RAM 102 as the backup RAM is normal. When the pachinko gaming machine 1 is powered on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The checksum buffer stores the checksum data calculated by the checksum calculation process when the backup monitoring timer measures the backup determination time at the previous power-off. When the measured value of the backup monitoring timer does not match the specific value corresponding to the backup determination time, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be the stored data in the game work area of the RAM 102 serving as the backup RAM for game control. In step S3, based on the result of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2, it may be determined whether or not the recovery condition can be satisfied.
[0073] When the recovery condition is satisfied (step S3; Yes), the backup time setting process P_BACKUP_SET is executed (step S4). The backup time setting process P_BACKUP_SET enables the transmission of the effect control command corresponding to the backup time from the main board 11 to the effect control board 12 using the backup time command transmission table. Also, the backup time setting process P_BACKUP_SET can be initialized by clearing the process code, timer, counter, and flag specified by the backup time setting table.
[0074] When the recovery condition is not satisfied (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables the transfer of clear data to the game work area, which is the work area in the RAM 102. As a result, the game work area in the RAM 102 is initialized. Then, the initialization setting process P_INIT_SET enables the transmission of the effect control command corresponding to the initialization from the main board 11 to the effect control board 12 using the initialization command transmission table. Also, the initialization setting process P_INIT_SET can be initialized by clearing the buffer, timer, pointer, and counter specified by the initialization setting table.
[0075] After that, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until the set waiting time elapses, ensuring that the sub-board such as the effect control board 12 can be started up reliably. Also, the control start setting process P_STACON may include a specific number of times command transmission process or a chip individual number information command transmission process. The specific number of times command transmission process enables the transmission of the effect control command specifying the count value of the specific number of times counter at power-on from the main board 11 to the effect control board 12. The specific number of times counter may be provided at a predetermined address in the RAM 102 and can count the remaining number of times until the execution number of times of the variable display becomes the specific number of times corresponding to the time shortening condition. The chip individual number information command transmission process enables the transmission of the effect control command specifying the stored value of the chip individual number register from the main board 11 to the effect control board 12. The chip individual number register may be included in the built-in register of the game control microcomputer 100 and can store different values assigned to each chip as the chip individual number.
[0076] The control start setting process P_STACON may include out-of-startup-region processing. The out-of-startup-region processing is a process executed by reading a program stored in the non-game program area of the ROM 101 in response to the start of power supply in the pachinko gaming machine 1. The out-of-startup-region processing may be, for example, performance display RWM initial value setting processing. The performance display RWM initial value setting processing enables setting an initial value for performing an initial display by means of 7-segment LEDs constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may display contents regarding set values and contents regarding bases. The set value can be changed to any one of a plurality of levels, such as six levels, when the pachinko gaming machine 1 is in a set change state where the settings can be changed, and enables setting the probability that the display result of a special symbol becomes a "big win". The base is calculated, for example, by dividing the number of prize balls paid out when a game ball passes through each winning opening, such as a start winning opening, a general winning opening, or a big winning opening, by the number of game balls launched into the game area.
[0077] Next to the control start setting process P_STACON in step S6, a timer interrupt counter setting is performed (step S7). In step S7, the PTC counter output value is set so that a periodic timer interrupt occurs every predetermined time, such as 4 [ms (milliseconds)]. Thereafter, the main process P_MAIN for game control enters a loop process. In this loop process, interrupt prohibition is set (step S8), the initial value determination random number update process P_TFINIT is executed (step S9), and after the out-of-loop-region process P_REGOUT is executed (step S10), interrupt permission is set (step S11), and the process returns to step S8. Then, each time an interrupt request signal from the PTC to the CPU 103 is input when in the interrupt permission state, the CPU 103 becomes capable of executing the timer interrupt process. As a result, the CPU 103 can execute the timer interrupt process, for example, every time a predetermined time, such as 4 [ms], elapses.
[0078] FIG. 5 is a flowchart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in FIG. 5, a power-off process P_POWER_OFF is executed (step S51). Subsequently, it is determined whether or not the fraud monitoring flag is "0" (step S52). The fraud monitoring flag is set to "1" corresponding to the on state when magnetism is detected by a magnet sensor or when radio waves are detected by a frame radio wave sensor. In other cases, the fraud monitoring flag is set to "0" corresponding to the off state.
[0079] When the fraud monitoring flag is "1" (step S52; No), a game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP may be a process of initializing an output port and turning off the output of a connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and when it is in the off state, the execution of the payout process in the payout control board is stopped.
[0080] When the fraud monitoring flag is "0" (step S52; Yes), a switch process P_SW is executed (step S54), a switch error notification process P_CON_CHK is executed (step S55), a random number update process P_RANDOM is executed (step S56), and an initial value determination random number update process P_TFINIT is executed (step S57). Also, a special symbol process process P_TPROC is executed (step S58), a normal symbol process process P_FPROC is executed (step S59), an information output process P_JYOUHOU is executed (step S60), a prize ball process P_PAY is executed (step S61), and a display process P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processes are executed (step S63). After that, after the interrupt permission is set (step S64), the timer interrupt process P_PCT ends.
[0081] The power-off process P_POWER_OFF in step S51 determines the power confirmation signal transmitted from the power supply board 17 and enables execution of checksum calculation processing during power-off. The switch process P_SW in step S54 determines the state of the input port and enables updating of the switch-on buffer and the like. The switch error notification process P_CON_CHK in step S55 can update, for example, the count value of the sensor on-counter specified by the switch error notification determination table, and when the count value reaches the sensor abnormality error determination value, enables execution of error notification display. The random number update process P_RANDOM in step S56 enables software to update the software random numbers among the game random numbers. The random number update process for initial value determination P_TFINIT in step S57 enables software to update the random numbers used as the random number initial values among the game random numbers.
[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and game states, such as the execution and suspension management of special symbol games, the control of big win game states and small win game states, and the control of game states. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning port, such as the execution and suspension management of normal symbol games based on the detection signal from the gate switch 21 and the opening and closing control of the variable winning ball device 6B based on "normal symbol win". The information output process P_JYOUHOU in step S60 sets the information output signal. The information output signal is a signal corresponding to information supplied to, for example, a hall management computer installed outside the pachinko game machine 1, such as big win information, start information, probability variation information, etc. The big win information indicates the number of times a big win has occurred, etc. The start information indicates the number of times a start winning has occurred, etc. The probability variation information indicates the number of times a probability variation state has occurred, etc. The bonus ball process P_PAY in step S61 includes a bonus ball command output counter addition process and a bonus ball control process. The bonus ball command output counter addition process uses the bonus ball number table to perform an on-detection of the switch, and when an on-detection occurs, it updates the bonus ball command output counter and the winning information output counter. The bonus ball control process selects a process corresponding to the bonus ball process code and controls the payout of bonus balls based on the detection of game balls. The display process P_HYOUZI in step S62 sets the display by the first suspension display 25A, the second suspension display 25B, the normal symbol suspension display 25C, and other various status indicator lights.
[0083] FIG. 6 is a flowchart showing an example of a process executable in step S58 shown in FIG. 5 as the special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets the first start winning corresponding flag (step S101). The setting of the first start winning corresponding flag reflects the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the first start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the first start winning corresponding flag is in the on state. Subsequently, the first start port winning table is set by a transfer instruction for setting the table pointer (step S102). Then, it is determined whether or not the first start winning corresponding flag is on (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).
[0084] When the first start winning corresponding flag is off corresponding to step S103 (step S103; No), or after the start port switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The setting of the second start winning corresponding flag reflects the state of the second start port switch 22B included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the second start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the second start winning corresponding flag is in the on state. Subsequently, the second start port winning table is set by a transfer instruction for setting the table pointer (step S106). Then, it is determined whether or not the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).
[0085] In the start port switch passing process P_TZU_ON of step 104, when the first reserved memory count is less than the upper limit number, using the first start port winning table set in step S102, an update is performed to increment the first reserved memory count and the total reserved memory count by 1. Then, the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for the variable pattern are extracted, stored in their respective random number buffers, and then transferred to the first special symbol reserved buffer. Also, using the first reserved memory information designation command transmission table, the first reserved memory information designation command in which the first reserved memory count is designated is made transmissible from the main board 11 to the effect control board 12. And a value indicating "1" is stored in the start port winning buffer as the start port winning designated value.
[0086] In the start port switch passing process P_TZU_ON of step S108, when the second reserved memory count is less than the upper limit number, using the second start port winning table set in step S106, an update is performed to increment the second reserved memory count and the total reserved memory count by 1. Then, the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for the variable pattern are extracted, stored in their respective random number buffers, and then transferred to the second special symbol reserved buffer. Also, using the second reserved memory information designation command transmission table, the second reserved memory information designation command in which the second reserved memory count is designated is made transmissible from the main board 11 to the effect control board 12. And a value indicating "2" is stored in the start port winning buffer as the start port winning designated value.
[0087] In steps S104 and S108, it is possible to execute a common start port switch passing process P_TZU_ON. On the other hand, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls can be achieved through common processes when the game ball enters the first start winning port and when it enters the second start winning port. Note that the start port switch passing process P_TZU_ON may include a prize presentation process using the extracted game random numbers.
[0088] When the second start winning corresponding flag is off corresponding to step S107 (step S107; No), or after the start port switch passing process P_TZU_ON in step S108, a transfer instruction for setting a pointer is used to set a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that enables selection and execution of processes corresponding to the read values of the special symbol process codes. The special symbol process codes can be updated and set to any of 00[H] to 0B[H] corresponding to the progress of game control in the pachinko game machine 1, and are also referred to as special figure process codes. Here, [H] indicates hexadecimal. Note that [B] may also indicate binary.
[0089] Subsequent to step S109, a transfer instruction for reading memory data is used to load a special symbol process code (step S110). Next, by executing a 2-byte data selection process P_ABXEXEC (step S111), an address of a process selected corresponding to the special symbol process code is acquired. The address acquired at this time is set to a pointer. Thereafter, by executing the process pointed to by the pointer by means of a subroutine call instruction (step S112), the process selected corresponding to the special symbol process code becomes executable. When the process thus selected ends and returns to the special symbol process process P_TPROC by means of a return instruction, this special symbol process process P_TPROC also ends and returns to the game control timer interrupt process P_PCT by means of a return instruction.
[0090] FIG. 7 shows a configuration example TT01 of a special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured to include table data that can set the address of a process selected corresponding to a special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process processing jump table of the configuration example TT01 includes the special symbol normal process P_TNORMAL when the special symbol process code is 00[H], the special symbol variation process P_TSTART when the special symbol process code is 01[H], the special symbol stop process P_TSTOP when the special symbol process code is 02[H], the small hit release pre-process P_TLFAN when the special symbol process code is 03[H], the small hit release in-process P_TLOPEN when the special symbol process code is 04[H], the small hit release post-process P_TLCLSF when the special symbol process code is 05[H], the small hit discharge ball standby process P_TLOUT when the special symbol process code is 06[H], the small hit end process P_TLEND when the special symbol process code is 07[H], the big winning opening pre-process P_TINT when the special symbol process code is 08[H], the big winning opening in-process P_TOPEN when the special symbol process code is 09[H], the big winning opening post-process P_TCLSF when the special symbol process code is 0A[H], and the big hit end process P_TEND when the special symbol process code is 0B[H], and includes table data that can set the corresponding address value in the pointer.
[0091] The special symbol normal process P_TNORMAL enables determination of whether to start a special symbol game based on the presence or absence of stored hold information, etc., determination of the special symbol display result using the random number MR1-1 for special symbol determination, determination of the confirmed special symbol to be stopped in the variable display of the special symbol, and determination of the variation pattern of the special symbol. The special symbol display result includes "big win", "small win", "loss", etc., and when it is determined to be a "big win", it is determined to control to a big win game state as an advantageous state favorable to the player. Also, when the display result of the special symbol is a "big win", among the multiple types of big win game states with different degrees of advantage for the player, corresponding to the big win symbol that becomes the confirmed special symbol, it is determined which big win game state to control to. Therefore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state favorable to the player, and can determine which of the multiple types of advantageous states with different degrees of advantage for the player to control to. Furthermore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine to any one of the multiple types of variation patterns.
[0092] Special symbol variation process P_TSTART measures the elapsed time since the start of special symbol variation in the first special symbol display device 4A or the second special symbol display device 4B, and enables determination of whether the special figure variation time corresponding to the variation pattern has elapsed. Special symbol stop process P_TSTOP measures the elapsed time since the stop of special symbol variation in the first special symbol display device 4A or the second special symbol display device 4B, and enables determination of whether the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol if it can be set when it is determined in the special symbol variation process P_TSTART that the special figure variation time has elapsed. When the symbol stop time has elapsed, updates of the special symbol process code and various settings are performed corresponding to the special figure display result. For example, the special symbol process code can be updated to 08[H] when the special figure display result is "big win", can be updated to 03[H] when the special figure display result is "small win", and can be updated to 00[H] when the special figure display result is "loss" as long as it is possible.
[0093] The small win release pre - process P_TLFAN, small win release in - process P_TLOPEN, small win release post - process P_TLCLSF, small win payout ball standby process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The big winning opening pre - process P_TINT, big winning opening in - process P_TOPEN, big winning opening post - process P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.
[0094] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board 17 etc., the effect control CPU 120 starts up and executes the effect control main process.
[0095] FIG. 8 is a flowchart showing the main process S_MAIN for production control executed by the production control CPU 120 on the production control board 12. When starting the main process S_MAIN for production control shown in FIG. 8, the production control CPU 120 executes a production control initialization process S_INIT (step S71). The production control initialization process S_INIT includes clearing the RAM 122, setting various initial values, setting registers for the timer circuit mounted on the production control board 12, and the like. Subsequently, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 back to the initial position and control to perform a predetermined operation check. Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 [ms (milliseconds)], elapses based on the register setting of the timer circuit. Corresponding to the timer interrupt flag being off (step S73; No), step S73 is repeated and waiting is performed.
[0096] Corresponding to the timer interrupt flag being on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), a command analysis process S_COMMAND is executed (step S75), a production control process process S_CPROC is executed (step S76), a production random number update process S_RANDOM is executed (step S77), and a production output process S_OUT is executed (step S78). Then, after executing other timer interrupt corresponding processes (step S79), the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables reading of the production control commands stored in the buffer for receiving production control commands and performing settings and controls corresponding to the read production control commands. By executing the command analysis process S_COMMAND, the production control CPU 120 can update storage data indicating the state of flags, stored data in registers, and any other storage data in the work area of the RAM 122 corresponding to the production control commands transmitted from the main board 11. The production control process S_CPROC in step S76 enables control of the execution of productions using various production devices, including, for example, display of production images on the screen of the image display device 5, audio output from the speakers 8L and 8R, lighting or extinguishing of decorative light emitters such as the game effect lamp 9 and decorative LEDs, and drive control of the movable body 32. The control content of the production using various production devices may be determined, decided, set, etc. based on the production control commands transmitted from the main board 11 and the execution results of the processes by the production control CPU 120. The production random number update process S_RANDOM in step S77 enables at least a part of the production random numbers used on the production control board 12 side to be updated by executing a program as software.
[0098] Figure 9(A) is a flowchart showing an example of a process executable in step S76 shown in FIG. 8 as the production control process S_CPROC. In the production control process, the production control CPU 120 executes the pre-reading production setting process S_SAKI_SET (step S151). The pre-reading production setting process S_SAKI_SET enables, for example, determination, decision, setting, etc. regarding the execution of the pre-reading preview production based on the production control command at the time of starting winning transmitted from the main board 11. Further, the pre-reading production setting process S_SAKI_SET enables updating of the hold display based on the number of stored holds specified from the production control command.
[0099] After the preview effect setting process S_SAKI_SET in step S151, the production control process processing jump table is set by a transfer instruction for setting a pointer (step S152). The production control process processing jump table is an address management table that enables selection and execution of a process corresponding to a read value of the production control process code. The production control process code can be updated and set to any one of 00[H] to 0A[H] corresponding to the progress of production control in the pachinko gaming machine 1, and is also referred to as the production process code. The production control process code is loaded by a transfer instruction for reading stored data (step S153). Corresponding to the production control process code thus obtained, the address of the selected process is set in the production control pointer (step S154). Therefore, by executing the process pointed to by the production control pointer (step S115), the process selected corresponding to the production control process code becomes executable.
[0100] FIG. 9(B) shows a configuration example TT02 of an effect control process jump table used in the effect control process S_CPROC. The effect control process jump table is configured to include table data that can set the address of a process selected corresponding to an effect control process code in a register used as an effect control pointer. The effect control process jump table of the configuration example TT02 includes a variable pattern command wait process when the effect control process code is 00[H], an effect symbol variation start process when the effect control process code is 01[H], an effect symbol variation in-process when the effect control process code is 02[H], an effect symbol variation stop process when the effect control process code is 03[H], a small win display process when the effect control process code is 04[H], a small win release in-process when the effect control process code is 05[H], a small win end effect process when the effect control process code is 06[H], a big win display process when the effect control process code is 07[H], a round in-process when the effect control process code is 08[H], a post-round process when the effect control process code is 09[H], and a big win end effect process when the effect control process code is 0A[H], and includes table data that can set the corresponding address value in the effect control pointer.
[0101] The variable pattern command reception waiting process enables determination of whether a variable pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. When it is determined that the variable pattern designation command has been received, the production control process code is updated to 01[H] corresponding to the production symbol variation start process, and when it is determined that the variable pattern designation command has not been received, the demo display can be controlled. The production symbol variation start process enables the start of the production during variation corresponding to the special figure game. For example, corresponding to the variable pattern designation command transmitted from the main board 11, it enables selection of the production pattern used for control of the production during variation and start of updating of the production process timer for measuring the production execution time. The production symbol variation in-process enables control of the switching timing of each production element constituting the production pattern and determination of whether the production execution time has elapsed based on the measured value of the production process timer. When it is determined that the production execution time has elapsed, the production control process code is updated to 03[H] corresponding to the production symbol variation stop process. The production symbol variation stop process enables end control of the production during variation and display control of the production result corresponding to the determined special symbol based on the fact that the production execution time has elapsed or a production symbol determination command has been received, etc., that is, the end condition of the production during variation is satisfied. At this time, updates of the production control process code and various settings are performed corresponding to the display result of the variable display. For example, when the display result of the variable display is "big win", the production control process code can be updated to 07[H], when the display result of the variable display is "small win", the production control process code can be updated to 04[H], and when the display result of the variable display is "loss", the production control process code can be updated to 00[H].
[0102] The small win display process, the small win release in-process, and the small win end production process are processes for controlling the progress of the production corresponding to the small win game state. The big win display process, the in-round process, the post-round process, and the big win end production process are processes for controlling the progress of the production corresponding to the big win game state.
[0103] (Modification examples such as basic explanations) The pachinko gaming machine 1 is not limited to the configurations, functions, processes, and operations in the basic description and other descriptions, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not necessarily have to have all the technical features shown in the embodiment, and it may have some of the configurations described in the embodiment so as to solve at least one problem in the prior art. In the embodiment, when matters of a lower concept are described, inventions of a higher concept using homologous matters or similar matters, or inventions of a higher concept using common properties are included as the invention of the present application, and it may have some of the structures and characteristics described in the embodiment so as to solve at least one problem in the prior art.
[0104] The pachinko gaming machine 1 may be a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, or it may be an enclosed type gaming machine that encloses game media and awards points when a winning occurs.
[0105] What is displayed during the variable display of the special symbol may be, for example, only one type of symbol such as a symbol indicating "-", and a variable display may be performed by repeating the display and turning off of this symbol. During the variable display, one type of symbol may be displayed, and this symbol does not have to be displayed when the variable display stops. For example, as a display result, a symbol indicating "-" may not be displayed, and it may be in a non-display state where there is no display of the special symbol.
[0106] The pachinko gaming machine 1 may be configured such that the winning probability of a jackpot and the payout rate change corresponding to a plurality of set values. For example, in the normal special symbol process of the special symbol process, the winning probability of a jackpot and the payout rate may be changeable by using different jackpot determination values for each set value that is set. As a specific example, the set value consists of six levels from 1 to 6, and 6 has the highest winning probability of a jackpot, and the winning probability of a jackpot decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this case, if 6 is set as the set value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a jackpot changes according to the set value, the payout rate may also change according to the set value. The winning probability of a jackpot may be constant regardless of the set value, while the number of rounds in the jackpot gaming state may change according to the set value. The pachinko gaming machine 1 may be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 may be notified by sending a set value designation command from the side of the main board 11 to the side of the effect control board 12. During the execution of the variable display, it may be possible to execute a setting suggestion effect that suggests the set value in the pachinko gaming machine 1 at a predetermined ratio. The suggestion regarding the set value of the pachinko gaming machine 1 is not limited to that which suggests the set value in the pachinko gaming machine 1, and may be, for example, that which suggests whether or not the set value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may be able to suggest the jackpot expectation degree by any effect and also suggest the suggestion regarding the set value of the pachinko gaming machine 1.
[0107] Instead of part or all of the suggestion regarding the control of the jackpot gaming state, or together with part or all of the suggestion regarding the control of the jackpot gaming state, it may be one that gives a suggestion regarding the control of a state advantageous to the player that is different from the jackpot gaming state. For example, it may be one that gives a suggestion regarding the probability variable state that is controlled after the end of the jackpot gaming state. In addition, as an advantageous state, regarding a state in which an arbitrary gaming value advantageous to the player is given, it may be one that gives a suggestion according to whether or not it is controlled.
[0108] The invention related to gaming machines is not limited to the pachinko gaming machine 1 and can also be appropriately applied to slot machines. A slot machine is a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated in response to the operation of an operation lever by a player, and when the symbols are stopped in response to the operation of a stop button by the player and the combination of the stopped symbols becomes a specific combination of symbols, a predetermined number of medals are paid out to the player. In a slot machine, an advantageous state for the player may include one or more of what are called bonuses, such as big bonus, regular bonus, RT, AT, ART, CZ, etc.
[0109] Programs and data for realizing various controls including the progress of the game and the execution of effects may be distributed and provided to the computer device included in a gaming machine such as the pachinko gaming machine 1 by a detachable recording medium, or may be distributed and provided by being installed in advance in a storage device such as a computer device. Further, it may be provided with a communication processing unit connectable to an external device on a network via a communication line or the like, and may be distributed or provided by downloading a program or data from the external device. The execution form of the game and the effect may also be executable by attaching a detachable recording medium, or may be executable by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or may be directly executable using the hardware resources in an external device on a network connected via a communication line or the like, or the game and the effect may be executable by exchanging data with other computer devices or the like via a network.
[0110] When comparing various ratios such as processing ratios, data determination ratios, and production execution ratios, expressions such as "high", "low", and "different" may include the case where one is a ratio of "0%" or "100%". For example, regarding the determination result or execution content of one party, it may include the case where there is no determination or execution at a ratio of "0%", or the case where there is always determination or execution at a ratio of "100%".
[0111] (Description of Feature Part 002AK) FIG. 10-1 shows a configuration example AKP0 of screen display in the image display device 5 with respect to the feature part 002AK. In the configuration example AKP0, an active display area AKA0, a pending display area AKB0, and a small icon display area AKC0 are provided on the screen of the image display device 5. The active display area AKA0 enables active display by displaying a production image corresponding to the variable display being executed. The pending display area AKB0 enables pending display by displaying a production image corresponding to the variable display whose execution is pending. In this way, the active display area AKA0 and the pending display area AKB0 enable the active display and the pending display, which are corresponding displays or specific displays corresponding to the variable display, as displays related to the variable display. The pending display area AKB0 may include a first pending display area capable of executing a first pending display by displaying a production image that enables recognition of the first pending storage number, and a second pending display area capable of executing a second pending display by displaying a production image that enables recognition of the second pending storage number.
[0112] In the active display area AKA0, active display based on the hold display that has been erased (consumed) in the hold display area AKB0 in response to the start of the special figure game is started. The hold display area AKB0 can hold displays associated with "1", "2", "3", "4" of the hold numbers in order from the left end, for example, and the display area may be configured so that the hold displays are aligned to the left. The active display that can be displayed in the active display area AKA0 may be such that the hold display in the hold display area AKB0 and the shape, pattern, color, or a combination of all or some of these indicated by each display are common. For example, the active display may be one in which a production image common to the hold display can be displayed larger than each hold display. The display mode of the active display may be changed to a display mode different from that in the case of the hold display by executing an active display change effect. The active display area AKA0 may make the active display distinguishable from the hold display, for example, by displaying a production image showing a pedestal below the active display.
[0113] The small symbol display area AKC0 is smaller than the production symbol display areas 5L, 5C, 5R of "left", "center", and "right", and is provided at a predetermined position such as the lower right on the screen of the image display device 5, for example. In the small symbol display area AKC0, variable display of small symbols is executed in response to variable display of special symbols and production symbols. The production image showing the small symbol may be a reduced identification information image that is reduced from the identification information image that is the production image showing the production symbol, and that can execute variable display in a display mode that is entirely or partially common to each of the identification information images showing the production symbols. The production image showing the small symbol may be displayed at a position where it can always be visually recognized.
[0114] Figure 10-2 shows a configuration example of a start port winning command included in an effect control command regarding the feature unit 002AK. The start port switch passing process P_TZU_ON in steps S104 and S108 included in the special symbol process processing P_TPROC shown in Figure 6 enables the main board 11 to transmit an effect control command specifying the occurrence of a start win to the effect control board 12 based on the fact that a game ball has passed through a start area such as the first start winning port or the second start winning port. Also, the start port switch passing process P_TZU_ON enables the main board 11 to transmit an effect control command specifying the number of stored holds to the effect control board 12. Furthermore, the start port switch passing process P_TZU_ON enables the main board 11 to transmit an effect control command specifying the winning determination result by executing a winning effect process using the extracted game random number. As an effect control command specifying the occurrence of a start win, a start port winning designation command is prepared in advance. As an effect control command specifying the number of stored holds, a stored hold information designation command is prepared in advance. As an effect control command specifying the winning determination result, a winning determination result command is prepared in advance.
[0115] Figure 10-2(A) shows a setting example of the start port winning designation command, the stored hold information designation command, and the winning determination result command. The start port winning designation command includes a command B100[H] that becomes the first start port winning designation command and a command B200[H] that becomes the second start port winning designation command. The stored hold information designation command includes a command C1XX[H] that becomes the first stored hold information designation command and a command C2XX[H] that becomes the second stored hold information designation command. Here, XX[H] indicates 1-byte data that is unspecified hexadecimal data, and it may be any value that is arbitrarily set according to the instruction content by the effect control command. The stored hold information designation command may be able to set different EXT data, for example, any one of 00[H] to 04[H], corresponding to the first stored hold number and the second stored hold number. The winning determination result command is a command C4XX[H] that can set different EXT data corresponding to the determination result by the winning effect process executed using the game random number.
[0116] In the game control microcomputer 100 of the main board 11, the CPU 103 that executes the start port switch passing process P_TZU_ON in steps S104 and S108 shown in FIG. 6 controls to be able to transmit a plurality of types of effect control commands as start winning commands based on the fact that the game ball has passed through the start area. The start port switch passing process P_TZU_ON in steps S104 and S108 stores the extracted game random numbers in the first special symbol hold buffer and the second special symbol hold buffer as hold information, and enables the execution of the winning effect process using these game random numbers. The winning effect process, for example, using the random number MR1-1 for special symbol determination, enables the determination of whether the display result of the special symbol is controlled to the big win game state corresponding to "big win" before the variable display is executed. The CPU 103 that executes the winning effect process executes a comparison operation with the big win determination value to determine whether the value of the random number MR1-1 for special symbol determination is within the big win determination range. At this time, corresponding to the fact that the random number MR1-1 for special symbol determination is within the big win determination range, the winning determination result is set to "big win". The CPU 103 that executes the start port switch passing process P_TZU_ON including such a winning effect process becomes a determination means that can determine whether it is controlled to an advantageous state based on the variable display before the variable display is executed.
[0117] Also, when the random number MR1-1 for special symbol determination is not within the jackpot determination range, the CPU 103 that executes the winning presentation process performs a comparison operation with the reach determination value to determine whether the value of the losing presentation selection random number MR3-2 is within the reach determination range. At this time, if the losing presentation selection random number MR3-2 is within the reach determination range, a comparison operation with the super reach determination value is further performed using the random number MR3-3 for variable pattern type selection to determine whether the value is within the super reach determination range. In this way, corresponding to the random number MR3-3 for variable pattern type selection being within the super reach determination range, the winning determination result at the time of winning is set to "super reach determined at the time of losing". Corresponding to the random number MR3-3 for variable pattern type selection not being within the super reach determination range and the losing presentation selection random number MR3-2 being within the reach determination range, the winning determination result at the time of winning is set to "reach determined at the time of losing". Corresponding to the losing presentation selection random number MR3-2 not being within the reach determination range, the winning determination result at the time of winning is set to "ordinary at the time of losing".
[0118] Figure 10-2(B) illustrates the specified content by the winning determination result command. Among the winning determination result commands, commands C402H, C403H, and C404H may be transmitted when the random number MR1-1 for special symbol determination is not within the jackpot determination range, and notify the winning determination result that the special figure game display result is determined to be "losing" and thus not controlled to the jackpot game state. On the other hand, command C401H is transmitted when the random number MR1-1 for special symbol determination is within the jackpot determination range, and notifies the winning determination result that the special figure game display result is determined to be "jackpot" and thus controlled to the jackpot game state. Note that command C400H notifies that the winning determination is restricted.
[0119] Figure 10-3 shows a configuration example of a variation pattern related to the feature part 002AK. For the variation pattern, a plurality of patterns may be prepared in advance corresponding to different special drawing variation times and variable display modes of the effect symbols. The plurality of variation patterns related to the feature part 002AK include variation patterns corresponding to any one of "non-reach (miss)", "reach (miss)", and "reach (win)". "Non-reach (miss)" is a case where the variable display of the effect symbol does not reach the reach state, and the determined effect symbol of the non-reach combination is stopped and displayed as the display result, and the variable display result of the effect symbol becomes "non-reach miss". "Reach (miss)" is a case where after the variable display of the effect symbol reaches the reach state, the determined effect symbol of the reach combination that is not the jackpot combination is stopped and displayed, and the variable display result of the effect symbol becomes "reach miss". "Reach (win)" is a case where after the variable display of the effect symbol reaches the reach state, the determined effect symbol of the jackpot combination (or small win combination) is stopped and displayed, and the variable display result of the effect symbol becomes "jackpot" (or "small win").
[0120] The variation pattern corresponding to "non-reach miss" is a non-reach variation pattern, the variation pattern corresponding to "reach miss" is a reach variation pattern, and the variation patterns corresponding to "jackpot" and "small win" are win variation patterns. The non-reach variation pattern and the reach variation pattern are also collectively referred to as miss variation patterns. The reach variation pattern and the win variation pattern include a "normal" variation pattern in which the display result at the time of variable display is stopped after performing a reach effect that becomes a normal reach, and a "super" variation pattern in which after performing a reach effect that becomes a normal reach, it develops into a reach effect that becomes a super reach, and the display result of the variable display is stopped after performing the reach effect that becomes a super reach. The reach effect that becomes a super reach includes a super A reach effect and a super B reach effect with different effect modes from each other.
[0121] FIG. 10-4 shows a configuration example of a variation pattern determination table. The variation pattern determination table includes a jackpot variation pattern determination table AKT01 shown in FIG. 10-4(A), a normal loss variation pattern determination table AKT02 shown in FIG. 10-4(B1), and a short-time loss variation pattern determination table AKT03 shown in FIG. 10-4(B2). The jackpot variation pattern determination table AKT01 is used when the display result of the special symbol is "jackpot". The normal loss variation pattern determination table AKT02 is used when the display result of the special symbol is "loss" in a normal state where short-time control is not performed. The short-time loss variation pattern determination table AKT03 is used when the display result of the special symbol is "loss" in a short-time state where short-time control is performed. The normal loss variation pattern determination table AKT02 and the short-time loss variation pattern determination table AKT03 are included in the loss variation pattern determination table used when the display result of the special symbol is "loss".
[0122] The special symbol process P_TPROC shown in FIG. 6 enables the execution of a variation pattern setting process after the special symbol determination process when the special symbol normal process P_TNORMAL corresponding to the special symbol process code 00[H] is executed in step S112 and the variable display of the special symbol is started. The variation pattern setting process can determine the variation pattern using the random number MR3-4 for the variation pattern. Note that the variation pattern setting process can use the random number MR3-2 for selecting the loss effect and the random number MR3-3 for selecting the variation pattern type in order to determine the variation pattern. However, for simplicity of explanation here, it is assumed that the variation pattern is determined using the random number MR3-4 for the variation pattern.
[0123] When determining the variation pattern, numerical data indicating the random number MR3-4 for the variation pattern is read from the buffer for the variation pattern. The buffer for the variation pattern can store numerical data indicating the random number MR3-4 for the variation pattern included in the game random number extracted when the first start winning or the second start winning occurs. The CPU 103 of the game control microcomputer 100 compares the random number MR3-4 for the variation pattern read from the buffer for the variation pattern with the determination value preset in the selected variation pattern determination table. Then, according to the determination result of which range among the ranges of the determination values assigned to each variation pattern the random number MR3-4 for the variation pattern is included in, the variation pattern serving as the use pattern is determined.
[0124] In the big win variation pattern determination table AKT01, the number of determination values assigned to the "super" variation patterns such as the variation patterns PA3-2 and PA3-3 is assigned to each variation pattern so as to be larger than the number of determination values assigned to the "normal" variation patterns such as the variation pattern PA3-1. On the other hand, in the losing variation pattern determination tables AKT02 and AKT03, the number of determination values assigned to the "normal" variation patterns such as the variation pattern PA2-1 is assigned to each variation pattern so as to be larger than the number of determination values assigned to the "super" variation patterns such as the variation patterns PA2-2 and PA2-3. As a result, when the display result of the variable display stops being displayed after the reach effect that becomes a super reach is executed, the big win expectation degree (big win reliability) is higher than when the display result of the variable display stops being displayed without executing the reach effect that becomes a super reach even when the reach effect that becomes a normal reach is executed.
[0125] In the normal losing variation pattern determination table AKT02, it may be set such that depending on whether the first reserved memory number is 0, 1, or 2 or more, different variation patterns including different numbers of assigned determination values are included. With such a setting, it suffices if the average variable display time (special symbol variation time) of the special symbol or effect symbol can be varied according to the first reserved memory number. When the first reserved memory number is a predetermined value (for example, "2") or more, it suffices if determination values are assigned to each variation pattern so that the average variable display time can be made shorter than when the first reserved memory number is less than the predetermined value. In the losing variation pattern determination table AKT03 during time shortening, it may be set such that depending on whether the second reserved memory number is 0, 1, or 2 or more, different variation patterns including different numbers of assigned determination values are included. With such a setting, it suffices if the average variable display time (special symbol variation time) of the special symbol or effect symbol can be varied according to the second reserved memory number. When the second reserved memory number is a predetermined value (for example, "2") or more, it suffices if determination values are assigned to each variation pattern so that the average variable display time can be made shorter than when the second reserved memory number is less than the predetermined value. In addition, in the losing variation pattern determination table AKT03 during time shortening, it suffices if determination values are assigned to each variation pattern so that the number of assigned determination values is larger for the variation pattern with a shorter special symbol variation time than for the variation pattern with a longer special symbol variation time, compared to the normal losing variation pattern determination table AKT02. Thereby, it suffices if the average variable display time of the special symbol or effect symbol can be shortened during time shortening control compared to the normal time when time shortening control is not performed.
[0126] The preview effects executable by the pachinko gaming machine 1 include character movement effects. The character movement effects include a movement state display in which the display position of the effect image showing the character displayed in response to the occurrence of a start winning moves toward a preset arrival display position. The movement state display enables the execution of the character movement effects in any of a plurality of types of effect modes by displaying an effect image showing the selected character from among a plurality of types of characters prepared in advance. The character movement effects may be executable in different effect modes depending on the type, size, shape, pattern, color, type of effect display, size, shape, pattern, color, and other display modes of any effect image. Further, the character movement effects may be executable in different effect modes using any effect device, such as the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of movable members including the movable body 32, or a combination of all or some of these, together with the display of the effect image showing the character on the image display device 5.
[0127] The character movement effects can be included in specific effects. The specific effects are effects that can be started prior to the variable display when, for example, using the game random number extracted when a start winning occurs, it is possible to determine whether to control to a jackpot game state as an advantageous state based on the variable display before the variable display is executed. The specific effects may be executable in different effect modes depending on the display mode of any effect image. Further, the specific effects may be executable in different effect modes using any effect device, such as the display of the effect image on the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of movable members including the movable body 32, or a combination of all or some of these.
[0128] The execution patterns of the character movement effect may include a first pattern that inherits the effect mode of the character movement effect after the variable display that is the target of the determination, and a second pattern that does not inherit the effect mode of the character movement effect after the variable display that is the target of the determination. For the first pattern, a single pattern may be prepared in advance, or a plurality of patterns may be prepared in advance. For the second pattern, a single pattern may be prepared in advance, or a plurality of patterns may be prepared in advance. The timing at which the variable display that is the target of the determination is executed can be included in specific timings. In this case, the execution patterns of the character movement effect can include a first pattern that inherits the effect mode of the character movement effect after the specific timing, and a second pattern that does not inherit the effect mode of the character movement effect after the specific timing.
[0129] During the execution of the character movement effect, a switching suggestion effect or a character concealment effect may be executed. The switching suggestion effect is included in a suggestion effect that suggests switching to the first pattern when the character movement effect is being executed in the second pattern. The character concealment effect is included in a special effect that makes the character movement effect invisible. In this way, when the character movement effect that can be started before the variable display that is the target of the determination is being executed in the second pattern, it is possible to execute a suggestion effect that suggests switching to the first pattern. Also, it is possible to execute a character concealment effect that makes invisible the character movement effect that can be started before the variable display that is the target of the determination.
[0130] FIG. 10-5 shows examples of display of a plurality of production images applicable to character movement production, switching suggestion production, and character hiding production. This production image display example includes, as a plurality of production images applicable when executing the character movement production, a display image showing four characters CH01 to CH04, and a display image showing characters CH11 to CH14 having a display mode different from that of characters CH01 to CH04. Further, this production image display example includes a display image forming an effect display CJ01 as a production image applicable when executing the switching suggestion production, and a display image forming a hiding display CK01 as a production image applicable when executing the character hiding production.
[0131] The display images of characters CH01 to CH04 shown in FIGS. 10-5(A1) to (D1) are applicable when executing the character movement production in a production pattern without inheritance that does not inherit the production mode of the character movement production after the variable display that is the target of determination. That is, FIG. 10-5(A1) shows an example of display of a production image of character CH01, which is the character "A" included in a plurality of characters, corresponding to the production pattern without inheritance. FIG. 10-5(B1) shows an example of display of a production image of character CH02, which is the character "B" included in a plurality of characters, corresponding to the production pattern without inheritance. FIG. 10-5(C1) shows an example of display of a production image of character CH03, which is the character "C" included in a plurality of characters, corresponding to the production pattern without inheritance. FIG. 10-5(D1) shows an example of display of a production image of character CH04, which is the character "D" included in a plurality of characters, corresponding to the production pattern without inheritance.
[0132] The display images of the characters CH11 to CH14 shown in FIGS. 10-5(A2) to (D2) are applicable when performing a character movement effect in an effect pattern with inheritance that inherits the effect mode of the character movement effect after the variable display that is the target of the determination. That is, FIG. 10-5(A2) shows an example of the display of the effect image of the character CH11, which is the character "A" included in a plurality of characters, corresponding to the effect pattern with inheritance. FIG. 10-5(B2) shows an example of the display of the effect image of the character CH12, which is the character "B" included in a plurality of characters, corresponding to the effect pattern with inheritance. FIG. 10-5(C2) shows an example of the display of the effect image of the character CH13, which is the character "C" included in a plurality of characters, corresponding to the effect pattern with inheritance. FIG. 10-5(D2) shows an example of the display of the effect image of the character CH14, which is the character "D" included in a plurality of characters, corresponding to the effect pattern with inheritance.
[0133] The character CH01 shown in FIG. 10-5(A1) and the character CH11 shown in FIG. 10-5(A2) are common in that they are the character "A" included in a plurality of characters. On the other hand, for example, as long as at least a part of the shape, pattern, and color shown in the production image is different, the display modes may be different. The character CH02 shown in FIG. 10-5(B1) and the character CH12 shown in FIG. 10-5(B2) are common in that they are the character "B" included in a plurality of characters. On the other hand, for example, as long as at least a part of the shape, pattern, and color shown in the production image is different, the display modes may be different. The character CH03 shown in FIG. 10-5(C1) and the character CH13 shown in FIG. 10-5(C2) are common in that they are the character "C" included in a plurality of characters. On the other hand, for example, as long as at least a part of the shape, pattern, and color shown in the production image is different, the display modes may be different. The character CH04 shown in FIG. 10-5(D1) and the character CH14 shown in FIG. 10-5(D2) are common in that they are the character "D" included in a plurality of characters. On the other hand, for example, as long as at least a part of the shape, pattern, and color shown in the production image is different, the display modes may be different. In this way, the production image that can be displayed corresponding to the production pattern without inheritance and the production image that can be displayed corresponding to the production pattern with inheritance may have different display modes because a part of the shape, pattern, and color shown in each production image is common while the other part is different. The production image that can be displayed corresponding to the production pattern without inheritance and the production image that can be displayed corresponding to the production pattern with inheritance may have different display modes because all of the shape, pattern, and color shown in each production image are different.
[0134] FIG. 10-5(E) shows a display image capable of forming the effect display CJ01 in the switching suggestion effect. After the switching suggestion effect is executed, there may be a case where the effect pattern of the character movement effect is switched from the effect pattern without inheritance to the effect pattern with inheritance, and a case where the effect pattern of the character movement effect is not switched from the effect pattern without inheritance to the effect pattern with inheritance. An effect in which the effect pattern of the character movement effect is switched from the effect pattern without inheritance to the effect pattern with inheritance is also called a switching success effect. An effect in which the effect pattern of the character movement effect is not switched from the effect pattern without inheritance to the effect pattern with inheritance is also called a switching failure effect. Whether a switching success effect is executed or a switching failure effect is executed, it is sufficient that the switching suggestion effect by the display image forming the effect display CJ01 can be executed. As another example of the switching suggestion effect, an effect image showing a switching suggestion character may be displayed on the screen of the image display device 5, and an action effect that affects any one of the characters CH01 to CH04 displayed as a suggestion target may be executed. The action effect included in such a switching suggestion effect may be a display effect that suggests that the effect pattern is switched at a predetermined ratio by affecting any one of the displayed characters among CH01 to CH04. Along with such a display effect, the output of sound by the speakers 8L and 8R, the lighting of a light emitting member such as the game effect lamp 9 and the decorative LED, the operation of a movable member including the movable body 32, or any combination of all or part of these may be used to execute the action effect with any effect device.
[0135] In this way, the switching suggestion effect may be executed at a predetermined ratio whether it is switched to the first pattern or not when starting the character movement effect in the effect pattern without inheritance which becomes the second pattern. However, when it is switched to the first pattern after starting the character movement effect in the effect pattern without inheritance which becomes the second pattern, the switching suggestion effect may always be executed. On the contrary, when it cannot be switched to the first pattern after starting the character movement effect in the effect pattern without inheritance which becomes the second pattern, the switching suggestion effect may be executed or not executed at a predetermined ratio.
[0136] FIG. 10-5(F) shows a display image capable of forming the concealment display CK01 in the character concealment effect. After the character concealment effect is executed, at the shift timing corresponding to the start of a new variable display, there may be a case of continuous concealment where the character concealment effect continues, a case of restart of display where the display in the character movement effect resumes, and a case of end of display where the display in the character movement effect ends along with the end of the character concealment effect. The ratio of which of continuous concealment, restart of display, and end of display occurs may be different between the case where the effect pattern of the character movement effect is the effect pattern without inheritance and the case where there is inheritance. As long as the character concealment effect by the display image forming the concealment display CK01 can be executed in any of continuous concealment, restart of display, and end of display. As another example of the character concealment effect, a movable member concealment effect may be executed in which the display of the character in the character movement effect becomes invisible or difficult to view by moving a movable member such as the movable body 32 to the front side of the display screen in the image display device 5. Along with such a character concealment effect, a concealment notification effect may be executed using any effect device such as the output of sound by the speakers 8L and 8R, the lighting of light emitting members such as the game effect lamp 9 and the decorative LED, the operation of the movable member including the movable body 32, or a combination of all or part of these.
[0137] The preview effects that the pachinko gaming machine 1 can execute may include a hold display preview and an active display preview. As an example of a preview effect, the hold display preview changes at least one of the hold displays in the hold display area AKB0 to a display mode different from the normal display mode, and in the variable display of the special symbol corresponding to the hold display, it is predicted that the display result will be "big win" at a predetermined ratio and the gaming state will be controlled to the big win state. By changing the display color of the hold display corresponding to the variable display that has not yet started to a specific color different from the predetermined color in the normal state, the change in the display mode of the hold display can be made recognizable, and it is sufficient to be able to suggest that the display result of the variable display will be "big win" at a predetermined ratio. The predetermined color in the normal state of the hold display may be, for example, white. The specific color different from the predetermined color in the normal state of the hold display may include, for example, blue, green, red, etc. In addition, by changing the display pattern in the hold display to a specific pattern different from the predetermined pattern in the normal state, it may be possible to suggest that the expectation that the display result of the variable display will be "big win" is higher than usual. The predetermined pattern in the normal state of the hold display may be, for example, plain. The specific pattern different from the predetermined pattern in the normal state of the hold display may include, for example, a cherry blossom pattern. By setting the display mode to show a predetermined message as the hold display, it may be possible to suggest that the expectation that the display result of the variable display will be "big win" is increased. The display mode that shows a predetermined message as the hold display may be able to notify messages such as "chance", "heat", "intense heat", etc. The change of the hold display in the hold display preview is also called "hold display change". The effect of changing the hold display by the hold display preview is also called "hold display change effect". The hold display change effect can be included in the change effect.
[0138] The active display notice is to announce that in the variable display of a special symbol where the start condition is satisfied and it is in operation, by changing the active display in the active display area AKA0 to a display mode different from the normal display mode, the display result becomes a "big win" at a predetermined rate and is controlled to a big win gaming state. The display mode of the active display that changes corresponding to the variable display in operation by the active display notice may be changed to be different from the normal one in terms of display color, display pattern, presence or absence and content of a message, etc., in the same way as in the case of the hold display notice. The change of the active display in the active display notice is also called "active display change". The effect of changing the active display by the active display notice is also called "active display change effect". The active display change effect can be included in the change effect. Note that the display mode of the active display that can be changed by the active display notice may include a unique display mode different from the display mode of the hold display that can be changed by the hold display notice. The display mode of the hold display that can be changed by the hold display notice may include a unique display mode different from the display mode of the active display that can be changed by the active display notice.
[0139] Figure 10-6 shows examples of display of a plurality of effect images applicable to the hold display and the active display. This example of display of effect images includes four display images AKE0 to AKE3 as a plurality of effect images applicable to the hold display and the active display, and includes three display images AKE11 to AKE13 as a plurality of effect images that are a unique display mode applicable to the active display. The number of effect images applicable to the hold display and the active display may be a plurality of images based on any design.
[0140] FIG. 10-6(A) shows a display image AKE0 using a production image for performing a round solid white display. FIG. 10-6(B) shows a display image AKE1 using a production image for performing a round solid blue display. FIG. 10-6(C) shows a display image AKE2 using a production image for performing a round solid green display. FIG. 10-6(D) shows a display image AKE3 using a production image for performing a round solid red display. The normal display mode in the hold display or active display is a round solid white display using the display image AKE0. Among the display images AKE0 to AKE3, when the display color of the hold display or active display becomes red using the display image AKE3, the jackpot expectation degree is higher than when using the other display images AKE0 to AKE2. When the display color of the hold display or active display becomes green using the display image AKE2, the jackpot expectation degree is lower than when the display color becomes red using the display image AKE3. When the display color of the hold display or active display becomes blue using the display image AKE1, the jackpot expectation degree is lower than when the display color becomes green using the display image AKE2. Among the display images AKE0 to AKE3, when the display color of the hold display or active display becomes white using the display image AKE0, it becomes the normal display color, and the jackpot expectation degree is lower than when using the other display images AKE1 to AKE3. Thus, the hold display and the active display may have different expectation degrees of being controlled to a jackpot gaming state as an advantageous state corresponding to a plurality of types of display modes.
[0141] FIG. 10-6(E) shows a display image AKE11 using a production image capable of notifying a message of "?". FIG. 10-6(F) shows a display image AKE12 using a production image capable of notifying a message of "Chance". FIG. 10-6(G) shows a display image AKE13 using a production image capable of notifying a message of "Intense Heat". Among the display images AKE11 to AKE13, when the message of "Intense Heat" is notified by the active display using the display image AKE13, the jackpot expectation degree is higher than when the other display images AKE11 and AKE12 are used. When the message of "Chance" is notified by the active display using the display image AKE12, the jackpot expectation degree is lower than when the display image AKE13 is used. Among the display images AKE11 to AKE13, when the message of "?" is notified by the active display using the display image AKE11, the jackpot expectation degree is lower than when the other display images AKE12 and AKE13 are used. Thus, the active display may have different expectation degrees of being controlled to the jackpot gaming state as an advantageous state even corresponding to a plurality of types of unique display modes.
[0142] When the variable display of the production symbol reaches the reach state, the pachinko gaming machine 1 can execute a reach effect including a post-reach effect as a special effect suggesting that the display result of the special symbol becomes a "jackpot" at a predetermined ratio and is controlled to the jackpot gaming state. The post-reach effect included in the reach effect includes a background display effect, a step-up effect, and a story effect, and any one of the effects may be selectively executed.
[0143] In the background display effect, for example, the effect image of a character that notifies a message is displayed on the screen of the image display device 5 as a background image. The background display effect only needs to be able to suggest that when it is executed after the variable display reaches the reach state and when it is not executed, and depending on the effect mode when it is executed, the display result of the special symbol becomes a "big win" at different ratios and is controlled to the big win game state. The background display effect can be executed in different effect modes depending on the content of the message by the character, the type, size, shape, pattern, color of the character, the type, size, shape, pattern, color of the frame serving as the outer frame, the type, size, shape, pattern, color of the effect display, and other display modes of any effect image. For any effect by an arbitrary display different from the background display effect, it only needs to be able to be executed in different effect modes depending on the display mode of any effect image as appropriate.
[0144] In the step-up effect, for example, in the display area of the effect image surrounded by a display frame that is a rectangular shape of a predetermined display color and serves as the outer frame, the display content of the effect image is changed by an effect display that can be changed in a predetermined order, and an effect operation is performed such that the effect mode changes in multiple stages and steps up. The step-up effect only needs to be able to suggest that when it is executed after the variable display reaches the reach state and when it is not executed, and depending on the effect mode including the number of steps when it is executed, the display result of the special symbol becomes a "big win" at different ratios and is controlled to the big win game state. The step-up effect can be executed in different effect modes using any effect device, such as the display of the effect image in the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of the movable member including the movable body 32, or a combination of all or part of these.
[0145] The story presentation is such that, for example, presentation images that can continuously change over time along a series of stories are displayed as reach presentation images on the screen of the image display device 5. The story presentation only needs to be able to suggest that when the variable display reaches a reach state and when it is not executed, and also corresponding to the presentation mode when it is executed, the display result of the special symbol becomes a "big win" at different rates and is controlled to a big win gaming state. The story presentation may be included in a full-screen presentation that covers the entire screen by displaying presentation images across the entire display screen of the image display device 5. The story presentation may be executed by playing and displaying a moving image, or may be executed by animating a still image.
[0146] FIG. 10-7 shows a plurality of presentation image display examples applicable to the background display presentation. This presentation image display example includes three display images AKF1 to AKF3 as a plurality of presentation images applicable to the background display presentation. The number of presentation images applicable to the background display presentation may be a plurality of images based on any design.
[0147] FIG. 10-7(A) shows the display image AKF1 using a presentation image including a character image for notifying the message "???". FIG. 10-7(B) shows the display image AKF2 using a presentation image including a character image for notifying the message "Chance!!". FIG. 10-7(C) shows the display image AKF3 using a presentation image including a character image for notifying the message "Intense Heat!!". Among the display images AKF1 to AKF3, when the background display presentation is executed using the display image AKF3, the big win expectation is higher than when using the other display images AKF1 and AKF2. When the background display presentation is executed using the display image AKF2, the big win expectation is lower than when using the display image AKF3. Among the display images AKF1 to AKF3, when the background display presentation is executed using the display image AKF1, the big win expectation is lower than when using the other display images AKF2 and AKF3.
[0148] FIG. 10-8 shows an example of an effect image display that can be changed when a step-up effect is executed. This example of the effect image display shows a case where four display images AKG1 to AKG4 are included as effect images that can be changed in the step-up effect. The number of effect images that can be changed in the step-up effect may be a plurality of images based on any design. Also, a case may be provided where after a single effect image is displayed in the step-up effect, the execution of the step-up effect ends without changing the display.
[0149] FIG. 10-8(A) shows a display image AKG1 using the effect image of the first step corresponding to the step number "1" when the change in the effect mode in the step-up effect is at the first stage. FIG. 10-8(B) shows a display image AKG2 using the effect image of the second step corresponding to the step number "2" when the change in the effect mode in the step-up effect is at the second stage. FIG. 10-8(C) shows a display image AKG3 using the effect image of the third step corresponding to the step number "3" when the change in the effect mode in the step-up effect is at the third stage. FIG. 10-8(D) shows a display image AKG4 using the effect image of the fourth step corresponding to the step number "4" when the change in the effect mode in the step-up effect is at the fourth stage.
[0150] When a step-up effect is executed, the maximum number of steps may be determined to be any one of "1" to "4". The maximum number of steps indicates the number of stages in which the effect mode can change from the start to the end of the step-up effect. The display image AKG1 includes an outer frame partial image with a blue display color and an in-frame partial image of the first step corresponding to the number of steps "1" in the first stage of the step-up effect. The display image AKG2 can be displayed after the display image AKG1 is displayed, corresponding to the number of steps "2" in the second stage of the step-up effect, and includes an outer frame partial image with a green display color and an in-frame partial image of the second step. The display image AKG3 can be displayed after the display image AKG2 is displayed, corresponding to the number of steps "3" in the third stage of the step-up effect, and includes an outer frame image partial with a red display color and an in-frame partial image of the third step. The display image AKG4 can be displayed after the display image AKG3 is displayed, corresponding to the number of steps "4" in the fourth stage of the step-up effect, and includes an outer frame image partial with a gold display color and an in-frame partial image of the fourth step.
[0151] FIG. 10-9 shows an example of an effect image display that can change when a story effect is executed. The content in which a series of stories progresses in the story effect may be different corresponding to a plurality of story effect patterns. Thus, it is sufficient that the story effect can be executed in different effect modes corresponding to a plurality of story effect patterns. The effect image display example shown in FIG. 10-9 uses an effect image that first displays the display image AKH11 regardless of the plurality of story effect patterns. Thereafter, corresponding to the plurality of story effect patterns, the story effect can be executed in a plurality of types of effect modes including a case where an effect image that displays the display image AKH21 is used and a case where an effect image that displays the display image AKH22 is used. After the display image AKH21 is displayed, corresponding to the plurality of story effect patterns, the story effect can be executed in a plurality of types of effect modes including a case where an effect image that displays the display image AKH31 is used, a case where an effect image that displays the display image AKH32 is used, and a case where an effect image that displays the display image AKH33 is used. After the display image AKH22 is displayed, corresponding to the plurality of story effect patterns, the story effect can be executed in a plurality of types of effect modes including a case where an effect image that displays the display image AKH32 is used and a case where an effect image that displays the display image AKH33 is used. After the display image AKH31 is displayed, corresponding to the plurality of story effect patterns, the story effect can be executed in a plurality of types of effect modes including a case where an effect image that displays the display image AKH41 is used, a case where an effect image that displays the display image AKH42 is used, a case where an effect image that displays the display image AKH43 is used, and a case where an effect image that displays the display image AKH44 is used. After the display image AKH32 is displayed, corresponding to the plurality of story effect patterns, the story effect can be executed in a plurality of types of effect modes including a case where an effect image that displays the display image AKH42 is used, a case where an effect image that displays the display image AKH43 is used, and a case where an effect image that displays the display image AKH44 is used.After the display image AKH33 is displayed, story presentations can be executed in multiple types of presentation modes, including cases where a presentation image for displaying the display image AKH43 is used and cases where a presentation image for displaying the display image AKH44 is used, corresponding to multiple story presentation patterns.
[0152] Among the display images AKH41 to AKH44, when a story presentation is executed using the display image AHK44, the jackpot expectation is higher than when using the other display images AKH41 to AHK43. When a story presentation is executed using the display image AKH43, the jackpot expectation is lower than when using the display image AKH44. When a story presentation is executed using the display image AKH42, the jackpot expectation is lower than when using the display image AKH43. Among the display images AKH41 to AKH44, when a story presentation is executed using the display image AKH41, the jackpot expectation is lower than when using the other display images AKH42 to AKH44.
[0153] These post-reach presentations may be executable during a specific period included in the reach presentation as a special presentation. The specific period may be, for example, the period from the timing of reach establishment when the variable display of the presentation symbol becomes the reach mode and the variable display enters the reach state to the timing of developing into the super reach presentation. Alternatively, the specific period may be the period from the timing of reach establishment to the timing when the fixed presentation symbol that becomes the final stop symbol is stopped and the variable display ends. Additionally, the specific period may be any period set corresponding to the case where the variable display enters the reach state. It is possible to make the presentation symbol transmissible according to the transparency pattern and displayable from the start to the end of such a specific period. When the presentation symbol is displayed in a transmissible manner, the presentation symbol may be displayed with different transmittance rates corresponding to multiple symbol transparency patterns. Also, when the presentation symbol is displayed in a transmissible manner, the transmittance rate of the presentation symbol may be made variable with different change modes corresponding to multiple symbol transparency patterns.
[0154] The preview effects that the pachinko gaming machine 1 can execute may include a timer effect and a timer standby effect. The timer effect can be executed in response to the start of variable display, and it suffices if it can notify the remaining time from the start to the end of the effect execution in a recognizable manner. The remaining time that can be notified by the timer effect may suggest the timing when other effects are executed, or may suggest the timing when the display result of the variable display stops being displayed. Alternatively, the remaining time that can be notified by the timer effect may suggest the remaining time during which the timer effect itself can be executed, regardless of other effects or variable display. Other effects that can suggest the execution timing by the timer effect may include a jackpot expectation notification effect or a setting value suggestion effect included in the reach effect, or may include any preview effect different from the reach effect. It is possible to execute a timer standby effect that recognizably suggests that the execution of the timer effect is being awaited before the timing when the execution of the timer effect starts. The timing when the execution of the timer effect starts can be included in specific timings.
[0155] The timer effect is an effect that can be executed in the variable display that is the subject of the determination when it is possible to determine whether or not to control the variable display to a jackpot gaming state as an advantageous state based on the variable display, using, for example, the game random number extracted when a start winning occurs, before the variable display is executed. The timer standby effect is an effect that can be started before the variable display that is the subject of the determination when the timer effect is executed, as an example of a predictive preview effect. The timer effect and the timer standby effect may be able to predict, by being executed in any of a plurality of types of effect modes based on the occurrence of a start winning, that the display result becomes "jackpot" at a predetermined ratio in the variable display of the special symbol and is controlled to a jackpot gaming state, etc. The effect mode of the timer standby effect includes, for example, a continuous effect mode in which the effect mode does not change from the start to the end of the effect execution, and a changing effect mode in which the effect mode changes from the start to the end of the effect execution. The timer standby effect executed in the changing effect mode can be included in the changing effect that changes the display mode of the specific display.
[0156] Figure 10-10 shows multiple display examples of production images applicable to the timer standby effect and the timer effect. This production image display example includes five display images AKJ0 to AKJ2, AKJ11, and AKJ12 as multiple production images applicable to the timer standby effect, and includes four display images AKJ21 to AKJ24 as multiple production images applicable to the timer effect. The number of production images applicable to the timer standby effect and the timer effect may be multiple images based on any design.
[0157] Figure 10-10(A) shows the display image AKJ0 using a production image in the case where, as a specific display in the timer standby effect, a character image in which a specific character announces the message "not yet..." is included. The timer standby effect suggests that when the execution of the effect starts, by displaying the display image AKJ0 on the screen of the image display device 5 as a specific display, the execution of the timer effect is being awaited in response to the variable display based on the start winning. The timer standby effect executed in an effect mode where this specific display does not change becomes the continuous effect mode of the timer standby effect, and the timer standby effect executed in an effect mode where the specific display changes becomes the changing effect mode of the timer standby effect. In this embodiment, as a specific display, a production image showing a specific character including a character image announcing a message can be displayed, and both the timer effect and the timer standby effect include an effect by a specific display.
[0158] FIG. 10-10(B1) shows a display image AKJ1 using a production image including a character image in which a specific character notifies a message of "plus 5 seconds" in response to the case where the timer standby production is executed in the change production mode. FIG. 10-10(C1) shows a display image AKJ2 using a production image including a character image in which a specific character notifies a message of "plus 15 seconds" in response to the case where the timer standby production is executed in the change production mode. When the timer standby production is executed in the change production mode, the specific display using the display image AKJ0 may be changed to either the first change display using the display image AKJ1 or the second change display using the display image AKJ2. The timer standby production in the change production mode can be executed as a change production that changes the display mode of the specific display by changing the specific display using the display image AKJ0 to the first change display using the display image AKJ1 or the second change display using the display image AKJ2 before the variable display in which the execution of the timer production is started. The change production is not limited to changing the display image AKJ0 to either of the display images AKJ1 and AKJ2, and any production mode may be changed as long as it can be changed before the variable display that is the target of the determination.
[0159] FIG. 10-10(B2) shows a display image AKJ11 using an effect image that can be displayed separately from the specific display using the display image AKJ0, corresponding to the case where the timer standby effect is executed in the continuous effect mode. FIG. 10-10(C2) shows a display image AKJ12 using an effect image that can be displayed separately from the specific display using the display image AKJ0, corresponding to the case where the timer standby effect is executed in the continuous effect mode. When the timer standby effect is executed in the continuous effect mode, the specific display using the display image AKJ0 does not change to the first change display using the display image AKJ1 or the second change display using the display image AKJ2. On the other hand, when the timer standby effect is executed in the continuous effect mode, the previous stage effect by the display of the display image AKJ11 or the display image AKJ12 can be executed at a predetermined ratio separately from the specific display using the display image AKJ0. The previous stage effect may be executed at a predetermined ratio without changing the specific display using the display image AKJ0 when the change effect is not executed by executing the continuous effect mode timer standby effect before the variable display where the execution of the timer effect is started. The previous stage effect is not limited to the one using either of the display images AKJ11 and AKJ12, and may be any effect mode different from the change of the specific display corresponding to the case where the change effect is not executed before the variable display that is the target of the determination, as long as it can be executed.
[0160] FIG. 10-10(D) shows a display image AKJ21 using a production image that includes a character image in which a specific character notifies a message of "5 seconds left" as a specific display in the timer production. FIG. 10-10(E) shows a display image AKJ22 using a production image that includes a character image in which a specific character notifies a message of "10 seconds left" as a specific display in the timer production. FIG. 10-10(F) shows a display image AKJ23 using a production image that includes a character image in which a specific character notifies a message of "15 seconds left" as a specific display in the timer production. FIG. 10-10(G) shows a display image AKJ24 using a production image that includes a character image in which a specific character notifies a message of "20 seconds left" as a specific display in the timer production. When the execution of the timer production is started, it is sufficient if an effect by a specific display that displays any of the display images AKJ21 to AKJ24 can notify the remaining time until the end of the effect execution. After the specific display using the display images AKJ21 to AKJ24, a countdown display of the remaining time may be performed. The specific effect is not limited to the character movement effect, and may include any effect that can be executed as a hold display notice, an active display, a timer standby effect, a timer effect, or other preview notice effects. The specific display is not limited to the display of a specific character using a display image AKJ0 or the like, and may include any display that can be displayed in a hold display, an active display, or other preview notice effects or notice effects other than the preview notice effects.
[0161] Figures 10-11 are flowcharts showing an example of the preview effect setting process. The preview effect setting process is included in the processes that can be called from the effect control process S_CPROC shown in Fig. 9(A), and can be executed at step S151 every time the effect control process S_CPROC is executed. When the effect control CPU 120 executes the preview effect setting process, it determines whether there has been a reception of an effect control command that becomes a start port winning command (step AKS001). In step AKS001, for example, by checking whether a start port winning designation command, a hold storage information designation command, or a winning determination result command has been newly stored in the first start winning command buffer or the second start winning command buffer, it is possible to determine whether an effect control command has been received at the time of start winning.
[0162] When there is a reception of a start port winning command (step AKS001; Yes), the designated content by the received command is specified (step AKS002). For example, as the designated content by the winning determination result command, the winning determination result is specified. Subsequently, it is determined whether there is a determination limit (step AKS003). In step AKS003, when a predetermined winning determination limit condition is satisfied, it is determined that there is a determination limit. The winning determination limit condition is satisfied, for example, when the designated content by the winning determination result command is within the winning determination limit. In addition, the winning determination limit condition may be satisfied, for example, when the number of holds in memory is "0". In a configuration where the second special figure game is preferentially executed over the first special figure game, when time shortening control for facilitating the execution of the second special figure game is being performed and a start port winning command based on the occurrence of the first start winning is received, the winning determination limit condition may be satisfied even if it is satisfied. In the range where such a winning determination limit condition is satisfied, when it is possible to determine whether to control to a big win game state based on the variable display before the start of the variable display, a limit may be provided as a limit that a preview notice effect that is an effect before the variable display that is the subject of the determination is not executed.
[0163] In the case where there is no judgment limit corresponding to step AKS003 (step AKS003; No), if the character movement effect determination process (step AKS004) and the timer effect determination process (step AKS005) can be sequentially executed. The character movement effect determination process in step AKS004 is a process that enables determination regarding the start of execution of the character movement effect, such as the presence or absence of the effect of executing the character movement effect and the effect pattern when executing the character movement effect. The timer effect determination process in step AKS005 is a process that enables determination regarding the start of execution of the timer effect, such as the presence or absence of the effect of executing the timer effect and the effect pattern when executing the timer effect.
[0164] In the case where there is a judgment limit corresponding to step AKS003 (step AKS003; Yes), or after executing the timer effect determination process in step AKS005, a hold display image is determined (step AKS006). The hold display image is an effect image used for hold display. Thereafter, a start winning hold display update setting is performed (step AKS007). By step AKS007, a new hold display is added so as to increase the hold display in the hold display area AKB0 by 1. In step AKS007, the hold display image determined in step AKS006 may be displayed to start a new hold display. Alternatively, in step AKS007, regardless of the determination result in step AKS006, first, the display image AKE0 may be displayed so that a circular display with a white display color in the normal display mode is performed. Thereafter, it may be changed to the display of the hold display image determined in step AKS006 at the shift timing when the shift of the hold display due to the digestion of the hold memory occurs.
[0165] If there is no reception of the start port winning command corresponding to step AKS001 (step AKS001; No), or after step AKS007, it is determined whether it is the shift timing at which the shift of the hold display is performed corresponding to the start of a new variable display as the hold memory is digested (step AKS008). If it is not the shift timing (step AKS008; No), the preview effect setting process ends.
[0166] If it is the shift timing corresponding to step AKS008 (step AKS008; Yes), it is only necessary to sequentially execute the character movement effect execution process (step AKS009) and the timer effect execution process (step ASK010). The character movement effect execution process in step AKS009 is a process that enables decisions and controls regarding the execution of the character movement effect, such as whether to execute the switching suggestion effect or not, whether to execute the character hiding effect or not, and the control during the execution of the character hiding effect, when the character movement effect is being executed. The timer effect execution process in step AKS010 is a process that enables settings regarding the execution of the timer effect and the timer standby effect, such as settings for executing the timer effect and settings for executing the timer standby effect, when the timer effect and the timer standby effect are being executed.
[0167] After the processing during the timer effect execution in step AKS010, the hold display update setting at the start of variation is performed (step AKS011), and the pre-reading effect setting process ends. By step AKS011, the hold display in the hold display area AKB0 is decreased by 1, the display part corresponding to the hold number "1" is erased to clear the hold display, and the hold displays in the display parts corresponding to the other hold numbers from "2" to "4" are shifted one by one. As a result, the shift of the hold display is performed. Corresponding to the hold display erased at this time, setting for updating the active display in the active display area AKA0 is performed. Therefore, with the start of variable display, the display of the effect image to be the active display in the active display area AKA0 can be started. The display of the effect image to be the active display may be able to inherit the display mode of the effect image in the erased hold display. Thus, the effect mode by the active display may inherit the effect mode by the hold display after the start of variable display. Such data regarding the pre-reading effect setting process may be stored in the ROM121 or the RAM122. The usage example of the stored data regarding the pre-reading effect setting process is described with reference to FIGS. 10-12.
[0168] The pre-reading effect setting process shown in FIG. 10-11 can refer to a hold display image determination table configured using the stored data in the ROM121, for example, when determining the hold display image in step AKS006. In the hold display image determination table, a determination value to be compared with the random number for hold display image determination included in the random number for effect is preset. The effect control CPU 120 can extract numerical data that becomes a random number for hold display image determination that can be updated by a random counter or a random number circuit 124 provided in the RAM122, and determine the effect image to be the hold display image by referring to the hold display image determination table. At this time, it is sufficient that the effect image to be the hold display image can be determined at different ratios corresponding to the determination result at the time of winning. Data for specifying the determination result at the time of winning and the hold display image can be stored in a hold display data storage unit 002AKM01 provided in a predetermined area, such as the effect control buffer setting unit of the RAM122.
[0169] Figure 10-12(A) shows a determination example 002AKD01 of the hold display image. In the pre-reading effect setting process, the hold display image can be determined to be any of a plurality of types at step AKS006. At this time, in correspondence with the winning determination result, a display image that becomes the hold display image can be determined at different ratios. Also, in correspondence with the winning determination result, the display images that can be determined as the hold display image may be different. For example, when the winning determination result is any of "reach confirmed at loss", "super reach confirmed at loss", and "big win", the display image AKE2 with a green display color can be determined at a predetermined ratio to be the hold display image, while when the winning determination result is "general at loss", the display image AKE2 cannot be determined as the hold display image. When the winning determination result is "super reach confirmed at loss" or "big win", the display image AKE3 with a red display color can be determined at a predetermined ratio to be the hold display image, while when the winning determination result is "general at loss" or "reach confirmed at loss", the display image AKE3 cannot be determined as the hold display image. For example, when the winning determination result is "big win", the display image AKE3 is determined as the hold display image at a higher determination rate than when the winning determination result is any of "super reach confirmed at loss", "reach confirmed at loss", and "general at loss". With such a setting, when the hold display using the hold display image is performed, it can be suggested that the variable display result becomes "big win" at a predetermined ratio according to the display color thereof and is controlled to the big win gaming state. Also, the hold display corresponding to the variable display that has not yet started can be displayed in a plurality of display modes with different expectations of being controlled to an advantageous state such as the big win gaming state.
[0170] FIG. 10-12(B) shows a configuration example of the suspended display data storage unit 002AKM01. The suspended display data storage unit 002AKM01 may store, as suspended display data, various data for performing a suspended display in the suspended display area AKB0 corresponding to the suspension of the execution of the special figure game, as long as it can store the data. As the suspended display data storage unit 002AKM01, a first suspended display data storage unit corresponding to the suspended storage display of the first special figure game and a second suspended display data storage unit corresponding to the suspended storage display of the second special figure game may be provided. The suspended display data storage unit 002AKM01 has, for example, a storage area for storing data that can identify a winning determination result and a suspended display image in association with the suspension number in the suspended display area AKB0. The suspended display data storage unit 002AKM01 may be configured by using a part or all of the command buffer, such as the storage area of the winning determination result command, in the first start winning command buffer or the second start winning command buffer, or as a storage unit separate from the first start winning command buffer and the second start winning command buffer. The winning determination result that can be stored by the suspended display data storage unit 002AKM01 indicates the determination result of the look-ahead determination specified based on the winning determination result command. The suspended display image that can be stored by the suspended display data storage unit 002AKM01 is a production image that is displayed in the suspended display area AKB0 based on the determination result in step AKS006, enabling recognition of the presence or absence of a special figure game that has not yet started and the number of suspensions.
[0171] Figures 10 - 13 are flowcharts showing an example of character movement effect determination processing. The character movement effect determination processing is included in the processing that can be called from the pre - reading effect setting processing shown in Figure 10 - 11, and is executable in step AKS004 when there is no judgment limit corresponding to step AKS003. When the effect control CPU 120 executes the character movement effect determination processing, it determines whether the character movement effect flag is on (step AKS021). The character movement effect flag is set to the on state when the execution of the character movement effect starts, and is cleared to the off state when the execution of the character movement effect ends. Therefore, when the character movement effect flag is on, it designates that the character movement effect is being executed.
[0172] Corresponding to step AKS021, when the character movement effect flag is on (step AKS021; Yes), the character movement effect determination processing ends. Thereby, within the range where the character movement effect is being executed, a limit is provided as a limit that the character movement effect is not executed simultaneously or repeatedly. By restricting so as not to execute a plurality of character movement effects simultaneously or repeatedly, it is possible to prevent the effect from becoming complicated and prevent the decline of the game interest. On the other hand, when the character movement effect flag is off (step AKS021; No), it determines the presence or absence of the character movement effect (step AKS022). At this time, it is determined to be either "no character movement effect" where the character movement effect is not executed or "character movement effect exists" where the character movement effect is executed. Then, it determines whether this determination result is "character movement effect exists" (step ASK023).
[0173] In the case of "no character movement effect" instead of "character movement effect" corresponding to step AKS023 (step AKS023; No), the character movement effect determination process ends. On the other hand, in the case of "character movement effect" (step AKS023; Yes), the movement effect type is determined (step ASK024). Also, a pattern for the character movement effect is determined (step AKS025). Then, the start setting of the character movement effect is performed (step AKS026), and the character movement effect determination process ends. Data related to such a character movement effect determination process may be stored in ROM121 or RAM122. An example of the use of the stored data related to the character movement effect determination process will be described with reference to FIGS. 10-14 to 10-20.
[0174] The character movement effect process shown in FIG. 10-13 can refer to a character movement effect execution determination table configured using the stored data in ROM121, for example, when determining the presence or absence of a character movement effect in step AKS022. In the character movement effect execution determination table, a determination value to be compared with a random number for character movement effect execution determination included in the effect random number is preset. The effect control CPU 120 extracts numerical data that becomes a random number for character movement effect execution determination that can be updated by a random counter or random number circuit 124 provided in RAM122, and by referring to the character movement effect execution determination table, it can determine whether to execute the character movement effect.
[0175] The character movement effect processing shown in FIGS. 10-13 can refer to a character movement effect type determination table configured using the stored data in the ROM 121 when determining the movement effect type, for example, by step AKS024. In the character movement effect type determination table, determination values to be compared with the random numbers for character movement effect type determination included in the effect random numbers are preset. The effect control CPU 120 extracts numerical data that becomes a random number for character movement effect type determination, which can be updated by a random counter or a random number circuit 124 provided in the RAM 122, and by referring to the character movement effect type determination table, it can determine the movement effect type as any one of a plurality of types.
[0176] The character movement effect processing shown in FIGS. 10-13 can refer to a character movement effect pattern determination table configured using the stored data in the ROM 121 when determining the character movement effect pattern, for example, by step AKS025. In the character movement effect pattern determination table, determination values to be compared with the random numbers for character movement effect pattern determination included in the effect random numbers are preset. The effect control CPU 120 extracts numerical data that becomes a random number for character movement effect pattern determination, which can be updated by a random counter or a random number circuit 124 provided in the RAM 122, and by referring to the character movement effect pattern determination table, it can determine the effect pattern that becomes the character movement effect pattern. Data indicating that the effect pattern that becomes the character movement effect pattern can be specified can be stored in a character movement effect data storage unit 002AKM02 provided in a predetermined area, such as an effect control buffer setting unit of the RAM 122.
[0177] Figure 10-14(A) shows determination example 002AKD11 regarding the presence or absence of a character movement effect. In the character movement effect determination process, it is possible to determine the presence or absence of a character movement effect at step AKS022. At this time, it is sufficient that different determinations can be made regarding the presence or absence of a character movement effect corresponding to the number of stored holds. Also, when the number of stored holds is equal to or greater than a specific number, it is sufficient that different ratios can be used to determine the presence or absence of a character movement effect corresponding to the winning determination result at the time of winning. For example, when the number of stored holds is "1", the determination rate of "none" where the character movement effect is not executed is 100%, and the determination rate of "yes" where the character movement effect is executed is 0%. Therefore, if the number of stored holds at the time of a start win is "1", it is determined that the character movement effect will not be executed. In this way, a limit is provided as a limit where the character movement effect is not executed in the range where the number of stored holds is less than a specific number, such as when the number of stored holds at the time of a start win is "1". By restricting the non-execution of the character movement effect when the number of stored holds is less than a specific number, it is possible to prevent the execution time of the character movement effect from becoming too short and appropriately improve the gaming interest due to the effect.
[0178] In the determination example 002AKD11 of FIG. 10-14(A), when the number of suspended memories is any one of "2" to "4", corresponding to whether the winning determination result is any one of "ordinary when losing", "reach determined when losing", "super reach determined when losing", and "big win", the determination rate of "none" for not executing the character movement effect and the determination rate of "yes" for executing the character movement effect are different. For example, when the winning determination result is "big win", it is determined as "yes" for executing the character movement effect with a higher determination rate than when the winning determination result is any one of "super reach determined when losing", "reach determined when losing", and "ordinary when losing". Also, when the winning determination result is "big win", the determination rate of "yes" for executing the character movement effect is higher than the determination rate of "none" for not executing the character movement effect. When the winning determination result is "super reach determined when losing", it is determined as "yes" for executing the character movement effect with a lower determination rate than when the winning determination result is "big win", and with a higher determination rate than when the winning determination result is any one of "reach determined when losing" and "ordinary when losing". Also, when the winning determination result is "super reach determined when losing", the determination rate of "yes" for executing the character movement effect is the same as the determination rate of "none" for not executing the character movement effect. When the winning determination result is "reach determined when losing", it is determined as "yes" for executing the character movement effect with a lower determination rate than when the winning determination result is either "big win" or "super reach determined when losing", and with a higher determination rate than when the winning determination result is "ordinary when losing". When the winning determination result is "ordinary when losing", it is determined as "yes" for executing the character movement effect with a lower determination rate than when the winning determination result is any one of "big win", "super reach determined when losing", and "reach determined when losing". Also, when the winning determination result is either "reach determined when losing" or "ordinary when losing", the determination rate of "yes" for executing the character movement effect is lower than the determination rate of "none" for not executing the character movement effect.With such settings, when the character movement effect is executed, the probability of being controlled to a jackpot game state, which is a favorable state for the player compared to the case where the character movement effect is not executed, increases. Additionally, depending on arbitrary settings, when the character movement effect is executed, the probability of being controlled to a jackpot game state, which is a favorable state for the player compared to the case where the character movement effect is not executed, may be increased. In this way, by appropriately executing the character movement effect included in the specific effect, the player's attention to the execution of the character movement effect can be increased, and the gaming interest can be improved.
[0179] Figure 10-14(B) shows a determination example 002AKD12 of the movement effect type. In the character movement effect determination process, the movement effect type can be determined in step AKS024. In this embodiment, a plurality of movement effect types, namely movement effect types RSA to RSD, are prepared in advance. The movement effect types RSA to RSD can each form a group of effect patterns by classifying a plurality of effect patterns that can be used as character movement effect patterns. The movement effect type RSA corresponds to a second pattern that does not inherit the effect mode of the character movement effect after the variable display that is the subject of determination, and is composed of a plurality of effect patterns. The movement effect type RSB corresponds to a first pattern that inherits the effect mode of the character movement effect after the variable display that is the subject of determination, and is composed of a plurality of effect patterns. The movement effect type RSC corresponds to the case where, after starting the execution of the character movement effect in the first pattern, the character movement effect is executed by switching to the second pattern, and is composed of a plurality of effect patterns. The movement effect type RSD corresponds to the case where, after starting the execution of the character movement effect in the second pattern, the character movement effect is executed by switching to the first pattern, and is composed of a plurality of effect patterns.
[0180] In the determination example 002AKD12 of FIG. 10-14(B), the plurality of movement presentation types RSA to RSD may be determined to any one at different ratios corresponding to the winning determination result. Also, the determinable movement presentation types may be different corresponding to the winning determination result. For example, when the winning determination result is any one of "reach determination at non-winning", "super reach determination at non-winning", and "big win", it can be determined to any one of the movement presentation types RSC and RSD at a predetermined ratio, while when the winning determination result is "general at non-winning", it cannot be determined to any of the movement presentation types RSC and RSD. For example, when the winning determination result is "big win", it is determined to the movement presentation type RSD at a higher determination rate than when the winning determination result is any one of "super reach determination at non-winning", "reach determination at non-winning", and "general at non-winning". With such a setting, when the character movement presentation is executed, whether the character movement presentation is started in the first pattern, started in the second pattern, then switched from the first pattern to the second pattern to execute the character movement presentation, switched from the second pattern to the first pattern to execute the character movement presentation, etc., the degree of expectation of being controlled to the big win gaming state, which is an advantageous state for the player, is different. In addition, by any setting, when the character movement presentation is executed, whether the character movement presentation is started in the first pattern, started in the second pattern, then switched from the first pattern to the second pattern to execute the character movement presentation, switched from the second pattern to the first pattern to execute the character movement presentation, etc., the degree of expectation of being controlled to the big win gaming state, which is an advantageous state for the player, may be made different. Thus, when the character movement presentation is executed, the character movement presentation included in the specific presentation can be appropriately executed so that the player's attention to whether it is the first pattern or the second pattern is increased, and the gaming interest can be improved.
[0181] Figs. 10 - 15 show a configuration example of the production patterns included in the movement production type RSA. In this embodiment, the movement production type RSA includes, as a plurality of production patterns that can be determined for the character movement production pattern, production patterns RPA1 - 1 - 1 to RPA1 - 1 - 4, RPA1 - 2 - 2 to RPA1 - 2 - 4, RPA1 - 3 - 3, RPA1 - 3 - 4, RPA1 - 4 - 4, RPA2 - 2 - 2 to RPA2 - 2 - 4, RPA2 - 3 - 3, RPA2 - 3 - 4, RPA2 - 4 - 4, RPA3 - 3 - 3, RPA3 - 3 - 4, RPA3 - 4 - 4, RPA4 - 4 - 4. All of the plurality of production patterns included in the movement production type RSA are such that for the target variation which is the variable display that has become the object of determination, a character that can be displayed corresponding to each of the one - time - before variation which is the variable display executed one time before, the two - times - before variation which is the variable display executed two times before, the three - times - before variation which is the variable display executed three times before, and the four - times - before variation which is the variable display executed four times before, is specified. Note that the movement production type RSA corresponds to a second pattern that does not inherit the production mode of the character movement production after the variable display that has become the object of determination. Therefore, for all of the plurality of production patterns included in the movement production type RSA, no character that can be displayed corresponding to the target variation which is the variable display that has become the object of determination is specified.
[0182] Figures 10-16 show a configuration example of the production patterns included in the movement production type RSB. In this embodiment, the movement production type RSB includes, as a plurality of production patterns that can be determined for the character movement production pattern, production patterns RPB1-1-1-1 to RPB1-1-1-4, RPB1-1-2-2 to RPB1-1-2-4, RPB1-1-3-3, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-2 to RPB1-2-2-4, RPB1-2-3-3, RPB1-2-3-4, RPB1-2-4-4, RPB1-3-3-3, RPB1-3-3-4, RPB1-3-4-4, RPB1-4-4-4, RPB2-2-2-2 to RPB2-2-2-4, RPB2-2-3-3, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-3, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-3, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, RPB4-4-4-4. Each of the plurality of production patterns included in the movement production type RSB is designated with a character that can be displayed corresponding to each of the target variation, the variation one time before, the variation two times before, the variation three times before, and the variation four times before. Note that the movement production type RSB corresponds to the first pattern that inherits the production mode of the character movement production after the variable display that has become the determination target. Therefore, each of the plurality of production patterns included in the movement production type RSB is also designated with a character that can be displayed corresponding to the target variation.
[0183] Figures 10-17 show a configuration example of the production patterns included in the movement production type RSC. In this embodiment, the movement production type RSC includes, as a plurality of production patterns that can be determined for the character movement production pattern, production patterns RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, RPC1-4-4, RPC2-2-2 to RPC2-2-4, RPC2-3-3, RPC2-3-4, RPC2-4-4, RPC3-3-3, RPC3-3-4, RPC3-4-4, RPC4-4-4. All of the plurality of production patterns included in the movement production type RSC are specified with characters that can be displayed corresponding to each of the one-time previous change, the two-time previous change, the three-time previous change, and the four-time previous change with respect to the target change. Note that the movement production type RSC corresponds to the case where, after starting the execution of the character movement production in the first pattern, the character movement production is executed by switching to the second pattern. Therefore, none of the plurality of production patterns included in the movement production type RSC are specified with characters that can be displayed corresponding to the target change.
[0184] Figures 10-18 show a configuration example of the presentation patterns included in the movement presentation type RSD. In this embodiment, the movement presentation type RSD includes, as a plurality of presentation patterns that can be determined for the character movement presentation pattern, presentation patterns RPD1-1-1-1 to RPD1-1-1-4, RPD1-1-2-2 to RPD1-1-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2 to RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, RPD1-4-4-4, RPD2-2-2-2 to RPD2-2-2-4, RPD2-3-3-3, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-3, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, RPD4-4-4-4. Each of the plurality of presentation patterns included in the movement presentation type RSD designates a character that can be displayed corresponding to each of the target variation, the variation one time before, the variation two times before, the variation three times before, and the variation four times before. Note that the movement presentation type RSD corresponds to the case where, after starting the execution of the character movement presentation in the second pattern, the presentation is switched to the first pattern and the character movement presentation is executed. Therefore, each of the plurality of presentation patterns included in the movement presentation type RSD also designates a character that can be displayed corresponding to the target variation.
[0185] In the configuration examples shown in FIGS. 10-14 to 10-18, for any of the production patterns, the characters that can be displayed corresponding to the three-time previous change and the four-time previous change are specified as common characters. Therefore, for example, when starting the execution of the character movement effect with the hold memory number being "4" and the character is displayed corresponding to the four-time previous change and the three-time previous change, the common character will be displayed without change. For example, when starting the execution of the character movement effect with the hold memory number being "3", the character specified corresponding to the four-time previous change will not be displayed, and the display will start from the character specified corresponding to the three-time previous change. When starting the execution of the character movement effect with the hold memory number being "2", the characters specified corresponding to the four-time previous change and the three-time previous change will not be displayed, and the display will start from the character specified corresponding to the two-time previous change. An effect pattern in which different characters are specified may be provided for the specification of the characters that can be displayed corresponding to the three-time previous change and the four-time previous change.
[0186] For the plurality of production patterns, the specified characters that can be displayed corresponding to each change are different. For example, in the plurality of production patterns included in the movement effect type RSA, in the production pattern RPA1-1-1, from the four-time previous change to the one-time previous change, the character CH01 is continuously displayed without change, and the execution of the character movement effect ends. Also, in the production pattern RPA1-1-2, from the four-time previous change to the two-time previous change, the character CH01 is continuously displayed without change, and then at the one-time previous change, it can change to the character CH02 and be displayed, and then the execution of the character movement effect ends. In the production pattern RPA1-2-3, at the four-time previous change and the three-time previous change, the character CH01 is continuously displayed without change, and then at the two-time previous change, it can change to the character CH02 and be displayed, and at the one-time previous change, it can change to the character CH03 and be displayed, and then the execution of the character movement effect ends.
[0187] In a plurality of rendering patterns included in the movement rendering type RSB, in the rendering pattern RPB1-1-1-1, from the fourth previous change to the target change, the character CH11 is continuously displayed without change, and the execution of the character movement rendering ends. Also, in the rendering pattern RPB1-1-1-2, from the fourth previous change to the previous change, after the character CH11 is continuously displayed without change, it can be changed to the character CH12 in the target change and then displayed, and after that, the execution of the character movement rendering ends. In the rendering pattern RPB1-2-3-4, in the fourth previous change and the third previous change, after the character CH11 is continuously displayed without change, it can be changed to the character CH12 in the second previous change, it can be changed to the character CH03 in the previous change, and it can be changed to the character CH04 in the target change, and after that, the execution of the character movement rendering ends.
[0188] In a plurality of rendering patterns included in the movement rendering type RSC, in the rendering pattern RPC1-1-1-1, from the fourth previous change to the start of the second previous change, after the character CH11 is continuously displayed without change, it is switched from the character CH11 to the character CH01 and displayed in the second previous change, and in the previous change, the character CH01 can be continuously displayed without change, and after that, the execution of the character movement rendering ends. In the rendering pattern RPC1-1-1-2, from the fourth previous change to the start of the second previous change, after the character CH11 is continuously displayed without change, it is switched from the character CH11 to the character CH01 and displayed in the second previous change, and in the previous change, it can be changed to the character CH02 and then displayed, and after that, the execution of the character movement rendering ends.
[0189] In a plurality of rendering patterns included in the movement rendering type RSD, in the rendering pattern RPD1-1-1-1, from the fourth previous change to the start of the second previous change, after the character CH01 was continuously displayed without change, in the second previous change, it was switched from the character CH01 to the character CH11 and displayed, and in the previous change and the target change, the character CH11 can be continuously displayed without change, and then the execution of the character movement rendering ends. The rendering pattern RPD1-1-1-2 is such that from the fourth previous change to the start of the second previous change, after the character CH01 was continuously displayed without change, in the second previous change, it was switched from the character CH01 to the character CH11 and displayed, in the previous change, the character CH11 can be continuously displayed without change, and in the target change, it can change to the character CH12 and be displayed, and then the execution of the character movement rendering ends. Thus, the rendering patterns that are the character movement rendering patterns used to execute the character movement rendering are rendering patterns in which different characters can be displayed corresponding to the numbers included in the codes assigned to each of them.
[0190] In a plurality of rendering patterns included in the movement rendering type RSA, after a variable display capable of displaying the character CH01, any of the characters CH01 to CH04 can be displayed. After a variable display capable of displaying the character CH02, any of the characters CH02 to CH04 can be displayed, while the character CH01 cannot be made displayable. After a variable display capable of displaying the character CH03, either the character CH03 or CH04 can be made displayable, while neither the character CH01 nor CH02 can be made displayable. After a variable display capable of displaying the character CH04, the character CH04 can be made displayable, while any of the characters CH01 to CH03 cannot be made displayable.
[0191] In a plurality of rendering patterns included in the movement rendering type RSB, after a variable display capable of displaying the character CH11, any of the characters CH11 to CH14 can be displayed. After a variable display capable of displaying the character CH12, any of the characters CH12 to CH14 can be displayed, while the character CH11 cannot be made displayable. After a variable display capable of displaying the character CH13, any of the characters CH13 and CH14 can be displayed, while neither of the characters CH11 and CH12 can be made displayable. After a variable display capable of displaying the character CH14, the character CH14 can be made displayable, while none of the characters CH11 to CH13 can be made displayable.
[0192] A plurality of rendering patterns included in the movement rendering type RSC can execute a character movement rendering by switching a character that can be displayed corresponding to the first pattern to a character that can be displayed corresponding to the second pattern in the two-previous change. Before switching the character in the two-previous change, similar to the plurality of rendering patterns included in the movement rendering type RSB, corresponding to the character displayed in the previous variable display, a character that can be made displayable in the current variable display and a character that cannot be made displayable in the current variable display are provided. After switching the character in the two-previous change, similar to the plurality of rendering patterns included in the movement rendering type RSA, corresponding to the character displayed in the previous variable display, a character that can be made displayable in the current variable display and a character that cannot be made displayable in the current variable display are provided. Note that the variable display for switching a character that can be displayed corresponding to the first pattern to a character that can be displayed corresponding to the second pattern is not limited to the variable display that is the two-previous change, and in any variable display capable of executing a character movement rendering, a character that can be displayed corresponding to the first pattern can be switched to a character that can be displayed corresponding to the second pattern.
[0193] A plurality of presentation patterns included in the movement presentation type RSD can, in the variation two times before, switch the characters that can be displayed corresponding to the second pattern to the characters that can be displayed corresponding to the first pattern, enabling the execution of a character movement presentation. Before switching the characters in the variation two times before, similar to the plurality of presentation patterns included in the movement presentation type RSA, corresponding to the characters displayed in the previous variable display, there are provided characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display. After switching the characters in the variation two times before, similar to the plurality of presentation patterns included in the movement presentation type RSB, corresponding to the characters displayed in the previous variable display, there are provided characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display. Note that the variable display for switching the characters that can be displayed corresponding to the second pattern to the characters that can be displayed corresponding to the first pattern is not limited to the variable display that is the variation two times before, and in any variable display capable of executing a character movement presentation, the characters that can be displayed corresponding to the second pattern may be switched to the characters that can be displayed corresponding to the first pattern.
[0194] Figures 10-19 and 10-20 include examples of determining the production pattern that is the character movement production pattern. In this example of determination, different production patterns can be determined corresponding to the determination result of the movement production type. Figure 10-19(A) shows the determination example 002AKD13 when the movement production type is RSA, Figure 10-19(B) shows the determination example 002AKD14 when the movement production type is RSB, Figure 10-20(A) shows the determination example 002AKD15 when the movement production type is RSC, and Figure 10-20(B) shows the determination example 002AKD16 when the movement production type is RSD. In step AKS025 of the character movement production determination process shown in Figure 10-13, any production pattern that is the character movement production pattern can be determined from among the production patterns included in the movement production type determined in step AKS024. In this case, it is sufficient that the production pattern can be determined with a determination rate corresponding to the losing time when the winning determination result is any one of "general at losing", "reach determined at losing", "super reach determined at losing", and the jackpot time when the winning determination result is "jackpot".
[0195] In determination example 002AKD13 where the mobile performance type is RSA, in response to a loss, the determination rate of performance pattern RPA1-1-1 becomes the highest, and the determination rates of performance patterns where character CH04 can be displayed, such as RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, RPA4-4-4, become the lowest. In determination example 002AKD13 where the mobile performance type is RSA, even in the case of a big win, the determination rate of performance pattern RPA1-1-1 becomes the highest. However, the determination rate is lower in the case of a big win than in the case of a loss. In determination example 002AKD13 where the mobile performance type is RSA, even in the case of a big win, the determination rates of performance patterns where character CH04 can be displayed, such as RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, RPA4-4-4, become the lowest. However, their determination rates are higher in the case of a big win than in the case of a loss. Therefore, among the cases where character movement performance is executed with the performance patterns included in the mobile performance type RSA, when character CH04 is displayed, the expectation of being controlled to a big win gaming state, which is a more advantageous state for the player than the case where character CH04 is not displayed, becomes higher.
[0196] In determination example 002AKD14 where the movement presentation type is RSB, in response to a loss, the determination rate of presentation pattern RPB1-1-1-1 becomes the highest, and presentation patterns capable of displaying character CH14, such as presentation patterns RPB1-1-1-4, RPB1-1-2-4, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-4, RPB1-2-3-4, RPB1-2-4-4, RPB1-3-3-4, RPB1-3-4-4, RPB1-4-4-4, are included in the presentation patterns with the lowest determination rates. In determination example 002AKD14 where the movement presentation type is RSB, in response to a big win, the determination rates of presentation patterns capable of displaying character CH14 without displaying character CH11, such as presentation patterns RPB2-2-2-4, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, RPB4-4-4-4, become the highest. In determination example 002AKD14 where the movement presentation type is RSB, in response to a big win, the determination rate of presentation pattern RPB1-1-1-1 becomes the lowest. Therefore, among the cases where a character movement presentation is executed with a presentation pattern included in the movement presentation type RSB, when character CH14 is displayed without character CH11 being displayed, the expectation of being controlled to a big win gaming state, which is a more advantageous state for the player than the case where character CH11 is displayed without character CH14 being displayed, becomes higher.
[0197] In determination example 002AKD15 where the mobile presentation type is RSC, in response to a miss, the determination rate of the presentation pattern becomes 5%, which is the common determination rate. In determination example 002AKD15 where the mobile presentation type is RSC, in response to a big win, for presentation patterns such as RPC2-4-4, RPC3-3-4, RPC3-4-4, RPC4-4-4, etc., when the character movement presentation is executed in the first pattern, character CH11 is not displayed, and for a part of the presentation patterns where character CH04 can be displayed when the character movement presentation is executed in the second pattern, the determination rate is the highest. In determination example 002AKD15 where the mobile presentation type is RSC, in response to a big win, for presentation patterns such as RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, RPC1-4-4, etc., the presentation patterns where character CH11 can be displayed when the character movement presentation is executed in the first pattern have the lowest determination rate. Therefore, among the cases where the character movement presentation is executed with the presentation patterns included in the mobile presentation type RSC, when character CH11 is not displayed when the character movement presentation is executed in the first pattern and character CH04 is displayed when the character movement presentation is executed in the second pattern, the expectation of being controlled to the big win gaming state, which is a more advantageous state for the player, is higher than when character CH11 is displayed when the character movement presentation is executed in the first pattern.
[0198] In the determination example 002AKD16 where the movement performance type is RSD, in response to a miss, the determination rate of the performance pattern RPD2-2-2-2 becomes the highest. When the character movement performance is executed in the second pattern, such as the performance patterns RPD2-2-2-4, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, RPD4-4-4-4, the character CH01 is not displayed, and the performance pattern that can display the character CH14 when the character movement performance is executed in the first pattern has the lowest determination rate. In the determination example 002AKD16 where the movement performance type is RSD, in response to a big win, the performance patterns such as RPD3-4-4-4, RPD3-3-4-4, RPD3-4-4-4, RPD4-4-4-4, where the character CH01 and character CH02 are not displayed when the character movement performance is executed in the second pattern, and the performance pattern that can display the character CH14 when the character movement performance is executed in the first pattern has the highest determination rate. In the determination example 002AKD16 where the movement performance type is RSD, in response to a big win, the performance patterns such as RPD1-1-1-1 to RPD1-1-1-4, RPD1-1-2-2 to RPD1-2-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2 to RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, RPD1-4-4-4, where the character CH01 can be displayed when the character movement performance is executed in the second pattern, has the lowest determination rate. Therefore, among the cases where the character movement performance is executed in the performance patterns included in the movement performance type RSD, when the character CH01 is not displayed when the character movement performance is executed in the second pattern and the character CH14 is displayed when the character movement performance is executed in the first pattern, the expectation of being controlled to the big win gaming state, which is a more advantageous state for the player than when the character CH01 is displayed when the character movement performance is executed in the second pattern, becomes higher.
[0199] The first pattern is an execution pattern of a character movement effect that inherits the effect mode in the character movement effect before a variable display that is the target of determination as to whether or not to be controlled to a big win game state after that variable display. The second pattern is an execution pattern of a character movement effect that does not inherit the effect mode in the character movement effect before a variable display that is the target of determination as to whether or not to be controlled to a big win game state after that variable display. Among the cases where the character movement effect is executed in the second pattern, as long as the determination rate of the effect pattern is set so that the expectation of being controlled to the big win game state is higher when the character CH04 is displayed than when the character CH01 is displayed. Among the cases where the character movement effect is executed in the second pattern, the big win expectation is the highest when the character CH04 is displayed, and the big win expectation decreases as it becomes the case where the character CH03 is displayed, the case where the character CH02 is displayed, and the case where the character CH01 is displayed. The determination rate of the effect pattern may be set. Among the cases where the character movement effect is executed in the first pattern, as long as the determination rate of the effect pattern is set so that the expectation of being controlled to the big win game state is higher when the character CH14 is displayed than when the character CH11 is displayed. Among the cases where the character movement effect is executed in the first pattern, the big win expectation is the highest when the character CH14 is displayed, and the big win expectation decreases as it becomes the case where the character CH13 is displayed, the case where the character CH12 is displayed, and the case where the character CH11 is displayed. The determination rate of the effect pattern may be set.
[0200] The dedicated CPU 120 for performance controls the start of the execution of the character movement performance by performing the character movement performance start setting in step AKS026 after determining the performance pattern that becomes the character movement performance pattern in the character movement performance determination process shown in FIGS. 10 to 13. For example, corresponding to the performance pattern determined in step AKS025, the performance control pattern for character movement performance previously stored and prepared in the ROM 121 is read out. Corresponding to the control data included in this performance control pattern, by sending an execution instruction of the performance to the display control unit 123, a performance image showing the character or the like is displayed on the screen of the image display device 5, and the execution of the character movement performance may be started. When starting the execution of the character movement performance, the character movement performance flag is set to the ON state. Also, corresponding to the number of stored items in hold, the initial count value of the character display counter is set. Data that can identify the character movement performance flag and the count value of the character display counter can be stored in the character movement performance data storage unit 002AKM02 provided in a predetermined area together with data that can identify the performance pattern that becomes the character movement performance pattern.
[0201] FIG. 10-20(C) shows a configuration example of the character movement effect data storage unit 002AKM02. The character movement effect data storage unit 002AKM02 stores a character movement effect flag, an effect pattern, a character display counter, and a concealment effect flag. The effect pattern that can be stored by the character movement effect data storage unit 002AKM02 indicates the effect pattern determined as the character movement effect pattern. The count value of the character display counter is set with the number of stored operations at the initial value when starting the execution of the character movement effect, for example, and can count the remaining number of times until the variable display targeted for determination is executed by subtracting 1 each time the variable display is executed. The effect control CPU 120 can identify the character to be displayed in the character movement effect by using the data indicating the effect pattern and the data indicating the count value of the character display counter among the stored data in the character movement effect data storage unit 002AKM02. The stored data of the character movement effect data storage unit 002AKM02 includes data that can specifically indicate the concealment effect flag. The concealment effect flag is set to the on state when the execution of the character concealment effect is started, and is cleared to the off state when the execution of the character concealment effect ends. Therefore, when the concealment effect flag is on, it specifies that the character concealment effect is being executed.
[0202] FIG. 10-21 is a flowchart showing an example of timer effect determination processing. The timer effect determination processing is included in the processing that can be called from the pre-reading effect setting processing shown in FIG. 10-11, and can be executed in step AKS005 after the character movement effect determination processing in step AKS004 is executed. When the effect control CPU 120 executes the timer effect determination processing, it determines whether the timer effect flag is on (step AKS031). The timer effect flag is set to the on state when the execution of the timer standby effect is started based on the determination result of executing the timer effect, and is cleared to the off state when the execution of the timer effect executed following the timer standby effect ends. Therefore, when the timer effect flag is on, it specifies that the timer standby effect and the timer effect are being executed.
[0203] When the timer effect in-progress flag is on corresponding to step ASK031 (step AKS031; Yes), the timer effect determination processing ends. Thereby, within the range where the timer standby effect and the timer effect are being executed, a limit is provided as a limit that the timer standby effect and the timer effect are not executed simultaneously or repeatedly. By restricting so as not to execute a plurality of timer standby effects and timer effects simultaneously or repeatedly, it is possible to prevent the effects from becoming complicated and to prevent a decrease in the amusement interest. On the other hand, when the timer effect flag is off (step AKS31; No), it is determined whether there is a timer effect (step AKS032). At this time, it is determined to be either "no timer effect" in which the timer effect is not executed or "timer effect exists" in which the timer effect is executed. Then, it is determined whether this determination result is "timer effect exists" (step AKS033).
[0204] In the case of "no timer effect" instead of "with timer effect" corresponding to step AKS033 (step AKS033; No), the timer effect determination process ends. On the other hand, in the case of "with timer effect" (step AKS033; Yes), a pattern for the timer effect is determined (step AKS034). Also, a pattern for the standby effect is determined (step AKS035). Then, the start setting of the timer standby effect is performed (step AKS036), and the timer effect determination process ends. Such data related to the timer effect determination process may be stored in the ROM121 or the RAM122. An example of the use of the data related to the timer effect determination process will be described with reference to FIGS. 10-22 and 10-23.
[0205] The timer effect determination process shown in FIG. 10-21 can refer to a timer effect execution determination table configured using the stored data in the ROM121, for example, when determining the presence or absence of a timer effect in step AKS032. In the timer effect execution determination table, a determination value to be compared with the random number for timer effect execution included in the effect random number is preset. The effect control CPU 120 can determine whether to execute the timer effect by extracting numerical data that becomes a random number for timer effect execution, which can be updated by the random counter or random number circuit 124 provided in the RAM122, and referring to the timer effect execution determination table.
[0206] The timer effect determination process shown in FIG. 10-21 enables reference to a timer effect pattern determination table configured using the stored data in the ROM 121 when, for example, determining a timer effect pattern in step AKS034. In the timer effect pattern determination table, determination values to be compared with the random numbers for timer effect pattern determination included in the effect random numbers are preset. The effect control CPU 120 extracts numerical data that becomes the random numbers for timer effect pattern determination, which can be updated by the random counter or random number circuit 124 provided in the RAM 122, and by referring to the timer effect pattern determination table, can determine the effect pattern that becomes the timer effect pattern. Data that can specifically indicate the effect pattern that becomes the timer effect pattern can be stored in the timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting section of the RAM 122.
[0207] The standby effect determination process shown in FIG. 10-21 enables reference to a standby effect pattern determination table configured using the stored data in the ROM 121 when, for example, determining a standby effect pattern in step AKS035. In the standby effect pattern determination table, determination values to be compared with the random numbers for standby effect pattern determination included in the effect random numbers are preset. The effect control CPU 120 extracts numerical data that becomes the random numbers for standby effect pattern determination, which can be updated by the random counter or random number circuit 124 provided in the RAM 122, and by referring to the standby effect pattern determination table, can determine the effect pattern that becomes the standby effect pattern. Data that can specifically indicate the effect pattern that becomes the standby effect pattern can be stored in the timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting section of the RAM 122.
[0208] FIG. 10-22 shows Decision Example 002AKD21 regarding the presence or absence of a timer effect. In the timer effect decision process, it is possible to determine the presence or absence of a timer effect in step AKS032. At this time, it is sufficient that different determinations can be made regarding the presence or absence of a timer effect corresponding to the number of suspended memories. Also, when the number of suspended memories is equal to or greater than a specific number, it is sufficient that different ratios can be used to determine the presence or absence of a timer effect corresponding to the winning determination result at the time of winning. Furthermore, even for a common winning determination result, different ratios may be used to determine the presence or absence of a timer effect corresponding to the number of suspended memories that is equal to or greater than a specific number. For example, when the number of suspended memories is "1", the determination rate of "none" where the timer effect is not executed is 100%, and the determination rate of "yes" where the timer effect is executed is 0%. Therefore, if the number of suspended memories at the time of a start winning is "1", it is determined that the timer effect will not be executed. In this way, a limit is provided as a boundary where the timer effect is not executed in the range where the number of suspended memories is less than a specific number, such as when the number of suspended memories at the time of a start winning is "1". By restricting the execution of the timer effect when the number of suspended memories is less than a specific number, it is possible to secure the execution time of the timer standby effect and appropriately improve the gaming interest due to the effect.
[0209] In the determination example 002AKD21 of FIG. 10-22, when the number of suspended memories is either "2" to "4", corresponding to whether the winning determination result is any of "General when losing", "Reach determined when losing", "Super reach determined when losing", or "Big win", the determination rate of "None" for not executing the timer effect and the determination rate of "Yes" for executing the timer effect are different. Also, even for the same winning determination result, depending on whether the number of suspended memories is any of "2" to "4", the determination rate of "None" for not executing the timer effect and the determination rate of "Yes" for executing the timer effect may be different determination rates. For example, when the winning determination result is "Big win", it is determined as "Yes" for executing the timer effect at a higher determination rate than when the winning determination result is any of "Super reach determined when losing", "Reach determined when losing", or "General when losing". Also, when the winning determination result is "Big win", the determination rate of "Yes" for executing the timer effect is higher than the determination rate of "None" for not executing the timer effect. When the winning determination result is "Super reach determined when losing", it is determined as "Yes" for executing the timer effect at a lower determination rate than when the winning determination result is "Big win", and at a higher determination rate than when the winning determination result is any of "Reach determined when losing" or "General when losing". When the winning determination result is "Reach determined when losing", it is determined as "Yes" for executing the timer effect at a lower determination rate than when the winning determination result is either "Big win" or "Super reach determined when losing", and at a higher determination rate than when the winning determination result is "General when losing". When the winning determination result is "General when losing", it is determined as "Yes" for executing the timer effect at a lower determination rate than when the winning determination result is any of "Big win", "Super reach determined when losing", or "Reach determined when losing". Also, when the winning determination result is either "Reach determined when losing" or "General when losing", the determination rate of "Yes" for executing the timer effect is lower than the determination rate of "None" for not executing the timer effect. With such settings, when the timer effect is executed, the expectation of being controlled to a big win gaming state, which is a more advantageous state for the player than when the timer effect is not executed, becomes higher.In this way, by appropriately executing a timer effect in which a specific display is performed so that the player's attention to the execution of the timer effect is increased, the gaming interest can be improved.
[0210] In the determination example 002AKD21 of FIG. 10-22, when the winning determination result is "general when losing", the determination rate of "yes" for executing the timer effect is higher when the number of stored memories is "3" than when the number of stored memories is "4", and is also higher when the number of stored memories is "2" than when the number of stored memories is "3". Even when the winning determination result is "reach determined when losing", the determination rate of "yes" for executing the timer effect is higher when the number of stored memories is "3" than when the number of stored memories is "4", and is also higher when the number of stored memories is "2" than when the number of stored memories is "3". When the winning determination result is "super reach determined when losing", the determination rate of "yes" for executing the timer effect is higher when the number of stored memories is "3" than when the number of stored memories is "4", and the common determination rate is 50% when the number of stored memories is "3" and "2". On the other hand, when the winning determination result is "big win", the determination rate of "yes" for executing the timer effect is the highest when the number of stored memories is "4", lower when the number of stored memories is "3" than when the number of stored memories is "4", and lower when the number of stored memories is "2" than when the number of stored memories is "3". With such a setting, when the number of stored memories at the time of being determined to execute the timer effect is large, the expectation of being controlled to the big win game state, which is a more advantageous state for the player than when the number of stored memories is small, becomes higher. In addition, depending on an arbitrary setting, when the number of stored memories at the time of being determined to execute the timer effect is large, the expectation of being controlled to the big win game state, which is a more advantageous state for the player than when the number of stored memories is small, may be increased. The timer effect is started when the variable display that is the target of the determination starts. Before the timing when the execution of the timer effect starts, the timer standby effect can be executed over a plurality of variable displays. And when the number of stored memories is large, it is more advantageous for the player that the execution time of the timer standby effect is longer than when the number of stored memories is small and the execution time of the timer standby effect is shorter, and the expectation of being controlled to the big win game state becomes higher. In this way, by appropriately executing the timer standby effect and the timer effect, the attention of the player to the execution time of the timer standby effect can be increased, and the gaming interest can be improved.
[0211] FIG. 10-23(A) shows a determination example 002AKD22 of an effect pattern that serves as a timer effect pattern. In this embodiment, four effect patterns TPA1 to TPA4 are prepared in advance as a plurality of effect patterns that can be determined as the timer effect pattern. The number of effect patterns that can be determined as the timer effect pattern may be a plurality of patterns based on any design. Corresponding to the effect patterns TPA1 to TPA4, the execution times of the timer effect are set to be different. For example, the execution time of the effect pattern TPA1 for the timer effect is 5 seconds, the execution time of the effect pattern TPA2 for the timer effect is 10 seconds, the execution time of the effect pattern TPA3 for the timer effect is 15 seconds, and the execution time of the effect pattern TPA4 for the timer effect is 20 seconds. Corresponding to the different execution times of the timer effect, the period during which a specific display in the timer effect can be displayed can also be made different. For example, when the timer effect is executed with the effect pattern TPA2, the specific display can be displayed for a longer period than when the timer effect is executed with the effect pattern TPA1. When the timer effect is executed with the effect pattern TPA3, the specific display can be displayed for a longer period than when the timer effect is executed with the effect pattern TPA2. When the timer effect is executed with the effect pattern TPA4, the specific display can be displayed for a longer period than when the timer effect is executed with the effect pattern TPA3.
[0212] In step AKS034 of the timer effect determination process shown in FIG. 10-21, any one of a plurality of pre-prepared effect patterns TPA1 to TPA4 can be determined as the timer effect pattern. At this time, different effect patterns may be determined corresponding to the determination results at the time of winning, such as "general when losing", "reach confirmed when losing", "super reach confirmed when losing", and "big win". Also, different ratios of effect patterns may be determined corresponding to the determination results at the time of winning. For example, when the determination result at the time of winning is "general when losing", the determination rate of the effect pattern TPA1 as the timer effect pattern is 100%, and the determination rates of the effect patterns TPA2 to TPA4 are 0%. Therefore, if the determination result at the time of winning is "general when losing", the effect pattern TPA1 is determined as the timer effect pattern, and the effect patterns TPA2 to TPA4 are not determined. In this way, within the range of the determination result at the time of winning being "general when losing", which is the most disadvantageous determination result for the player among the cases not controlled to the big win game state, a limit is set such that the timer effect is not executed with a specific effect pattern. Also, if the determination result at the time of winning is "reach confirmed when losing", the effect patterns TPA1 to TPA3 can be determined as the timer effect pattern, and the effect pattern TPA4 cannot be determined. In this way, within the range of the determination result at the time of winning being "reach confirmed when losing", a limit is set such that the timer effect is not executed with a special effect pattern. By restricting the timer effect from being executed with a specific effect pattern or a special effect pattern when the determination result is disadvantageous to the player, the timer effect can be appropriately executed to improve the gaming interest so that the player's expectation enhanced by the timer effect is less likely to decline.
[0213] In the determination example 002AKD22 of FIG. 10-23(A), for example, when the winning determination result is "big win", the production pattern TPA4 is determined with a higher determination rate than when the winning determination result is any of "super reach determined at non-winning", "reach determined at non-winning", and "ordinary at non-winning". Also, when the winning determination result is "big win", the determination rate of the production pattern TPA4 is higher than the determination rates of the other production patterns TPA1 to TPA3. When the winning determination result is "super reach determined at non-winning", it is determined with a lower determination rate than when the winning determination result is "big win" and also with a lower determination rate than the production patterns TPA1 to TPA3, to the production pattern TPA4. With such a setting, when the timer production is executed with the production pattern TPA4, the expectation of being controlled to a big win gaming state, which is a more advantageous state for the player than when the timer production is executed with any of the production patterns TPA1 to TPA3, becomes higher. Additionally, with any setting, when the timer production is executed with the production pattern TPA4, the expectation of being controlled to a big win gaming state, which is a more advantageous state for the player than when the timer production is executed with any of the production patterns TPA1 to TPA3, may be made higher. The production pattern TPA4 is the production pattern with the longest execution time of the timer production among the production patterns TPA1 to TPA4 and is the production pattern capable of displaying the specific display for the longest period. At the time of a big win when the winning determination result is "big win", the determination rates of the production patterns TPA1 to TPA3 are 20%, which is a common determination rate. In contrast, at the time of a non-win when the winning determination result is any of "ordinary at non-winning", "reach determined at non-winning", and "super reach determined at non-winning", the determination rate of the production pattern TPA1 is the highest, the determination rate of the production pattern TPA2 is the next highest, and the determination rate of the production pattern TPA3 is low. The production pattern TPA3 is a production pattern with a shorter execution time of the timer production than the production pattern TPA4, the production pattern TPA2 is a production pattern with a shorter execution time of the timer production than the production pattern TPA1, and the production pattern TPA1 is a production pattern with the shortest execution time of the timer production.Therefore, in the variable display where the timer effect is executed, the degree of expectation of being controlled to the jackpot game state, which is a favorable state more advantageous to the player than when the specific display is shown for a short period, becomes higher when the specific display is shown for a long period. Thus, the timer effect is executed in a special effect pattern, and the timer effect in which the specific display is performed is appropriately executed so that the player's attention is increased with respect to the specific display being shown for a long period, and the gaming interest can be improved.
[0214] FIG. 10-23(B) shows a determination example 002AKD23 of the effect pattern that becomes the standby effect pattern. In this embodiment, five effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2 are prepared in advance as a plurality of effect patterns that can be determined as the standby effect pattern. The number of effect patterns that can be determined as the standby effect pattern may be a plurality of patterns based on any design. Corresponding to the effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2, the effect modes of the timer standby effect and the like are set to be different. For example, in the effect pattern TPB0, the timer standby effect is executed in a continuous effect mode in which the specific display using the display image AKJ0 does not change. In the effect pattern TPB1-1, the timer standby effect is executed in a change display mode in which the specific display using the display image AKJ0 changes to the first change display using the display image AKJ1. In the effect pattern TPB1-1, the timer standby effect is executed in a change display mode in which the specific display using the display image AKJ0 changes to the second change display using the display image AKJ2. In the effect pattern TPB2-1, the timer standby effect is executed in a continuous effect mode, and a pre-stage effect by the display of the display image AKJ11 is executed separately from the specific display using the display image AKJ0. In the effect pattern TPB2-2, the timer standby effect is executed in a continuous effect mode, and a pre-stage effect by the display of the display image AKJ12 is executed separately from the specific display using the display image AKJ0.
[0215] In step AKS035 of the timer effect determination process shown in FIG. 10-21, any one of a plurality of pre-prepared effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, TPB2-2 can be determined as the standby effect pattern. At this time, it is only necessary that different effect patterns can be determined corresponding to the determination result of the effect pattern that becomes the timer effect pattern by step AKS034. Also, corresponding to the determination result of the effect pattern that becomes the timer effect pattern, it may be possible to determine the effect patterns that become the standby effect patterns at different ratios. For example, when the effect pattern TPA1 is determined as the timer effect pattern, it can be determined as any one of the effect patterns TPB0, TPB1-1, TPB2-1 as the standby effect pattern, and the effect patterns TPB1-2, TPB2-2 are not determined. When the effect pattern TPA2 is determined as the timer effect pattern, it can be determined as any one of the effect patterns TPB0, TPB1-1, TPB2-1 as the standby effect pattern, and the effect patterns TPB1-2, TPB2-2 are not determined. When the effect pattern TPA3 is determined as the timer effect pattern, it can be determined as any one of the effect patterns TPB1-2, TPB2-1 as the standby effect pattern, and the effect patterns TPB0, TPB1-1, TPB2-2 are not determined. When the effect pattern TPA4 is determined as the timer effect pattern, it can be determined as any one of the effect patterns TPB2-1, TPB2-2 as the standby effect pattern, and the effect patterns TPB0, TPB1-1, TPB1-2 are not determined.
[0216] When the performance pattern TPB0 is the pattern for timer performance, it is determined as the standby performance pattern with the highest determination rate when the pattern for timer performance is the performance pattern TPA1, and moreover, it is determined as the standby performance pattern with a higher determination rate than when the pattern for timer performance is any of the performance patterns TPA2 to TPA4. The performance pattern TPB1-1 is determined as the standby performance pattern with a higher determination rate when the pattern for timer performance is the performance pattern TPA2 than when the pattern for timer performance is the performance pattern TPA1. On the other hand, when the pattern for timer performance is any of the performance patterns TPA3 and TPA4, it is not determined as the standby performance pattern. The performance pattern TPB1-2 is determined as the standby performance pattern with the highest determination rate when the pattern for timer performance is the performance pattern TPA3. On the other hand, when the pattern for timer performance is any of the performance patterns TPA1, TPA2, and TPA4, it is not determined as the standby performance pattern. The performance pattern TPB2-1 is determined as the standby performance pattern with the highest determination rate when the pattern for timer performance is the performance pattern TPA2, and moreover, it is determined as the standby performance pattern with a higher determination rate than when the pattern for timer performance is any of the performance patterns TPA1, TPA3, and TPA4. The performance pattern TPB2-2 is determined as the standby performance pattern with the highest determination rate when the pattern for timer performance is the performance pattern TPA4. On the other hand, when the pattern for timer performance is any of the performance patterns TPA1 to TPA3, it is not determined as the standby performance pattern. With such settings, when the timer standby performance is executed in either of the performance patterns TPB1-1 and TPB1-2, the execution time of the timer performance is more likely to be longer than when the timer standby performance is executed in the performance pattern TPB0. Therefore, when the timer standby performance is executed in the change performance mode and the change performance is executed, it is possible to display the specific display in the timer performance for a longer period than when the timer standby performance is executed in the continuous performance mode and the change performance is not executed. Also, when the timer standby performance is executed in the continuous performance mode, the change performance is not executed, and the previous stage performance is executed, it may be possible to display the specific performance in the timer performance for a longer period than when the timer standby performance is executed in the change performance mode and the change performance is executed.In this way, even when the timer standby effect is not executed in the change effect mode and the specific display does not change, the previous-stage effect is executed, so the anticipation for the timer effect is enhanced. Therefore, the change effect and the previous-stage effect are appropriately executed so that the unexpectedness when the specific display does not change is enhanced, and the gaming interest can be improved.
[0217] In the timer effect determination process shown in FIG. 10-21, after determining the effect pattern that becomes the timer effect pattern in step AKS035, the effect control CPU 120 starts the execution of the timer standby effect by performing the timer standby effect start setting in step AKS036. For example, corresponding to the effect pattern determined in step AKS035, the effect control pattern for the timer standby effect prestored in the ROM 121 is read out. Corresponding to the control data included in this effect control pattern, by sending an effect execution instruction to the display control unit 123, a display image AKJ1 or the like is displayed as a specific display including a specific character on the screen of the image display device 5, and the execution of the timer standby effect may be started. When starting the execution of the timer standby effect, the timer effect flag is set to the on state. Also, corresponding to the number of stored data in reserve, the counting initial value of the remaining number counter is set. The data indicating the timer effect flag and the count value of the remaining number counter can be stored in the timer effect data storage unit 002AKM03 provided in a predetermined area together with the data indicating the effect pattern that becomes the timer effect pattern and the standby effect pattern.
[0218] FIG. 10-23(C) shows a configuration example of the timer effect data storage unit 002AKM03. The timer effect data storage unit 002AKM03 has a storage area for storing data that can specifically indicate a timer effect flag, a timer effect pattern, a standby effect pattern, and a remaining count counter. The timer effect pattern that can be stored by the timer effect data storage unit 002AKM03 indicates the effect pattern determined as the timer effect pattern. The standby effect pattern that can be stored by the timer effect data storage unit 002AKM03 indicates the effect pattern determined as the standby effect pattern. The count value of the remaining count counter may be set with the number of reserved memories at the start of the execution of the timer standby effect as the initial value, and may be counted down by 1 each time the variable display is executed, as long as the remaining number of times until the variable display targeted for determination is executed can be counted.
[0219] FIG. 10-24 is a flowchart showing an example of the processing during the execution of the character movement effect. The processing during the execution of the character movement effect is included in the processing that can be called from the pre-reading effect setting processing shown in FIG. 10-11, and is executable at step ASK009 when it is the shift timing corresponding to step AKS008. When the production control CPU 120 executes the processing during the execution of the character movement effect, it determines whether the character movement effect flag is on (step ASK041). When the character movement effect flag is off (step ASK041; No), the processing during the execution of the character movement effect ends corresponding to the fact that the character movement effect is not being executed.
[0220] When the character movement effect flag is on corresponding to step AKS041 (step AKS041; Yes), it is determined whether the concealment effect flag is on (step ASK042). When the concealment effect flag is off (step AKS042; No), it is determined whether there is a character concealment effect (step AKS043). At this time, it is determined to be either "no character concealment effect" where the character concealment effect is not executed or "character concealment effect exists" where the character concealment effect is executed. Then, it is determined whether this determination result is "character concealment effect exists" (step ASK044). When it is "character concealment effect exists" (step AKS044; Yes), the character concealment effect start setting is performed (step AKS045), and the processing during the execution of the character movement effect ends. The character concealment effect start setting includes setting to start the concealment display CK01 in the character concealment effect overlapping the display position of the character in the character movement effect. Thereby, as a special effect that makes the character movement effect, which is a specific effect, unviewable, the execution of the character concealment effect can be started.
[0221] When the concealment effect flag is on corresponding to step AKS042 (step AKS042; Yes), the character concealment timing control is determined (step ASK046). At this time, it is determined to be either "concealment continuation" where the character concealment effect is continued, "display restart" where the character concealment effect ends and the display in the character movement effect is resumed, or "display end" where the character concealment effect ends and the display in the character movement effect also ends. Then, it is determined whether this determination result is "concealment continuation" (step AKS047). When it is "concealment continuation" (step AKS047; Yes), the processing during the execution of the character movement effect ends.
[0222] When it is not "hidden continuation" corresponding to step AKS047 (step AKS047; No), it is determined whether the determination result by step AKS046 is "display restart" (step AKS048). When it is "display restart" (step AKS048; Yes), character movement effect restart setting is performed (step AKS049). The character movement effect restart setting includes a setting to end the hidden display CK01 in the character hiding effect that was performed overlapping the display position of the character in the character movement effect. Thereby, as a special effect that makes the character movement effect, which is a specific effect, unviewable, the execution of the character hiding effect can be ended and the character movement effect, which is a specific effect, can be restarted.
[0223] When it is not "display restart" corresponding to step AKS048 (step AKS048; No), corresponding to the determination result by step AKS046 being "display end", character movement effect end setting is performed (step AKS050), and the process during the execution of the character movement effect ends. The character movement effect end setting includes a setting to end the hidden display CK01 in the character hiding effect and a setting to end the execution of the character movement effect. For example, the stored data in the character movement effect data storage unit 002AKM02 is cleared and initialized. Thereby, as a special effect that makes the character movement effect, which is a specific effect, unviewable, the execution of the character hiding effect can be ended and the character movement effect, which is a specific effect, can be ended without restarting.
[0224] In the case of "no character hiding effect" instead of "with character hiding effect" corresponding to step AKS044 (step AKS044), or after performing the resumption setting of the character movement effect in step AKS049, it is determined whether there is a switching suggestion effect (step AKS051). At this time, it is determined to be either "no switching suggestion effect" where the switching suggestion effect is not executed or "with switching suggestion effect" where the switching suggestion effect is executed. Then, it is determined whether the determination result is "with switching suggestion effect" (step AKS052). In the case of "no switching suggestion effect" instead of "with switching suggestion effect" (step ASK052; No), the process during the execution of the character movement effect ends. On the contrary, in the case of "with switching suggestion effect" (step AKS052; Yes), the switching suggestion effect execution setting is performed (step AKS053), and the process during the execution of the character movement effect ends. An example of the use of the storage data related to the process during the execution of the character movement effect is described with reference to FIG. 10-25.
[0225] The process during the execution of the character movement effect shown in FIG. 10-24 can refer to a character hiding effect execution determination table configured using the storage data of the ROM121 when determining the presence or absence of the character hiding effect, for example, by step AKS043. In the character hiding effect execution determination table, a determination value to be compared with the random number for character hiding effect execution determination included in the effect random number is preset. The effect control CPU 120 extracts numerical data that becomes a random number for character hiding effect execution determination that can be updated by a random counter or a random number circuit 124 provided in the RAM 122, and by referring to the character hiding effect execution determination table, it is possible to determine the presence or absence of the effect of executing the character hiding effect.
[0226] The process during the execution of the character movement effect shown in FIG. 10-24 can refer to a control determination table for character concealment control configured using the stored data in the ROM121 when determining the control during character concealment, for example, by step AKS046. In the control determination table for character concealment control, determination values to be compared with the random numbers for determining character concealment control included in the effect random numbers are preset. The effect control CPU 120 can determine the control content for character concealment control by extracting numerical data that becomes a random number for determining character concealment control, which can be updated by the random counter or random number circuit 124 provided in the RAM122, and referring to the control determination table for character concealment control.
[0227] The process during the execution of the character movement effect shown in FIG. 10-24 can refer to a switching suggestion effect execution determination table configured using the stored data in the ROM121 when determining the presence or absence of a switching suggestion effect, for example, by step AKS051. In the switching suggestion effect execution determination table, determination values to be compared with the random numbers for determining the execution of the switching suggestion effect included in the effect random numbers are preset. The effect control CPU 120 can determine whether to execute the switching suggestion effect by extracting numerical data that becomes a random number for determining the execution of the switching suggestion effect, which can be updated by the random counter or random number circuit 124 provided in the RAM122, and referring to the switching suggestion effect execution determination table. In addition, when it is any one of the movement effect types RSC and RSD, it may be determined that the switching suggestion effect is always executed in response to the execution of the variable display that changes two times before. On the other hand, when it is any one of the movement effect types RSA and RSB, in response to the execution of the variable display that changes two times before, it may be determined whether to execute the switching suggestion effect at a predetermined ratio. With such settings, when the character movement effect is executed in the first pattern and when the character movement effect is executed in the second pattern, the switching suggestion effect is executed in response to switching to execute the character movement effect, and also, a gas effect or a switching failure effect in which the switching suggestion effect is executed in response to executing the character movement effect without switching can be executed.
[0228] FIG. 10-25(A) shows Decision Example 002AKD31 regarding the presence or absence of the character concealment effect. During the character movement effect execution process, it is possible to determine the presence or absence of the character concealment effect in step AKS043. At this time, it suffices that the presence or absence of the character concealment effect can be determined at different rates corresponding to the character being displayed, i.e., the displayed character, in the character movement effect. In Decision Example 002AKD31, corresponding to the displayed character being any one of characters CH01 to CH04, the decision rate of "none" where the character concealment effect is not executed is 80%, and the decision rate of "yes" where the character concealment effect is executed is 20%. Also, corresponding to the displayed character being any one of characters CH11 to CH14, the decision rate of "none" where the character concealment effect is not executed is 70%, and the decision rate of "yes" where the character concealment effect is executed is 30%.
[0229] The display images of characters CH01 to CH04 are applicable when performing a character movement effect in an effect pattern that is the second pattern when there is no inheritance, i.e., when not inheriting the effect mode of the character movement effect after the variable display that is the target of determination. The display images of characters CH11 to CH14 are applicable when performing a character movement effect in an effect pattern that is the first pattern when there is inheritance, i.e., when inheriting the effect mode of the character movement effect after the variable display that is the target of determination. Therefore, when performing a character movement effect in the first pattern, the character concealment effect is executed at a higher rate than when performing a character movement effect in the second pattern. When performing a character movement effect in the second pattern, if a switching suggestion effect is executed, there is a possibility of switching to the first pattern and performing a character movement effect. Therefore, when a player is performing a character movement effect in the second pattern, it is easy to expect the execution of a switching suggestion effect, and the sense of expectation is easily enhanced when the switching suggestion effect is executed. Thus, when performing a character movement effect in the second pattern, by enabling the character concealment effect to be executed at a low rate, the attention and sense of expectation for the switching suggestion effect can be enhanced, and the gaming interest can be improved.
[0230] Note that the character hiding effect may be made executable when preset hiding permission conditions are satisfied, and may not be executed when the hiding permission conditions are not satisfied. For example, within the range where a variable display that changes two times before the count value of the character display counter corresponds to "2" is executed, a limit as a boundary may be provided where the hiding permission conditions are not satisfied and the character hiding effect is not executed. During the execution of the variable display that changes two times before the count value of the character display counter corresponds to "2", there may be a case where a switching suggestion effect is executed and the first pattern and the second pattern are switched. In this case, if the character hiding effect is executed simultaneously or overlapping with the switching suggestion effect, it may become difficult to increase the player's attention to the switching suggestion effect. Therefore, within the range of the variable display where the switching suggestion effect can be executed, a limit as a boundary may be provided where the character hiding effect is not executed simultaneously or overlapping. By restricting so that the character hiding effect is not executed simultaneously or overlapping with the switching suggestion effect, it is possible to increase the player's attention to the switching suggestion effect and improve the gaming interest.
[0231] Whether or not to perform the character concealment effect may be determined with different determination rates according to which of the characters CH01 to CH04 the character being displayed is. Whether or not to perform the character concealment effect may be determined with different determination rates according to which of the characters CH11 to CH14 the character being displayed is. For example, when the character being displayed is character CH01 or character CH11, the determination rate may be set so that the character concealment effect is executed at a higher rate than when the character being displayed is character CH04 or character CH14. In the character movement effect, the determination rate of the effect pattern may be set so that when characters CH04 or CH14 are displayed, the expectation of being controlled to the jackpot game state is higher than when characters CH01 or CH11 are displayed. And the display of characters CH04 or CH14 does not change to the display of other characters in the character movement effect. Therefore, when the character being displayed is a character that is difficult to change, such as characters CH04 or CH14, the determination rate may be set so that the ratio of executing the character concealment effect is lower than when the character being displayed is a character that is easy to change, such as characters CH01 or CH11. In this way, within the range where the effect mode of the character movement effect is a specific mode that is difficult to change, a limit may be provided as a limit to reduce the ratio of becoming invisible by executing the character concealment effect compared to the case where the effect mode of the character movement effect is other than the specific mode. Alternatively, within the range where the effect mode of the character movement effect is an effect mode that does not change, a limit may be provided as a limit that the character concealment effect is not executed and becomes invisible. Thereby, when the character concealment effect is executed, the attention of the player to the change in the effect mode of the character movement effect can be increased, and the gaming interest can be improved.
[0232] When the dedicated CPU 120 for performance decides to execute a character hiding performance during the process of step AKS043 for character movement performance execution, it controls to enable the execution of the character hiding performance by performing the character hiding performance start setting in step AKS045 corresponding to the determination result of "character hiding performance exists" in step AKS044. For example, corresponding to the character hiding performance, an effect control pattern for character hiding performance pre-stored and prepared in the ROM 121 is read out. By sending an execution instruction of the performance to the display control unit 123 corresponding to the control data included in this effect control pattern, a hidden display CK01 is performed on the screen of the image display device 5 to start the execution of the character hiding performance. When starting the execution of the character hiding performance, the hiding performance flag is set to the on state. Data indicating that the hiding performance flag can be specified can be stored in the character movement performance data storage unit 002AKM02.
[0233] FIG. 10-25(B) shows Determination Example 002AKD32 of character hiding control. In the process during the execution of the character movement effect, character hiding control can be determined at step AKS046. At this time, it is only necessary to be able to determine the presence or absence of the character hiding effect at different ratios corresponding to the character being hidden, i.e., the hidden character, in the character hiding effect. The hidden character can be specified by using, among the stored data in the character movement effect data storage unit 002AKM02, data indicating the effect pattern and data indicating the count value of the character display counter, in the same way as the character displayed in the character movement effect. In Determination Example 002AKD32, corresponding to the hidden character being any one of CH01 to CH04, the determination rate of "continue hiding" to continue the character hiding effect is 30%, the determination rate of "resume display" to end the character hiding effect and resume the display of the character in the character movement effect is 20%, and the determination rate of "end display" to end the display of the character in the character movement effect along with the end of the character hiding effect is 50%. Also, corresponding to the hidden character being any one of characters CH11 to CH14, the determination rate of "continue hiding" to continue the character hiding effect is 20%, the determination rate of "resume display" to end the character hiding effect and resume the display of the character in the character movement effect is 70%, and the determination rate of "end display" to end the display of the character in the character movement effect along with the end of the character hiding effect is 10%.
[0234] The display images of characters CH01 to CH04 are applicable when the character movement effect is executed in an effect pattern that becomes the second pattern when there is no inheritance without inheriting the effect mode of the character movement effect after the variable display that is the target of the determination. The display images of characters CH11 to CH14 are applicable when the character movement effect is executed in an effect pattern that becomes the first pattern when there is inheritance and inherits the effect mode of the character movement effect after the variable display that is the target of the determination. Therefore, when the character concealment effect is executed and the character becomes invisible while the character movement effect is being executed in the first pattern, the character concealment effect ends at a higher rate and the display of the character in the character movement effect resumes compared to the case where the character concealment effect is executed and the character becomes invisible while the character movement effect is being executed in the second pattern. Also, when the character concealment effect is executed and the character becomes invisible while the character movement effect is being executed in the second pattern, the display of the character in the character movement effect ends at a higher rate along with the end of the character concealment effect compared to the case where the character concealment effect is executed and the character becomes invisible while the character movement effect is being executed in the first pattern. Thus, when the character concealment effect, which is a special effect, is executed and the character becomes invisible after starting the execution of the character movement effect, which is a specific effect, in the first pattern, the character movement effect, which is a specific effect, can be resumed. In contrast, when the character concealment effect, which is a special effect, is executed and the character becomes invisible after starting the execution of the character movement effect, which is a special effect, in the second pattern, the character movement effect, which is a specific effect, can be ended without resuming it.
[0235] When the dedicated CPU 120 for performance determines to set the control during character concealment to "resume display" in step AKS046 of the process during the execution of the character movement performance, it performs the character movement performance resumption setting in step AKS049 according to the determination result in step AKS048, thereby ending the concealment display CK01 in the character concealment performance and controlling to resume the display of the character in the character movement performance. For example, when the control during character concealment sends an execution instruction for a pre-prepared performance corresponding to "resume display" to the display control unit 123, the concealment display CK01 can be erased on the screen of the image display device 5, and the display of the character in the character movement performance can be resumed. The character to be displayed in the character movement performance may be specified by using the data indicating the performance pattern and the data indicating the count value of the character display counter among the stored data in the character movement performance data storage unit 002AKM02. Also, when ending the execution of the character concealment performance, the concealment performance flag is cleared to the off state. When ending the execution of the character concealment performance, the character to be displayed in the character movement performance may be a different character from the character when the character concealment performance was executed and the character became invisible after starting the execution of the character movement performance. For example, after starting the execution of the character movement performance with the performance pattern RPB1-2-3-4 included in the movement performance type RSB shown in FIGS. 10-16, when the character concealment performance is executed corresponding to the start of the variable display that changes three times before, the display of the character CH11 becomes invisible. In this case, when the execution of the character concealment performance ends corresponding to the start of the variable display that changes two times before and the display of the character in the character movement performance resumes, the display of the character CH12 different from the character CH11 resumes. Thus, even when the character movement performance that is a specific performance in the first pattern starts and then the character concealment performance that is a special performance is executed and becomes invisible, the character movement performance that is a specific performance in the first pattern with a different performance mode may be resumable.
[0236] In addition, when the preset concealment end condition is satisfied, the character concealment effect may be controlled to end separately from the determination rate of the character concealment time control during character concealment. For example, after starting the execution of the character movement effect in the effect pattern included in either the movement effect types RSC or RSD, when the character concealment effect is executed and the character becomes invisible, within the range where a variable display that changes twice before corresponding to the count value of "2" of the character display counter is executed, a limit may be provided as a limit to end the execution of the character concealment effect when the concealment end condition is satisfied. During the execution of the variable display that changes twice before corresponding to the count value of "2" of the character display counter, the switching suggestion effect may be executed and the first pattern and the second pattern may be switched. In this case, if the character concealment effect is executed simultaneously with or overlapping the switching suggestion effect, it may be difficult to increase the player's attention to the switching suggestion effect. Therefore, a limit may be provided as a limit to end the execution so that the character concealment effect is not executed simultaneously with or overlapping within the range of the variable display that executes the switching suggestion effect to switch between the first pattern and the second pattern. By restricting so that the character concealment effect is not executed simultaneously with or overlapping the switching suggestion effect, it is possible to increase the player's attention to the switching suggestion effect and improve the gaming interest.
[0237] The concealment end condition may be satisfied when a variable display that makes a change one time before corresponding to the count value of the character display counter being "1" is executed. In this way, after starting the execution of the character movement effect, when the character concealment effect is executed and the character becomes invisible, within the range where a variable display that makes a change one time before corresponding to the count value of the character display counter being "1" is executed, a limit as a restriction may be provided to end the execution of the character concealment effect when the concealment end condition is satisfied. The variable display that makes a change one time before corresponding to the count value of the character display counter being "1" becomes a branching point for whether to inherit the effect mode of the character movement effect after the next variable display in the first pattern or not to inherit the effect mode of the character movement effect after the next variable display in the second pattern. In this case, if the character concealment effect is executed and the character movement effect becomes invisible, it may be difficult to increase the player's attention to the character movement effect. Therefore, within the range of the variable display that branches to whether to inherit the effect mode of the character movement effect or not, a limit as a restriction may be provided to end the execution so that the character concealment effect is not executed. By restricting so that the character concealment effect is not executed in the variable display that branches to whether to inherit the effect mode of the character movement effect or not, it is possible to increase the player's attention to the character movement effect and improve the gaming interest.
[0238] When the performance-use CPU 120 determines character hiding control as "display end" in step AKS046 of the process during the execution of the character movement performance, it performs the end setting of the character movement performance in step AKS050 according to the determination result of step AKS048, thereby ending the hiding display CK01 in the character hiding performance and controlling to be able to end the display of the character in the character movement performance as well. For example, by sending an end instruction of a pre-prepared performance corresponding to "display end" for the character hiding control to the display control unit 123, the hiding display CK01 can be erased on the screen of the image display device 5, and the display of the character in the character movement performance can also be erased. When ending the execution of the character movement performance together with the character hiding performance, the stored data in the character movement performance data storage unit 002AKM02 may be cleared and initialized.
[0239] Figure 10-25(C) shows a determination example 002AKD33 regarding the presence or absence of the switching suggestion performance. In the process during the execution of the character movement performance, it is possible to determine the presence or absence of the switching suggestion performance in step AKS051. At this time, it is only necessary to be able to determine the presence or absence of the switching suggestion performance at different ratios corresponding to the character being displayed in the character movement performance, that is, the character being displayed. In the determination example 002AKD33, corresponding to the character being displayed being character CH01, the determination rate of "none" without executing the switching suggestion performance is 90%, and the determination rate of "yes" for executing the switching suggestion performance is 10%. Corresponding to the character being displayed being character CH02, the determination rate of "none" without executing the switching suggestion performance is 85%, and the determination rate of "yes" for executing the switching suggestion performance is 15%. Corresponding to the character being displayed being character CH03, the determination rate of "none" without executing the switching suggestion performance is 75%, and the determination rate of "yes" for executing the switching suggestion performance is 25%. Corresponding to the character being displayed being character CH04, the determination rate of "none" without executing the switching suggestion performance is 60%, and the determination rate of "yes" for executing the switching suggestion performance is 40%.
[0240] In addition, in response to the displayed character being any one of characters CH11 to CH14, it may be determined as "none" where the switching suggestion effect is not executed. The display images of characters CH01 to CH04 are applicable when executing the character movement effect in the second pattern when the inheritance of the effect mode of the character movement effect is not inherited after the variable display that is the target of the determination. The display images of characters CH11 to CH14 are applicable when executing the character movement effect in the first pattern when the inheritance of the effect mode of the character movement effect is inherited after the variable display that is the target of the determination. Therefore, when executing the character movement effect in the second pattern, by executing the switching suggestion effect at a predetermined ratio, it is possible to suggest that the first pattern can be switched. When executing the character movement effect in the second pattern, when the switching suggestion effect is executed, there is a possibility of switching to the first pattern and executing the character movement effect. Therefore, when the player is executing the character movement effect in the second pattern, it is easy to expect the switching suggestion effect to be executed, and the sense of expectation is easily enhanced when the switching suggestion effect is executed. Therefore, when executing the character movement effect in the second pattern, by making it possible to execute the switching suggestion effect at a predetermined ratio,...
Claims
【Claim 1】 A gaming machine that can be controlled to an advantageous state advantageous to a player, comprising effect execution means capable of executing a suggestive effect indicating that it is controlled to the advantageous state, wherein the suggestive effect includes a title display for notifying the title of the suggestive effect and an effect display by a predetermined character, the title display can be displayed using the predetermined character, and in response to the end of the title display, a character-related display related to the predetermined character and a predetermined display partially common to the title display can be displayed in a display area different from the area where the effect display is performed.
Citation Information
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