Gaming machine
The gaming machine enhances player engagement by implementing variable displays and state controls to manage jackpot effects, including anti-immersion and error notifications, improving the jackpot experience.
Patent Information
- Application Number
- JP2022149854
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-21
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2042-09-21
AI Technical Summary
Existing gaming machines lack improvements in the flow where a jackpot occurs, the execution of fanfare effects, and the conclusion of the jackpot, leading to suboptimal player engagement and experience.
A gaming machine that executes variable displays of specific identification information, allowing control of a more advantageous state for the player, includes variable winning means to change states, and employs effect execution means to display anti-immersion and error notifications, along with operation promotion displays during specific periods.
Enhances player engagement by providing variable and informative displays that prevent immersion, notify errors, and promote operations, thereby improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing games.
Background Art
[0002] Conventionally, there has been proposed a gaming machine in which a fanfare effect is executed when controlled to a jackpot gaming state. For example, Patent Document 1 discloses a gaming machine in which a fanfare effect is executed when a jackpot occurs.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Regarding the gaming machine as described in Patent Document 1, there is room for improvement in the flow where a jackpot occurs, a fanfare effect is executed, an effect during the jackpot is executed, and the jackpot ends.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to improve the effects in the flow where a jackpot occurs, a fanfare effect is executed, an effect during the jackpot is executed, and the jackpot ends.
Means for Solving the Problems
[0006] (A) A gaming machine capable of executing variable display of specific identification information, and controllable to an advantageous state more advantageous to a player than a normal state by deriving a specific display result as a display result of the variable display of the specific identification information, effect execution means capable of executing an effect, Variable winning means that can be controlled between a first state where game media can easily enter and a second state where the game media cannot enter or has difficulty entering, Round control means capable of executing a plurality of round games that control the variable winning means to change from the first state to the second state when controlled to the advantageous state, After being controlled to the advantageous state, it can be controlled to a special state that is more advantageous for the player than the normal state and is different from the advantageous state, The effect execution means, During a predetermined period from when the variable winning means changes from the first state to the second state in the last round game among the plurality of round games until it is controlled to the special state, it is possible to display an anti-immersion display related to preventing immersion in the game, During the predetermined period, it is possible to display a predetermined display related to the number of game media acquired during the advantageous state, It is possible to display an error display for notifying that an error has occurred, When an error occurs while the anti-immersion display is being displayed, it is possible to display the error display so as not to overlap with the anti-immersion display, During a specific period from when the specific display result is derived as the display result of the variable display of the specific identification information until the variable winning means changes to the first state, it is possible to display a title display corresponding to the advantageous state and an operation promotion display suggesting an operation method in the advantageous state after the display of the title display ends, In the operation promotion display, there are a first operation promotion display and a second operation promotion display with higher visibility than the first operation promotion display. The period during which the title display is displayed is longer than, Second The period during which the operation promotion display is displayed, The predetermined display is larger than the anti-immersion display, く and, In the specific period, there are a first specific period from when the specific display result is derived as the display result of the variable display of the specific identification information in the normal state until the variable winning means changes to the first state, and a second specific period which is the period from when the specific display result is derived as the display result of the variable display of the specific identification information in the special state until the variable winning means changes to the first state and is shorter than the first specific period. The period for displaying the title display in the second specific period is shorter than the period for displaying the title display in the first specific period. The period for displaying the second operation promotion display in the second specific period is shorter than the period for displaying the second operation promotion display in the first specific period. which is characterized by this. Other gaming machines, A gaming machine capable of performing variable display of specific identification information, and by deriving a specific display result as a result of the variable display of the specific identification information, it can be controlled to an advantageous state that is more advantageous for the player than the normal state. Effect execution means capable of executing an effect; Variable winning means capable of controlling between a first state in which a gaming medium can easily enter and a second state in which the gaming medium cannot enter or has difficulty entering; Round control means capable of executing a plurality of round games for performing control to change the variable winning means from the first state to the second state when controlled to the advantageous state; The effect execution means In relation to the end of the advantageous state, it can display a prevention-of-immersion display related to preventing immersion in the game; It can display an error display for notifying that an error has occurred; When the error occurs while the prevention-of-immersion display is being displayed, it can be displayed so that the error display does not overlap with the prevention-of-immersion display; During the period from when the specific display result is derived as a result of the variable display of the specific identification information until the variable winning means changes to the first state, a title display corresponding to the advantageous state and, after the display of the title display ends, an operation promotion display suggesting the operation method in the advantageous state can be displayed; The period during which the title display is displayed is longer than the period during which the operation promotion display is displayed.
[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which is also the configuration and control of a general pachinko gaming machine) will be explained.
[0010] (Configuration, etc. of the pachinko gaming machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is generally composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball launching device and driven into this game area.
[0011] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B that perform variable display (also referred to as a special symbol game) of a plurality of types of special identification information as special symbols (also referred to as special figures) are provided. These are each composed of 7-segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all the LEDs are turned off.
[0012] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). Examples of the variation include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or a variation.
[0013] In addition, the special symbol that is variably displayed on the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol that is variably displayed on the second special symbol display device 4B is also referred to as the "second special figure". Further, the special figure game using the first special figure is also referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.
[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 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.
[0015] For example, on the screen of the image display device 5, in synchronization with the first special figure game or the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol, such as a decorative symbol (a symbol indicating a number, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure game and the variable display of the decorative symbols that are executed synchronously are collectively referred to simply as variable display.
[0016] A display area for displaying a reservation display corresponding to the variable display whose execution is reserved and an active display corresponding to the variable display in progress may be provided on the screen of the image display device 5. The reservation display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0017] The number of reserved variable displays is also referred to as the reservation storage number. The reservation storage number corresponding to the first special figure game is also referred to as the first reservation storage number, and the reservation storage number corresponding to the second special figure game is also referred to as the second reservation storage number. Further, the sum of the first reservation storage number and the second reservation storage number is also referred to as the total reservation storage number.
[0018] Also, at a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number according to the number of lit LEDs, and the second hold display 25B displays the second hold memory number according to the number of lit LEDs.
[0019] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0020] The winning ball device 6A forms, for example, a first starting winning port that is always kept in a certain open state where a game ball can enter by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.
[0021] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A, and the second starting winning port is in a closed state where a game ball does not enter (it is also said that the second starting winning port is in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning port is in an open state where a game ball can enter (it is also said that the second starting winning port is in an open state). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to including an electric tulip-type accessory.
[0022] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions at the lower left and right of the game area), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as bonus balls.
[0023] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.
[0024] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for the special electric accessory) is in the off state, the big winning opening door closes the big winning opening so that game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in the on state, the big winning opening door opens the big winning opening so that game balls can easily enter the big winning opening.
[0025] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as bonus balls. When a game ball enters the big winning opening, more bonus balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.
[0026] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as a start winning.
[0027] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the left side of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0028] On the left side of the image display device 5, a passage gate 41 through which game balls can pass is provided. Based on the fact that the game ball has passed through the passage gate 41, a normal symbol game is executed.
[0029] Above the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol hold memories, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.
[0030] On the surface of the game board 2, in addition to the above configuration, there are provided a windmill for changing the flow direction and speed of the game balls and a large number of obstacle pins. At the lowermost part of the game area, an out port for taking in game balls that have not entered any winning ports is provided.
[0031] 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. Further, in the peripheral part of the game area, a game effect lamp 9 for game effects is provided. The game effect lamp 9 is composed of LEDs.
[0032] At a predetermined position of the game board 2 (not shown in FIG. 1), a movable body 32 that operates according to an effect is provided.
[0033] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to fire a game ball toward the game area by a hitting and launching device is provided.
[0034] At a predetermined position of the game machine frame 3 below the game area, there is provided a hitting ball supply tray (upper tray) that holds (stores) the game balls paid out as prize balls or the game balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting ball launching device. Below the upper tray, there is provided a hitting ball supply tray (lower tray) from which prize balls are paid out when the upper tray is full.
[0035] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be gripped by a player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0036] At a predetermined position of the game machine frame 3 below the game area, there is provided a push button 31B that enables a player to perform a predetermined instruction operation by pressing or the like. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).
[0037] In the pachinko game machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may be provided.
[0038] (Outline of game progress) By a rotational operation by the player on the hitting ball operation handle 30 provided in the pachinko game machine 1, the 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. When the game ball passes through the passing gate 41 during the period of execution of the previous normal pattern game or the like (when the game ball passes through the passing gate 41 but the normal pattern game based on the passing cannot be immediately executed), the normal pattern game based on the passing is held up to a predetermined upper limit number (for example, 4).
[0039] In this normal symbol game, if a specific normal symbol (normal symbol for a win) stops and is displayed, the display result of the normal symbol becomes "win in normal symbols". On the other hand, if a normal symbol other than the normal symbol for a win (losing symbol in normal symbols) stops and is displayed as the determined normal symbol, the display result of the normal symbol becomes "loss in normal symbols". When it becomes "win in normal symbols", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0040] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0041] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0042] During the period of executing the special symbol game and during the period controlled to the big win game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0043] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) stops and is displayed as the determined special symbol, it becomes a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") stops and is displayed, it becomes a "small win". Also, if a special symbol different from the big win symbol and small win symbol (losing symbol, for example, "-") stops and is displayed, it becomes a "loss".
[0044] After the display result in the special symbol game becomes a "big win", it is controlled to the big win game state as an advantageous state for the player. After the display result in the special symbol game becomes a "small win", it is controlled to the small win game state.
[0045] In the jackpot gaming state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined manner. The open state continues until the earlier of the timing when a predetermined period (for example, 29 seconds or 1.8 seconds) elapses and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and is hereinafter also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the jackpot gaming state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.
[0046] In the jackpot gaming state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0047] Note that jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and gaming states after the jackpot gaming state (normal state, time-saving state, probability-variable state, etc. described later) are prepared, and the jackpot types are set according to these. As jackpot types, there may be provided jackpot types in which many prize balls can be obtained and jackpot types in which few prize balls can be obtained or almost no prize balls can be obtained.
[0048] In the minor jackpot gaming state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined opening mode. For example, in the minor jackpot gaming state, the big winning opening is in the open state in the same opening mode as in the jackpot gaming state in some jackpot types (the number of opening times of the big winning opening is the same as the above number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that similar to the jackpot type, "minor jackpot" may also be provided with a minor jackpot type.
[0049] After the jackpot gaming state ends, it may be controlled to the time-saving state or the probability-variable state according to the above jackpot type.
[0050] In the short-time state, control (short-time control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the short-time state, control (high-opening control, high-base control) is also executed to make it easier for the game balls to enter the second start winning opening, for example, by shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or by increasing the probability of "winning per normal symbol" in the normal symbol game compared to the normal state. Since the short-time state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0051] In the probability variation state, in addition to the short-time control, probability variation control is executed to increase the probability that the display result becomes a "big win" compared to the normal state. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easy to get a "big win", it is an even more advantageous state for the player.
[0052] The short-time state and the probability variation state continue until any one of the end conditions, such as that a predetermined number of special symbol games have been executed or the next big win game state has been started, is satisfied first. What has the execution of a predetermined number of special symbol games as the end condition is also called "running out of times" (running out of times in short-time, running out of times in probability variation, etc.).
[0053] The normal state is a game state other than advantageous states such as the big win game state advantageous to the player and special states such as the short-time state and the probability variation state, and the pachinko game machine 1, such as the probability of the display result being "winning per normal symbol" in the normal symbol game and the probability of the display result being "big win" in the special symbol game, is controlled to be the same as the initial setting state of the pachinko game machine 1 (for example, when no predetermined return process is executed after power-on as in the case when a system reset is performed).
[0054] The state in which the probability variation control is being executed is also referred to as the high probability state, and the state in which the probability variation control is not being executed is also referred to as the low probability state. The state in which the time shortening control is being executed is also referred to as the high base state, and the state in which the time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.
[0055] After the small win game state ends, the game state is not changed, and the control continues in the game state before the display result of the special figure game becomes "small win" (however, when the special figure game at the time of "small win" is the special figure game of the predetermined number at the above-mentioned count cut-off, the game state is naturally changed). Note that the display result of the special figure game may not be "small win".
[0056] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big win game state.
[0057] (Progress of the performance, etc.) In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effect will be described below. Note that the said effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may be performed by voice output from the speakers 8L, 8R, and / or the lighting / extinguishing of the game effect lamp 9, the movement of the movable body 32, etc.
[0058] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) in the first special figure game or the second special figure game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0059] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later, etc.
[0060] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko machine 1, a plurality of types of reach effects with different ratios (also called jackpot reliability and jackpot expectancy) in which the display result (display result of the special figure game or the display result of the variable display of the decorative symbols) becomes a "jackpot" according to the effect mode are executed. Examples of the reach effect include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0061] When the display result of the special figure game becomes a "jackpot", on the screen of the image display device 5, a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stopped and displayed on a predetermined effective line in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R.
[0062] In the case of a "probability-variable jackpot" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative symbols (e.g., "7", etc.) may be aligned and stop displaying. In the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to the probability-variable state after the end of the big win gaming state, even decorative symbols (e.g., "6", etc.) may be aligned and stop displaying. In this case, odd decorative symbols are also referred to as probability-variable symbols, and even decorative symbols are also referred to as non-probability-variable symbols (normal symbols). After reaching the reach mode with non-probability-variable symbols, an upgrading effect that finally results in a "probability-variable jackpot" may be executed.
[0063] When the display result of the special symbol game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative symbols, a determined decorative symbol (e.g., "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative symbols becomes a "small win"). As an example, the decorative symbols constituting the chance symbols stop displaying on a predetermined effective line in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R. Note that a common determined decorative symbol may be derived and displayed when the display result of the special symbol game is a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it is a "small win".
[0064] When the display result of the special symbol game is a "loss", the variable display mode of the decorative symbols does not become the reach mode, and as the display result of the variable display of the decorative symbols, a determined decorative symbol of a non-reach combination (also referred to as a "non-reach loss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "non-reach loss"). Also, when the display result is a "loss", after the variable display mode of the decorative symbols becomes the reach mode, as the display result of the variable display of the decorative symbols, a determined decorative symbol of a predetermined reach combination that is not a big win combination (also referred to as a "reach loss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "reach loss").
[0065] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a preview effect that previews the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect that previews the jackpot reliability in the variable display being executed and a predictive preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the predictive preview effect, an effect that changes the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal mode may be executed.
[0066] Further, in the image display device 5, a pseudo continuous effect that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display may be executed.
[0067] Even during the jackpot gaming state, a jackpot-in effect that notifies the jackpot gaming state is executed. As the jackpot-in effect, an effect that notifies the number of rounds or a promotion effect that indicates that the value of the jackpot gaming state is improved may be executed. Further, even during the minor jackpot gaming state, a minor-jackpot-in effect that notifies the minor jackpot gaming state is executed. Note that by executing a common effect during the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types in the same mode as the minor jackpot gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), the player may not be able to tell whether the current state is the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may not be possible to distinguish whether it is a high-probability state or a low-probability state.
[0068] Further, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).
[0069] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc., as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, a power supply board, etc. are arranged.
[0070] The main board 11 is a control board on the main side and has a function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0071] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0072] The CPU 103 performs a process of controlling the progress of the game (a process of realizing the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, performance control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0073] The random number circuit 104 updates, in an updatable manner, numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0074] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal hold display 25C, etc., solenoid drive signals).
[0075] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0076] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning port door.
[0077] The main board 11 (the game control microcomputer 100) supplies an effect control command (a command that specifies (notifies) the progress status of the game, etc.) to the effect control board 12 as part of controlling the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (e.g., the display result of the special figure game (including the jackpot type), the variation pattern used when executing the special figure game (details will be described later)), the game status (e.g., the start and end of variable display, the open status of the big winning opening, the occurrence of winning, the number of stored holds, the game state), commands that specify the occurrence of an error, etc.
[0078] The effect control board 12 is a sub-side control board independent of the main board 11. It receives the effect control command and has a function of executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.
[0079] The effect control board 12 is equipped with an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0080] The effect control CPU 120 performs processing for executing an effect (processing for realizing the above functions of the effect control board 12, including determination of the effect to be executed, etc.) together with the display control unit 123 by executing the program stored in the ROM 121. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0081] The effect control CPU 120 may also instruct the display control unit 123 to execute an effect based on detection signals (signals output when an operation by the player is detected, and signals that appropriately indicate the operation content) from the controller sensor unit 35A or the push sensor 35B.
[0082] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes an effect based on an effect execution instruction from the effect control CPU 120.
[0083] Based on an effect execution instruction from the effect control CPU 120, the display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5, thereby causing the image display device 5 to display an effect image. Further, the display control unit 123 supplies a sound designation signal (a signal for designating the sound to be output) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the effect image and the lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit for driving the movable body 32.
[0084] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0085] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls voice output and the lighting / extinguishing of the lamp.
[0086] Note that the control of voice output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of a signal for operating the movable body 32) may be executed by the effect control CPU 120.
[0087] The random number circuit 124 incrementally counts numerical data indicating various random number values (performance random numbers) used to execute various effects in an updatable manner. The performance random numbers may be updated (updated by software) by the performance control CPU 120 executing a predetermined computer program.
[0088] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0089] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions as in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.
[0090] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0091] (Main Operations of the Main Board 11) First, the main operations on the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0092] In the game control main process shown in FIG. 3, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), settings to make the RAM 102 accessible, and the like.
[0093] Next, it is determined whether the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process of clearing the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0094] Also, the CPU 103 transmits an effect control command for instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display for notifying that the initialization of the control of the gaming machine has been performed is carried out.
[0095] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power failure or the like (power-off), the CPU 103 executes a power supply stop-time process immediately before becoming inoperable due to the stop of the power supply. In this power supply stop-time process, a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process of the RAM 102, etc. are executed. The data protection process includes addition of error detection codes (checksum, parity bit, etc.) and a process of backing up various data. The data to be backed up includes various data for advancing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0096] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 checks the data of the backed-up data (performed using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply interruption using a parity bit or a checksum. If it is determined that these match, it is determined that the data in the RAM 102 is normal.
[0097] If it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be restored to the state at the time of power supply interruption, an initialization process (step S8) is executed.
[0098] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state at the time of power supply interruption. In the recovery process, the CPU 103 sets the work area based on the stored content of the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply interruption is restored, and if the special symbol was in the middle of changing, the change of the special symbol will resume from the state before recovery by executing the game control timer interrupt process described later.
[0099] Then, the CPU 103 transmits a production control command instructing recovery from power failure to the production control board 12 (step S7). In accordance with this, a production control command specifying the game state before power failure that has been backed up, or when a special figure game is being executed, a production control command specifying the display result of the special figure game being executed may be transmitted. The same commands as those transmitted and set in the special symbol process processing described later can be used for these commands. When the production control CPU 120 receives a production control command specifying the time of recovery from power failure, for example, on the image display device 5, a screen display is performed to notify that recovery from power failure has been made or that recovery from power failure is in progress. The production control CPU 120 may perform an appropriate screen display based on the production control command.
[0100] After finishing the recovery process or the initialization process and transmitting a production control command to the production control board 12, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S10). Then, the setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute a timer interrupt process.
[0101] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes game control timer interrupt processing shown in the flowchart of FIG. 4. When starting the game control timer interrupt processing shown in FIG. 4, the CPU 103 first executes predetermined switch processing to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing predetermined main-side error processing, the pachinko game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing predetermined information output processing, data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start winnings, etc.), probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).
[0102] Following the information output processing, game random number update processing for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing for each timer interrupt, execution and hold management of the special symbol game, control of the jackpot game state and small win game state, control of the game state, etc. are realized (details will be described later).
[0103] Following the special symbol process processing, normal symbol process processing is executed (step S26). By the CPU 103 executing the normal symbol process processing for each timer interrupt, execution and hold management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), opening control of the variable winning ball device 6B based on "normal symbol win", etc. are enabled. Execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold display 25C.
[0104] After executing the normal symbol process, as part of the game control timer interrupt process, processing when a power failure occurs, processing for paying out bonus balls, etc. may be performed. Thereafter, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control process of step S27, processing is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control process, interrupts are permitted and then the game control timer interrupt process is terminated.
[0105] FIG. 5 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 first executes start winning determination processing (step S101).
[0106] In the start winning determination process, detection of the occurrence of a start winning is performed, and processing for storing hold information in a predetermined area of the RAM 102 and updating the hold memory count is executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as hold information. Further, processing for pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission setting for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12 is performed. The effect control command at the time of start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.
[0107] After executing the start winning determination process in S101, the CPU 103 selects and executes any one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.
[0108] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, based on the presence or absence of hold information, etc., a determination is made as to whether to start the first special drawing game or the second special drawing game. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to set the display result of the special symbol and the decorative symbol as "big win" or "small win" or the big win type in the case of "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (any one of a big win symbol, a small win symbol, and a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential consumption of special drawing 2). Also, the winning order of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be established in the winning order (also referred to as winning order consumption).
[0109] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. On the effect control board 12, various tables are stored in the ROM 121.
[0110] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a prior determination result of whether the display result is a "big win" or a "small win", etc. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.
[0111] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called the variable display pattern.
[0112] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, etc. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable process ends.
[0113] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes a process of setting to stop the variation of the special symbol by the first special symbol display device 4A and the second special symbol display device 4B, and to stop displaying (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is controlled in the time-saving state or the probability-variable state and the end of the play count cut is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.
[0114] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes a process of setting to start the execution of a round in the big win game state and open the big winning port based on the fact that the display result is "big win", etc. When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning port and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.
[0115] The jackpot release in - progress process in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - progress process includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special drawing process flag is updated to "6", and the jackpot release in - progress process ends.
[0116] The post - jackpot release process in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release process includes a process of determining whether the number of executed rounds in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot gaming state when the upper limit number of executions is reached, etc. When the number of executed rounds has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executed rounds has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release process ends.
[0117] The jackpot end process in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end process includes a process of waiting until the waiting time corresponding to the period during which the ending effect as the effect operation for notifying the end of the jackpot gaming state is executed has elapsed, and a process of making various settings for starting the probability - variable control and time - shortening control corresponding to the end of the jackpot gaming state, etc. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end process ends.
[0118] The pre-small-win-opening process in step S118 is executed when the value of the special drawing process flag is "8". This pre-small-win-opening process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special drawing process flag is updated to "9", and the pre-small-win-opening process ends.
[0119] The small-win-opening process in step S119 is executed when the value of the special drawing process flag is "9". This small-win-opening process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time. When the big winning opening is returned to the closed state and it is the end timing of the small-win gaming state, the value of the special drawing process flag is updated to "10", and the small-win-opening process ends.
[0120] The small-win end process in step S120 is executed when the value of the special drawing process flag is "10". This small-win end process includes processes such as waiting until the waiting time corresponding to the period during which the production operation notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it entered the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special drawing process flag is updated to "0", and the small-win end process ends.
[0121] (Main operations of the production control board 12) Next, the main operations of the production control board 12 will be described. When the production control board 12 receives the supply of the power voltage from the power supply board or the like, the production control CPU 120 starts up and executes the production control main process as shown in the flowchart of FIG. 6. When starting the production control main process shown in FIG. 6, the production control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the production control board 12. Further, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as control for driving the movable body 32 back to the initial position and control for performing a predetermined operation check, are executed.
[0122] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.
[0123] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes on. When an interrupt is generated due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets the interrupt to be prohibited. However, when using a CPU that does not automatically enter the interrupt prohibited state, it is desirable to issue an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the effect control INT signal becomes on. In this command reception interrupt process, the effect control command is fetched from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0124] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Further, when the effect control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0125] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.
[0126] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0127] Figure 7 is a flowchart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process shown in FIG. 7, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.
[0128] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.
[0129] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for designating the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.
[0130] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, and the mode and execution start timing thereof are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.
[0131] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output sound or sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (decoration signal) to the lamp control board 14, and execute various performance controls during the variable display of the decorative symbol. After performing such performance control, for example, when an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or when a command specifying to stop displaying the determined decorative symbol is received from the main board 11, etc., the determined decorative symbol that is the display result of the decorative symbol is stopped from being displayed. When the determined decorative symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.
[0132] The special symbol hit wait process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit wait process, the performance control CPU 120 determines whether a performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. And when a performance control command specifying the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command has elapsed without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit wait process ends.
[0133] The small win in-play effect process in step S174 is a process executed when the value of the effect control process flag is "4". In this small win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small win gaming state, and executes various effect controls in the small win gaming state based on the set content. Also, in the small win in-play effect process, for example, in response to receiving a command specifying the end of the small win gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small win end effect, and the small win in-play effect process is terminated.
[0134] The small win end effect process in step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win gaming state, and executes various effect controls at the end of the small win gaming state based on the set content. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect process is terminated.
[0135] The big win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big win gaming state, and executes various effect controls in the big win gaming state based on the set content. Also, in the big win in-play effect process, for example, in response to receiving a command specifying the end of the big win gaming state from the main board 11, the value of the effect control process flag is updated to "7", which is a value corresponding to the ending effect process, and the big win in-play effect process is terminated.
[0136] The ending effect process of step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.
[0137] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.
[0138] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.
[0139] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).
[0140] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) capable of executing a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player is also applicable to the present invention.
[0141] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko game machine 1, and may be distributed in a form of being installed in advance in a storage device of a computer device or the like. Further, the program and data for implementing the present invention may be distributed in a form of being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0142] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.
[0143] Note that in this specification, expressions for comparing various ratios such as the execution ratio of the effect ("higher", "lower", "make different", etc.) may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[0144] [Feature Part 02TM] Next, regarding [Feature Part 02TM], it will be described with reference to FIGS. 8-1 to 8-74. In the present embodiment, when the game state is controlled to the normal state where the left shot should be made and the player makes a right shot, it is possible to execute an abnormal left shot instruction that instructs to make a left shot. When the abnormal left shot instruction is being executed and the game state is controlled to the jackpot game state and the jackpot fanfare effect is executed, it is possible to end the execution of the abnormal left shot instruction that has been executed.
[0145] [Game Board Configuration] Figure 8-1 is a front view of the pachinko gaming machine according to the present embodiment. As shown in FIG. 8-1, in the pachinko gaming machine 1, in the gaming area, a first path among the flow-down paths through which the game balls flow down is mainly provided in a region on the left side of the image display device 5 when viewed from the front, and a second path different from the first path among the flow-down paths through which the game balls flow down is mainly provided in a region on the right side of the image display device 5 when viewed from the front.
[0146] To make the game ball flow down the first path, driving the game ball into the left area (left gaming area) of the image display device 5 is called left hitting. To make the game ball flow down the second path, driving the game ball into the right area (right gaming area) of the image display device 5 is called right hitting. Since the first path is a path through which the game ball can flow down by driving the game ball into the left side of the gaming area, it may be called the left hitting path. Also, since the second path is a path through which the game ball can flow down by driving the game ball into the right side of the gaming area, it may be called the right hitting path.
[0147] Note that the first path and the second path may be constituted by different paths, or may be paths in which a part is shared. The left gaming area and the right gaming area may be divided, for example, by the end face of the image display device 5 in the gaming area, the arrangement of the game pins, or the like.
[0148] When the game ball launched from the hitting launch device according to the operation of the hitting operation handle 30 and driven into the gaming area is guided to the left gaming area, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to be guided to the right gaming area. Also, when the game ball is guided to the right gaming area, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to be guided to the left gaming area.
[0149] As a structure into which the game balls sorted into the left gaming area in the gaming area can enter, a winning ball device 6A constituting a first start winning opening is provided.
[0150] As structures into which game balls divided into the right game area in the game area can enter, a passage gate 41, a variable prize ball device 6B constituting a second start winning opening, and a special variable prize ball device 7 constituting a big winning opening are provided.
[0151] In the left game area, game nails are implanted so that game balls are guided to the prize ball device 6A among the prize opening structures. Therefore, when aiming to make a game ball enter the prize ball device 6A, the player only needs to hit the game ball to the left. Also, in the right game area, game nails are implanted so that game balls are guided to the variable prize ball device 6B, the passage gate 41, and the special variable prize ball device 7 among the prize opening structures. Therefore, when aiming to make a game ball enter the variable prize ball device 6B, the passage gate 41, and the special variable prize ball device 7, the player only needs to hit the game ball to the right.
[0152] Note that it is possible to allow game balls divided into the right game area to enter the prize ball device 6A, but from the viewpoint of game playability, it is desirable that the possibility is extremely lower than the possibility that game balls divided into the left game area enter them. Conversely, it is possible to allow game balls divided into the left game area to enter the passage gate 41 and the variable prize ball device 6B, but from the viewpoint of game playability, it is desirable that the possibility is extremely lower than the possibility that game balls divided into the right game area enter them.
[0153] In the present embodiment, a special variable prize ball device 7 having a big winning opening is provided in the lower right part (between the prize ball device 6A and the variable prize ball device 6B) of the image display device 5. The special variable prize ball device 7 includes a big winning opening door that is opened and closed by a solenoid (not shown), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.
[0154] As an example, in the special variable winning ball device 7, when the solenoid for the big winning port door (for the special electric accessory) is in the off state, the big winning port door closes the big winning port, and the game balls cannot enter (pass through) the big winning port. On the other hand, in the special variable winning ball device 7, when the solenoid for the big winning port door is in the on state, the big winning port door opens the big winning port, and it becomes easier for the game balls to enter the big winning port.
[0155] When a game ball enters the big winning port, a predetermined number (for example, 10) of game balls are paid out as winning balls. When a game ball enters the big winning port, more winning balls are paid out than when a game ball enters, for example, the first start winning port, the second start winning port, or the general winning port 10.
[0156] (Big win round control) In the present embodiment, when the CPU 103 controls the big win gaming state, (A) when transmitting a big win round start designation command, it changes the special variable winning ball device 7 from the closed state to the open state, and performs the opening control of the special variable winning ball device 7 so that the game balls can easily win at the big winning port. (B) When transmitting a big win round end designation command, it changes the special variable winning ball device 7 from the open state to the closed state, and performs the closing control of the special variable winning ball device 7 so that it is difficult for the game balls to win at the big winning port. This series of controls in (A) and (B) is referred to as "big win RD control" (big win round control). The opening control of the special variable winning ball device 7 in (A) is appropriately referred to as "attacker opening control", and the closing control of the special variable winning ball device 7 in (B) is appropriately referred to as "attacker closing control". The big win RD control is executed for the number of big win rounds.
[0157] In the present embodiment, in the big win RD control for the n-th round (hereinafter, appropriately referred to as "big win RD control (n-th round)"), when the attacker closing control for the n-th round is executed, the big win RD control (n-th round) ends. Then, the next attacker opening control is executed, and the big win RD control (n + 1-th round) starts.
[0158] In this embodiment, in the big win RD control, when a predetermined number (for example, 10) of game balls enter the big winning opening, or when a predetermined period (for example, 60 seconds) has elapsed after controlling the special variable winning ball device 7 to the open state, etc., the special variable winning ball device 7 is controlled from the open state to the closed state.
[0159] Also, in this embodiment, in the big win RD control, when a predetermined number (for example, 10) of game balls enter the big winning opening and the special variable winning ball device 7 is controlled from the open state to the closed state, rarely, more game balls than the predetermined number (for example, 10) may enter the big winning opening. In the big win RD control like this, when more game balls than the predetermined amount enter the big winning opening and more winning balls than the number assumed to be given in advance are given, it is called "over winning". In the design of the game board in this embodiment, the occurrence of over winning itself is extremely rare, and even if over winning occurs, in one big win RD control, the number of game balls that can be over won is assumed to be "1".
[0160] In this embodiment, inside the big winning opening, a V winning opening and a discharge port on the downstream side of the V winning opening are provided. Also, a variable V winning ball device (V lid) is provided on the upstream side of the V winning opening. The variable V winning ball device changes between a closed state and an open state by a solenoid. That is, the game balls flowing down inside the big winning opening can pass through the V winning opening when the variable V winning ball device is in the open state, and cannot pass through the V winning opening and flow down to the discharge port when the variable V winning ball device is in the closed state.
[0161] On the main board 11, via a switch circuit 110, there are provided a V switch (not shown) capable of detecting that a game ball has passed through the V winning opening provided downstream of the big winning opening, and a discharge switch (not shown) capable of detecting that a game ball has passed through the discharge port.
[0162] In this embodiment, the special variable winning ball device 7 is formed of a transparent member and is a device through which the state of a game ball passing inside can be visually recognized. An effect device such as an LED lamp may be provided in the special variable winning ball device 7, and a light emission effect of causing the LED lamp to emit light (flash) may be executed at a predetermined timing (for example, the timing when a game ball enters the big winning opening). In this case, at the timing when a game ball enters the big winning opening, a light emission effect is executed by the special variable winning ball device 7 and an acquired winning ball update effect described later is executed by the image display device 5, so the excitement during a jackpot game can be further enhanced.
[0163] In this embodiment, although not shown in FIG. 8-1, a first accessory and a second accessory, which are accessories, are provided near the image display device 5. The installation positions and the presence or absence of movement of the first accessory and the second accessory will be described with reference to FIG. 8-69, which will be described later.
[0164] [Normal state, time shortening state, probability variation state] In this embodiment, in the time shortening state, control (time shortening control) for shortening the average special symbol variation time (the period during which the special symbol varies) compared to the normal state is executed. In the time shortening state, control (high opening control, high base control) for making it easier for a game ball to enter the second start winning opening is also executed, for example, by shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or by increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time shortening state is a state in which the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0165] In the probability variation state (probability variation state), in addition to the time shortening control, probability variation control for increasing the probability that the display result becomes a "jackpot" compared to the normal state is executed. Since the probability variation state is a state in which the variation efficiency of the special symbol is improved and it is easy to get a "jackpot", it is an even more advantageous state for the player.
[0166] The time-saving state and the probability-variable state continue until any one of the end conditions, such as the execution of a predetermined number of special figure games and the start of the next big win game state, is satisfied first. A situation where the execution of a predetermined number of special figure games becomes an end condition is called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.). In this example, such a game state is referred to as the "ST state".
[0167] The normal state refers to a game state other than advantageous states such as a big win game state advantageous to the player, special states such as a time-saving state and a probability-variable state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the general figure game becomes "general figure win" and the probability that the display result in the special figure game becomes "big win", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when a predetermined return process is not executed after power-on as in the case when a system reset is performed).
[0168] A state in which probability-variable control is being executed is also called a high probability state, and a state in which probability-variable control is not being executed is also called a low probability state. A state in which time-saving control is being executed is also called a high base state, and a state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving 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. A high probability state and a low base state are also called a high probability low base state.
[0169] In this embodiment, a case where the game state is a low probability / low base state is defined as the "normal state", a case where the game state is a low probability / high base state is defined as the "time-saving state", and a case where the game state is a high probability / high base state is defined as the "ST state". Also, in this embodiment, a "game mode" is provided as a mode corresponding to the game state, and details will be described in the game flow of FIGS. 8-12 described later.
[0170] [Random value] FIG. 8-2 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 8-2, in the present embodiment, on the side of the main board 11, in addition to the random value MR1 for special drawing result determination, numerical data indicating each of the random value MR2 for big win type determination, the random value MR3 for variation pattern determination, the random value MR4 for normal drawing result determination, and the random value MR5 for determining the initial value of MR4 is controllably counted.
[0171] Note that, in order to enhance the gaming effect, random values other than these may be used. These random values MR1 to MR5 may be counted by software update using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built in the game control microcomputer 100, or may be configured as a random number circuit chip different from the game control microcomputer 100. The random numbers used to control the progress of such games are also referred to as game random numbers.
[0172] Note that, in the present embodiment, a form in which each of the random values MR1 to MR5 is used as a value within the range shown in FIG. 8-2 is illustrated, but the present invention is not limited to this, and the ranges of these random values MR1 to MR5 may be varied according to the set values set in the pachinko gaming machine 1.
[0173] In the game control microcomputer 100, the CPU 103 executes the program read from the ROM 101 and uses the RAM 102 as a work area, thereby executing various processes for controlling the progress of the game in the pachinko gaming machine 1. Further, the CPU 103 is capable of generating all of the various random numbers used on the side of the main board 11 by executing a random number generation program.
[0174] [Table Data] In the ROM 101 included in the game control microcomputer 100, in addition to the game control program, various table data used for controlling the progress of the game and the like are stored. For example, the ROM 101 stores table data constituting a plurality of determination tables prepared for the CPU 103 to make various determinations and decisions. Further, the ROM 101 stores table data constituting a plurality of control pattern tables used for the CPU 103 to output various control signals from the main board 11, and a variation pattern table storing a plurality of types of variation patterns that are the variable display modes of each symbol in the variable display of special symbols and normal symbols and the like.
[0175] The determination tables stored in the ROM 101 include a display result determination table, a big win type determination table, a big win type detailed information table (not shown), a variation pattern determination table, a normal symbol display result determination table (not shown), a normal symbol variation pattern determination table (not shown), and the like.
[0176] <Display result determination table> FIG. 8-3(A) is an explanatory diagram showing the [for the first special symbol] display result determination table and the [for the second special symbol] display result determination table stored in the ROM 101. Among them, FIG. 8-3(A1) is a table for determining the display result using the hold memory based on the winning of the game ball in the first start winning opening (that is, when the variable display of the first special symbol is performed). Further, FIG. 8-3(A2) is a table for determining the display result using the hold memory based on the winning of the game ball in the second start winning opening (that is, when the variable display of the second special symbol is performed).
[0177] When the CPU 103 detects a start winning (first start winning) for the first start winning port or a start winning (second start winning) for the second start winning port, it extracts the count value (MR1) of the random number circuit 124 at a predetermined timing. For the first start winning, the extracted value is compared with the jackpot determination values set in the [First Special Symbol Display] result determination table. If the extracted value matches any of the jackpot determination values, it is determined that the first special symbol is a jackpot. For the second start winning, the extracted value is compared with the jackpot determination values set in the [Second Special Symbol Display] result determination table. If the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot.
[0178] Figure 8-3(A) shows a configuration example of the result determination table. Figure 8-3(A1) shows a configuration example of the [First Special Symbol Display] result determination table used when the special symbol of the variable display is the first special symbol, and Figure 8-3(A2) shows a configuration example of the [Second Special Symbol Display] result determination table used when the special symbol of the variable display is the second special symbol. The result determination table is a collection of data stored in the ROM 101. In the result determination table, the jackpot determination values compared with the random number value MR1 are assigned to the special symbol display results (special figure display results) of the variable display of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the result determination table, a common result determination table may be used for both the first special symbol and the second special symbol.
[0179] As shown in Figure 8-3(A1), when the special symbol of the variable display is the first special symbol, if the game state is a low probability state (normal state or time-limited state), it is a numerical value that can take a value in the range of 0 to 65535. Among the jackpot determination values compared with the random number value MR1 for determining the special figure display result, the values from 1020 to 1224 are assigned as "jackpot", and the other numerical ranges are assigned as "miss". In addition, when the game state is in the high probability state (probability change state), among the above-mentioned winning determination values, those from 1020 to 1680 are assigned to "big win", and the other numerical ranges are assigned to "loss".
[0180] As shown in FIG. 8-3(A2), for the case where the variable display special symbol is the second special symbol, when the game state is in the low probability state (normal state or time reduction state), it is a numerical value that can take values in the range of 0 to 65535, and among the winning determination values compared with the random number value MR1 for special symbol display result determination, those from 1020 to 1224 are assigned to "big win", and the other numerical ranges are assigned to "loss". In addition, when the game state is in the high probability state (probability change state), among the above-mentioned winning determination values, those from 1020 to 1680 are assigned to "big win", and the other numerical ranges are assigned to "loss".
[0181] (Big win type determination table) FIG. 8-3(B) is an explanatory diagram showing the big win type determination table for [first special symbol] and the big win type determination table for [second special symbol] stored in the ROM101. Among them, FIG. 8-3(B1) is a table for determining the big win type using the hold memory based on the winning of the game ball into the first start winning port (that is, when the variable display of the first special symbol is performed). Also, FIG. 8-3(B2) is a table for determining the big win type using the hold memory based on the winning of the game ball into the second start winning port (that is, when the variable display of the second special symbol is performed).
[0182] The big win type determination table is a table referred to for determining the type of big win as either "Big win A", "Big win B", or "Big win C" (see FIG. 8-4) based on the random number (MR2) for big win type determination when the determination that the variable display result is a big win symbol is made.
[0183] Here, the jackpot types in this embodiment will be described with reference to FIGS. 8-4(1) and (2). In this embodiment, as jackpot types, there are provided "Jackpot A" in which time shortening control is executed for up to 100 variable displays after the end of the jackpot game state, and "Jackpot B" and "Jackpot C" in which time shortening control is executed for up to 154 variable displays after the end of the jackpot game state. Further, in this embodiment, a control state in which time shortening control is not executed is appropriately referred to as "non-time shortening control" or the like.
[0184] Also, these "Jackpot A", "Jackpot B", and "Jackpot C" are jackpots in which probability variation control is executed for up to 154 variable displays after the end of the jackpot game by winning the V winning opening after the game ball wins the big winning opening in the first round of the jackpot game state. Further, in this embodiment, a control state in which probability variation control is not executed is appropriately referred to as "non-probability variation control", "low probability control", or the like.
[0185] In this embodiment, for the open state of the variable V winning ball device (V lid), there are a short open state (for example, 0.1 second) in which the open period is short and a long open state (for example, 15 seconds) in which the open period is long. For "Jackpot A", the variable V winning ball device is in the short open state in the first round of the jackpot game state, and for "Jackpot B" and "Jackpot C", the variable V winning ball device is in the long open state in the first round of the jackpot game state.
[0186] The jackpot game state by "Jackpot A" is a normal open jackpot that changes the big winning opening to an advantageous open state for the player in the first to third rounds. Also, in "Jackpot A", since it is extremely difficult to make the game ball win the V winning opening due to the variable V winning ball device being in the short open state in the first round, and probability variation control cannot be expected to be executed, it becomes a substantial "normal jackpot". Hereinafter, "Jackpot A" will be appropriately referred to as "3R normal jackpot", "normal jackpot", "3R jackpot", or the like.
[0187] In this "big win A", although it is irregular, when a game ball wins at the V winning opening, probability variation control is executed for up to 154 variable displays. Therefore, in this case, after probability variation control and time shortening control are executed for up to 100 variable displays, probability variation control and non-time shortening control are executed for up to 54 variable displays.
[0188] The big win game state due to "big win B" is a normal open big win that changes the big winning opening to an advantageous open state for the player from the 1st round to the 10th round. Also, in "big win B", since the variable V winning ball device becomes in a long open state in the 1st round, it is extremely easy to make the game ball win at the V winning opening, and probability variation control can be expected to be executed, so it becomes a substantial probability variation big win. Hereinafter, "big win B" is appropriately referred to as "3R probability variation big win", "probability variation big win", "10R big win".
[0189] The big win game state due to "big win C" is a normal open big win that changes the big winning opening to an advantageous open state for the player from the 1st round to the 10th round. Also, in "big win C", since the variable V winning ball device becomes in a long open state in the 1st round, it is extremely easy to make the game ball win at the V winning opening, and probability variation control can be expected to be executed, so it becomes a substantial probability variation big win. Hereinafter, "big win C" is appropriately referred to as "10R probability variation big win", "probability variation big win", "10R big win".
[0190] Note that in this embodiment, a form in which three types of big win types, "big win A", "big win B", and "big win C", are provided is exemplified, but the present invention is not limited to this, and the number of big win types may be three or less, or three or more.
[0191] As shown in FIG. 8-3(B1), in the jackpot type determination table for [the first special symbol], among the range of determination values of MR2 from 0 to 299, those from 0 to 149 are assigned to "Jackpot A", and those from 150 to 299 are assigned to "Jackpot B". On the other hand, as shown in FIG. 8-3(B2), in the jackpot type determination table for [the second special symbol], all the determination values in the range of determination values of MR2 from 0 to 299 are assigned to "Jackpot C".
[0192] That is, in the present embodiment, when the variable special symbol is the first special symbol, by making it easy for the game ball to win at the V winning opening in the first round of the jackpot game state at a rate of 50%, both the probability variable control and the time shortening control are implemented after the jackpot game ends. Further, when the variable special symbol is the second special symbol, by making it easy for the game ball to win at the V winning opening in the first round of the jackpot game state at a rate of 100%, both the probability variable control and the time shortening control are implemented after the jackpot game ends.
[0193] In this example, even when it becomes "Jackpot A", although it is possible to win at V when the V lid is in the short open state, it is extremely rare. Therefore, when it becomes "Jackpot A", it will be described as not winning at V and not executing the probability variable control. Also, even when it becomes "Jackpot B" or "Jackpot C", although it is possible that it cannot win at V when the V lid is in the long open state, it is extremely rare. Therefore, when it becomes "Jackpot B" or "Jackpot C", it will be described as winning at V and executing the probability variable control.
[0194] In addition, in the above embodiment, as shown in the description of the jackpot type in FIG. 8-4, an example where the number of times of probability variable control and the number of times of time shortening control are common regardless of the game state is shown. However, it is not limited to such a form, and the number of times of probability variable control and the number of times of time shortening control may be made different according to the game state.
[0195] For example, as described above, when the variable display of the first special symbol is controlled to the low base state where the variable display of the first special symbol should be mainly executed, if the variable display of the first special symbol is executed and the display result of the variable display becomes "Big Hit A", after the end of the big hit gaming state, low probability control and time shortening control are executed for up to 100 variable displays at most. On the other hand, when the variable display of the first special symbol is executed while being controlled to the high base state where the variable display of the second special symbol should be mainly executed, and the display result of the variable display becomes "Big Hit A", a configuration may be adopted in which low probability control and time shortening control are executed for up to 450 variable displays at most after the end of the big hit gaming state.
[0196] According to such a configuration, even when the variable display of the first special symbol is executed while being controlled to the high base state and the display result of the variable display becomes "Big Hit", as the number of times of time shortening control, a number of times (up to 450 times) more than the normal "up to 100 times" is given, and it is possible to prevent the player from being overly disadvantaged.
[0197] In this embodiment, the big hit type is determined using MR2 which is a random number value for big hit type determination. However, the present invention is not limited to this, and the big hit type may be determined using MR1 which is a random number value for special symbol display result determination.
[0198] [Variable Pattern] Figs. 8-5 to 8-7 are explanatory diagrams showing specific examples of the variable pattern determination table in this embodiment. Fig. 8-5 shows a specific example of the variable pattern determination table for the normal state (normal mode described later) (hereinafter, appropriately referred to as the "variable pattern determination table [for normal state (normal mode)]"). Fig. 8-6 shows a specific example of the variable pattern determination table for the time shortening state (right hitting mode: time shortening mode described later) (hereinafter, appropriately referred to as the "variable pattern determination table [for time shortening state (right hitting mode: time shortening mode)]"). FIG. 8-7 shows a specific example of a variation pattern determination table for the ST state (right-handed mode: ST mode) (hereinafter, appropriately referred to as the "[ST state (right-handed mode: ST mode)] variation pattern determination table"). Among these, (1) in FIGS. 8-5 to 8-7 shows a specific example of a variation pattern determination table for deviation (hereinafter, appropriately referred to as the "[for deviation] variation pattern determination table"), and (2) in FIGS. 8-5 to 8-7 shows a specific example of a variation pattern determination table for a big win (hereinafter, appropriately referred to as the "[for big win] variation pattern determination table").
[0199] <Variation pattern without reach> In the present embodiment, a variation pattern without reach (such as "non-reach deviation", "high-speed B deviation", "high-speed C deviation", "high-speed C deviation result display", etc.) refers to a variation pattern in which a combination of decorative symbols indicating that the variation display result becomes "deviation" without a reach being established after the start of the variation display is stopped.
[0200] In the present embodiment, among the variation patterns without reach, the variation display period when determined as the variation pattern of "non-reach deviation" is 5000 ms, the variation display period when determined as the variation pattern of "high-speed B deviation" is 3000 ms, the variation display period when determined as the variation pattern of "high-speed C deviation" is 2000 ms, and the variation display period when determined as the variation pattern of "high-speed C deviation result display" is 6000 ms.
[0201] In the present embodiment, the variation pattern of "high-speed C deviation result display" is a variation pattern executed only in the final variation of the ST state, and after the variation pattern of "high-speed C deviation" is executed, a result display including information related to the number of bonus balls and the number of big wins given to the player is displayed.
[0202] <Variation pattern with normal reach> In this embodiment, for the variable patterns accompanied by normal reaches ( "Normal Reach A deviation", "Normal Reach A jackpot", "Normal Reach B deviation", "Normal Reach B jackpot", "Normal Reach C deviation", "Normal Reach C jackpot"), after the reach state is established, the final display result is definitely stopped without executing the super reach effect described later.
[0203] In this embodiment, among the variable patterns accompanied by normal reaches, when it is determined as the variable pattern of "Normal Reach A deviation", the variable display period is 30000 ms; when it is determined as the variable pattern of "Normal Reach A jackpot", the variable display period is 35000 ms; when it is determined as the variable pattern of "Normal Reach B deviation", the variable display period is 20000 ms; when it is determined as the variable pattern of "Normal Reach B jackpot", the variable display period is 22000 ms; when it is determined as the variable pattern of "Normal Reach C deviation", the variable display period is 15000 ms; when it is determined as the variable pattern of "Normal Reach C jackpot", the variable display period is 17000 ms.
[0204] <Variable Patterns with Super Reach> In this embodiment, for the variable patterns accompanied by super reaches ( "SP Reach A deviation", "SP Reach A jackpot", "SP Reach B deviation", "SP Reach B jackpot", "SP Reach C deviation", "SP Reach C jackpot"), the final display result is definitely stopped by executing the super reach effect that notifies whether a jackpot has been won.
[0205] (Super Reach Effect (Battle Effect)) In this embodiment, in the variation pattern with super reach, when the variation display starts, a reach state is established, and a super reach effect (hereinafter, appropriately referred to as a "battle effect") that notifies whether the player character has won the jackpot by battling with the enemy character is executed. Here, when the final display result is "miss", an effect in which the player character loses to the enemy character (a losing effect) is executed. On the other hand, when the final display result is "jackpot", an effect in which the player character wins against the enemy character (a winning effect) is executed.
[0206] In this embodiment, among the variation patterns with super reach, when it is determined to be the variation pattern of "SP reach A miss", the variation display period is 90000 ms, when it is determined to be the variation pattern of "SP reach A jackpot", the variation display period is 100000 ms, when it is determined to be the variation pattern of "SP reach B miss", the variation display period is 60000 ms, when it is determined to be the variation pattern of "SP reach B jackpot", the variation display period is 62000 ms, when it is determined to be the variation pattern of "SP reach C miss", the variation display period is 45000 ms, and when it is determined to be the variation pattern of "SP reach C jackpot", the variation display period is 47000 ms.
[0207] <[For normal state (normal mode)] Variation pattern determination table> FIG. 8-5 is a specific example of the [for normal state (normal mode)] variation pattern determination table in this embodiment.
[0208] As shown in FIG. 8-5(1), in the [for miss] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 950 is assigned to the variation pattern of "non-reach miss", from 951 to 990 is assigned to the variation pattern of "normal reach A miss", and from 991 to 997 is assigned to the variation pattern of "SP reach A miss".
[0209] As shown in Fig. 8-5(2), in the [big win] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 100 is assigned to the variation pattern of "normal reach A big win", and from 101 to 997 is assigned to the variation pattern of "SP reach A big win".
[0210] <[For time-saving state (right hitting mode: time-saving mode)] Variation pattern determination table> Fig. 8-6 is a specific example of the [for time-saving state (right hitting mode: time-saving mode)] variation pattern determination table in this embodiment.
[0211] As shown in Fig. 8-6(1), in the [losing] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 950 is assigned to the variation pattern of "high-speed B losing", from 951 to 990 is assigned to the variation pattern of "normal reach B losing", and from 991 to 997 is assigned to the variation pattern of "SP reach B losing".
[0212] As shown in Fig. 8-6(2), in the [big win] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 50 is assigned to the variation pattern of "high-speed B big win", from 51 to 150 is assigned to the variation pattern of "normal reach B big win", and from 151 to 997 is assigned to the variation pattern of "SP reach B big win".
[0213] <[For ST state (right hitting mode: ST mode)] Variation pattern determination table> Fig. 8-7 is a specific example of the [for ST state (right hitting mode: ST mode)] variation pattern determination table in this embodiment. Fig. 8-7(A) is a specific example of the [for ST state (right hitting mode: ST mode) <1st to 153rd rotation>] variation pattern determination table in this embodiment, and Fig. 8-7(B) is a specific example of the [for ST state (right hitting mode: ST mode) <154th rotation>] variation pattern determination table in this embodiment.
[0214] As shown in Fig. 8-7(A):(1), in the [deviation use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, the range from 1 to 970 is assigned to the variation pattern of "High-speed C deviation", the range from 971 to 993 is assigned to the variation pattern of "Normal reach C deviation", and the range from 994 to 997 is assigned to the variation pattern of "SP reach C deviation".
[0215] As shown in Fig. 8-7(A):(2), in the [big win use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, the range from 1 to 300 is assigned to the variation pattern of "High-speed C big win", the range from 301 to 600 is assigned to the variation pattern of "Normal reach C big win", and the range from 601 to 997 is assigned to the variation pattern of "SP reach C big win".
[0216] As shown in Fig. 8-7(B):(1), in the [deviation use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, all determination values are assigned to the variation pattern of "High-speed C deviation + result display".
[0217] The table shown in Fig. 8-7(B):(2) is the same as the table in Fig. 8-7(A):(2) described above, so the description is omitted.
[0218] [Operation method instruction performance] In this embodiment, when controlled to a game state in which the game should be played in a specific operation method, an operation method instruction performance for instructing to play the game in the correct operation method can be executed. This operation method instruction performance includes a normal operation method instruction performance and an abnormal operation method instruction performance. Hereinafter, the operation method instruction performance is appropriately referred to as "operation method instruction".
[0219] (Normal operation method instruction performance) In this embodiment, when the game is controlled to a game state in which the player should play in a specific operation method, a normal operation method instruction effect for instructing the player to play the game in the correct operation method can be executed. This normal operation method instruction effect is an effect that is executed at a predetermined execution timing regardless of whether the player is playing the game in the correct operation method or in an incorrect operation method.
[0220] In this embodiment, when the game is controlled from a right-hitting mode in which the player should play by right-hitting to a normal mode (left-hitting mode) in which the player should play by left-hitting (in this example, the timing immediately after being controlled to the normal mode), a normal left-hitting instruction effect for instructing the player to play the game by left-hitting, which is the correct operation method, can be executed. This normal left-hitting instruction effect is an effect that is executed regardless of whether the player is playing the game by left-hitting, which is the correct operation method, or by right-hitting, which is an incorrect operation method.
[0221] Also, when the game is controlled to a right-hitting mode (big win game state, time shortening state, ST state) in which the player should play by right-hitting (in this example, the timing immediately after being controlled to the right-hitting mode), a normal right-hitting instruction effect for instructing the player to play the game by right-hitting, which is the correct operation method, can be executed. This normal right-hitting instruction effect is an effect that is executed regardless of whether the player is playing the game by right-hitting, which is the correct operation method, or by left-hitting, which is an incorrect operation method.
[0222] (Abnormal operation method instruction effect) In this embodiment, when the game is controlled to a game state in which the player should play in a specific operation method, an abnormal operation method instruction effect for instructing the player to play the game in the correct operation method can be executed. This abnormal operation method instruction effect is an effect that is executed when a predetermined condition (see FIG. 8-10(A)) is satisfied due to the player playing the game in an incorrect operation method.
[0223] In this embodiment, when the game is controlled to be in the normal mode (left-handed mode) where the player should play in the left-handed manner, if a player plays in the right-handed manner, which is an incorrect operation method, and a predetermined condition (for example, continuously detecting signals of the passing of the game ball from the gate switch five times) is satisfied, an abnormal left-handed instruction effect can be executed to instruct the player to play in the left-handed manner, which is the correct operation method. This abnormal left-handed instruction effect is not executed when the player is playing in the left-handed manner, which is the correct operation method, etc.
[0224] Also, when the game is controlled to be in the right-handed mode where the player should play in the right-handed manner, if a player plays in the left-handed manner, which is an incorrect operation method, and a predetermined condition (for example, detecting the winning of the game ball from the first start port switch) is satisfied, an abnormal right-handed instruction effect can be executed to instruct the player to play in the right-handed manner, which is the correct operation method. This abnormal right-handed instruction effect is not executed when the player is playing in the right-handed manner, which is the correct operation method, etc.
[0225] [List Table of Operation Method Instruction Effects] FIG. 8-8(A) is an explanatory diagram of a specific example of the list table of operation method instruction effects in this embodiment. In FIG. 8-8(A), there are provided "operation method instruction effect" indicating the name and type of each operation method instruction effect, "execution timing" indicating the timing at which each operation method instruction effect is executed, "effect device" indicating the effect device used in each operation method instruction effect, "example of effect content" indicating an example of the effect content of each operation method instruction effect, and "effect execution period" indicating the period during which each operation method instruction effect is executed. In the description of FIG. 8-8(A), effects, modes, etc. that are not described in detail shall be described later.
[0226] As shown in Fig. 8-8(A), when the operation method instruction performance is the "First Operation Method Instruction Performance", it is the "Normal Right Punch Instruction" among the "Normal Operation Method Instructions", the execution timing is "at the start of the big win", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "First Instruction Image" is displayed on the image display device 5, and the "First Instruction Voice (It's a left punch)" is reproduced and output from the speakers 8L, 8R. The performance execution periods are "1500 ms" and "3000 ms". In this example, the performance execution periods of the First Operation Method Instruction Performance vary according to the big win type (see Figs. 8-54, 8-55, 8-56).
[0227] Also, when the operation method instruction performance is the "Second Operation Method Instruction Performance", it is the "Normal Right Punch Instruction" among the "Normal Operation Method Instructions", the execution timing is "at the start of the time shortening", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Second Instruction Image" is displayed on the image display device 5, and the "Second Instruction Voice (It's a right punch)" is reproduced and output from the speakers 8L, 8R. The performance execution period is "3000 ms".
[0228] Also, when the operation method instruction performance is the "Third Operation Method Instruction Performance", it is the "Normal Left Punch Instruction" among the "Normal Operation Method Instructions", the execution timing is "at the end of the time shortening control", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Third Instruction Image" is displayed on the image display device 5, and the "Third Instruction Voice (It's a left punch)" is reproduced and output from the speakers 8L, 8R. The "at the end of the time shortening control", which is the execution timing of this Third Operation Method Instruction Performance, specifically refers to the timing when the control of the right punch mode (time shortening state, ST state) ends and the control of the left punch mode (normal state) starts.
[0229] Also, when the operation method instruction performance is the "Fourth Operation Method Instruction Performance", it is the "Abnormal Right Punch Instruction" among the "Abnormal Operation Method Instructions", the execution timing is "when an abnormal left punch is detected during the right punch mode", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Fourth Instruction Image" is displayed on the image display device 5, and the "Fourth Instruction Voice (It's a right punch)" is reproduced and output from the speakers 8L, 8R, and the performance execution period is "5000 ms". The "when an abnormal left punch is detected during the right punch mode", which is the execution timing of this Fourth Operation Method Instruction Performance, specifically refers to the timing when the abnormal left punch detection condition (refer to Fig. 8-10(A)) is satisfied while being controlled in the right punch mode (time-saving state, ST state).
[0230] Also, when the operation method instruction performance is the "Fifth Operation Method Instruction Performance", it is the "Abnormal Left Punch Instruction" among the "Abnormal Operation Method Instructions", the execution timing is "when an abnormal right punch is detected during the left punch mode", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Fifth Instruction Image" is displayed on the image display device 5, and the "Fifth Instruction Voice (It's a left punch)" is reproduced and output from the speakers 8L, 8R.
[0231] In this embodiment, as the Fifth Operation Method Instruction Performance, there are the Fifth Operation Method Instruction Performance (LV1: Short) and the Fifth Operation Method Instruction Performance (LV2: Long). The Fifth Operation Method Instruction Performance (LV1: Short) is executed when the abnormal right punch detection condition (LV1: Short) (refer to Fig. 8-10(A)) is satisfied, and the Fifth Operation Method Instruction Performance (LV2: Long) is executed when the abnormal right punch detection condition (LV2: Long) (refer to Fig. 8-10(A)) is satisfied. Hereinafter, the Fifth Operation Method Instruction Performance (LV1: Short) will be appropriately referred to as the "Fifth Operation Method Instruction Performance (LV1)", the "Fifth Operation Method Instruction Performance (Short)", and the Fifth Operation Method Instruction Performance (LV2: Long) will be appropriately referred to as the "Fifth Operation Method Instruction Performance (LV2)", the "Fifth Operation Method Instruction Performance (Long)".
[0232] When the operation method instruction performance is the "5th operation method instruction performance (LV1)", the performance execution period is "5000 ms", and when the operation method instruction performance is the "5th operation method instruction performance (LV2)", the performance execution period is "10000 ms". In this way, since the performance execution period of the 5th operation method instruction performance (LV2) is longer than that of the 5th operation method instruction performance (LV1), the 5th operation method instruction performance (LV2) is a more emphasized performance than the 5th operation method instruction performance (LV1).
[0233] In addition, in the above embodiment, an example where the performance execution periods are different between the 5th operation method instruction performance (LV1) and the 5th operation method instruction performance (LV2) is shown, but it is not limited to such an example, and elements different from the performance execution period may be different between the 5th operation method instruction performance (LV1) and the 5th operation method instruction performance (LV2).
[0234] For example, in the 5th operation method instruction performance (LV1), the "5th A instruction image" is displayed on the image display device 5, and the "5th A instruction voice" is reproduced and output from the speakers 8L and 8R. In the 5th operation method instruction performance (LV2), the "5th B instruction image" is displayed on the image display device 5, and the "5th B instruction voice" is reproduced and output from the speakers 8L and 8R.
[0235] At this time, the 5th B instruction image may be an image more emphasized than the 5th A instruction image. An emphasized image means "having a large display area", "using a large number of display colors", etc. Also, the 5th B instruction voice may be a voice more emphasized than the 5th A instruction voice. An emphasized voice means "having a high voice volume", "having a large number of voice characters", "having a high voice key", etc.
[0236] [Error notification performance] In this embodiment, when an error occurs, an error notification performance for notifying that an error has occurred can be executed. This error notification performance includes a 1st error notification performance, a 2nd error notification performance, a 3rd error notification performance, and a 4th error notification performance according to the type of error. Hereinafter, the error notification performance will be appropriately referred to as "error notification".
[0237] (First error notification effect) In this embodiment, when a ball depletion error occurs, a first error notification effect (ball depletion error notification) for notifying the player that the ball depletion error has occurred can be executed. This first error notification effect is an effect executed when the first error detection condition (see Fig. 8 - 10(B)) is satisfied (the ball depletion error is detected).
[0238] (Second error notification effect) In this embodiment, based on the upper tray of the pachinko machine 1 being filled with game balls, when a full - ball error occurs, a second error notification effect (full - ball error notification) for notifying the player that the full - ball error has occurred can be executed. This second error notification effect is an effect executed when the second error detection condition (see Fig. 8 - 10(B)) is satisfied (the full - ball error is detected).
[0239] (Third error notification effect) In this embodiment, when a door - opening error occurs, a third error notification effect (door - opening error notification) for notifying the player that the door - opening error has occurred can be executed. This third error notification effect is an effect executed when the third error detection condition (see Fig. 8 - 10(B)) is satisfied (the door - opening error is detected).
[0240] (Fourth error notification effect) In this embodiment, when a magnetic error occurs, a fourth error notification effect (magnetic error notification) for notifying the player that the magnetic error has occurred can be executed. This fourth error notification effect is an effect executed when the fourth error detection condition (see Fig. 8 - 10(B)) is satisfied (the magnetic error is detected).
[0241] [List table of operation method instruction effects] FIG. 8-8(B) is an explanatory diagram of a specific example of an error notification effect list table in the present embodiment. In FIG. 8-8(B), there are provided "error notification effect" indicating the name and type of each error notification effect, "execution timing" indicating the timing when each error notification effect is executed, "effect device" indicating the effect device used in each error notification effect, "example of effect content" indicating an example of the effect content of each error notification effect, and "effect execution period" indicating the period during which each error notification effect is executed. In the description of FIG. 8-8(B), effects, modes, etc. for which details are not described will be described later.
[0242] As shown in FIG. 8-8(B), when the error notification effect is the "first error notification effect", it is the "ball depletion error notification" among the "error notifications", the execution timing is "when a ball depletion error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that the "first error image" (an image including the characters "ball depletion error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".
[0243] Also, when the error notification effect is the "second error notification effect", it is the "full error notification" among the "error notifications", the execution timing is "when a full error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that the "second error image" (an image including the characters "full error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".
[0244] Also, when the error notification effect is the "third error notification effect", it is the "door opening error notification" among the "error notifications", the execution timing is "when a door opening error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that the "third error image" (an image including the characters "door opening error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".
[0245] When the error notification effect is the "Fourth Error Notification Effect", the "Error Notification" is a "Magnetic Error Notification", the execution timing is "when a magnetic error is detected", the effect devices are the "Image Display Device 5" and the "Game Effect Lamp 9", and an example of the effect content is that the "Fourth Error Image" (an image including the characters "Magnetic Error") is displayed on the Image Display Device 5, the Game Effect Lamp 9 emits light with "red blinking", and the effect execution period is "until the error is resolved".
[0246] In this way, the operation method instruction is an effect using the Image Display Device 5 and the Speakers 8L and 8R, and it is possible to instruct the operation method by appealing to the player's vision and hearing. On the other hand, the error notification is an effect using the Image Display Device 5 and the Game Effect Lamp 9, and it is possible to notify that an error has occurred by appealing to the player's vision.
[0247] [Abnormal Operation Method Instruction Effect Decision Processing] Figs. 8-9 are flowcharts showing the abnormal operation method instruction effect decision processing executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the abnormal operation method instruction effect decision processing shown in Figs. 8-9 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in Fig. 7.
[0248] First, the effect control CPU 120 determines whether the game mode is the normal mode (step S02TM1010). When the game mode is not the normal mode (step S02TM1010: NO), the effect control CPU 120 advances the process to step S02TM1200.
[0249] When the game mode is the normal mode (step S02TM1010: YES), the effect control CPU 120 determines whether or not a second abnormal left hit instruction flag described later is set (step S02TM1020). When the second abnormal left hit instruction flag is set (step S02TM1020: YES), the effect control CPU 120 advances the process to step S02TM1200.
[0250] When the second abnormal left hit instruction flag is not set (step S02TM1020: NO), the effect control CPU 120 determines whether or not an abnormal right hit detection condition (LV2) is satisfied (step S02TM1030).
[0251] In the present embodiment, the CPU 103 determines whether or not an abnormal right hit detection condition (LV2) is satisfied based on a condition table (see FIG. 8-10(A)) related to an abnormal operation method instruction described later, and transmits an effect command including the determination result to the effect control CPU 120, whereby the effect control CPU 120 can grasp the determination result.
[0252] When the abnormal right hit detection condition (LV2) is not satisfied (step S02TM1030: NO), the effect control CPU 120 advances the process to step S02TM1080.
[0253] When the abnormal right hit detection condition (LV2) is satisfied (step S02TM1030: YES), the effect control CPU 120 decides to execute an abnormal left hit instruction effect (LV2) (step S02TM1040) and sets the second abnormal left hit instruction flag (step S02TM1050).
[0254] In this embodiment, the second abnormal left hit instruction flag is a type of effect flag set based on the determination that the abnormal left hit instruction effect (LV2) is to be executed. When the second abnormal left hit instruction flag is set, it becomes possible to determine that the abnormal left hit instruction effect (LV2) has already been executed in the abnormal operation method instruction effect determination process and the jackpot start-time effect end determination process described later. This second abnormal left hit instruction flag is erased when the abnormal left hit instruction effect (LV2) targeted when the second abnormal left hit instruction flag is set ends.
[0255] After step S02TM1050, the effect control CPU 120 determines whether or not the first abnormal left hit instruction flag described later is set (S02TM1060). If the first abnormal left hit instruction flag is not set (S02TM1060: NO), the effect control CPU 120 advances the process to step S02TM1210.
[0256] If the first abnormal left hit instruction flag is set (S02TM1060: YES), the effect control CPU 120 erases the first abnormal left hit instruction flag (step S02TM1070) and advances the process to step S02TM1210.
[0257] In the case of step S02TM1030: NO, the effect control CPU 120 determines whether or not the first abnormal left hit instruction flag is set (S02TM1080). If the first abnormal left hit instruction flag is set (S02TM1080: YES), the effect control CPU 120 advances the process to step S02TM1210.
[0258] If the first abnormal left hit instruction flag is not set (S02TM1080: NO), the effect control CPU 120 determines whether or not the abnormal right hit detection condition (LV1) is satisfied based on the condition table related to the abnormal operation method instruction (see FIG. 8-10(A)) (step S02TM1090).
[0259] In this embodiment, the CPU 103 determines whether or not the abnormal right hitting detection condition (LV1) is satisfied based on a condition table related to the abnormal operation method instruction (see Fig. 8-10(A)), and transmits a rendering command including the determination result to the rendering control CPU 120, so that the rendering control CPU 120 can grasp the determination result.
[0260] When the abnormal right hitting detection condition (LV1) is not satisfied (step S02TM1090: NO), the rendering control CPU 120 proceeds to the process of step S02TM1210.
[0261] When the abnormal right hitting detection condition (LV1) is satisfied (step S02TM1090: YES), the rendering control CPU 120 determines to execute the abnormal left hitting instruction rendering (LV1) (step S02TM1100), sets the first abnormal left hitting instruction flag (step S02TM1110), and proceeds to the process of step S02TM1210.
[0262] In this embodiment, the first abnormal left hitting instruction flag is a type of rendering flag that is set based on the determination that the abnormal left hitting instruction rendering (LV1) is to be executed. By setting the first abnormal left hitting instruction flag, it becomes possible to determine that the abnormal left hitting instruction rendering (LV1) has already been executed in the abnormal operation method instruction rendering determination process and the jackpot start-time rendering end determination process described later. This first abnormal left hitting instruction flag is erased when the abnormal left hitting instruction rendering (LV2) targeted when the first abnormal left hitting instruction flag is set ends, or when the second abnormal left hitting instruction flag is set.
[0263] Next, the rendering control CPU 120 determines whether or not the game mode is the right hitting mode (step S02TM1210). That is, it determines whether or not the game mode is controlled to be any of the jackpot mode, the time shortening mode, or the ST mode. When the game mode is not the right hitting mode (step S02TM1210: NO), the rendering control CPU 120 ends the process as it is.
[0264] When the game mode is the right hitting mode (step S02TM1210: YES), the effect control CPU 120 determines whether or not an abnormal right hitting instruction flag described later is set (step S02TM1220). When the abnormal right hitting instruction flag is set (step S02TM1220: YES), the effect control CPU 120 ends the process as it is.
[0265] When the abnormal right hitting instruction flag is not set (step S02TM1220: NO), the effect control CPU 120 determines whether or not the abnormal left hitting detection condition is satisfied based on a condition table related to the abnormal operation method instruction (see FIG. 8-10(A)) (step S02TM1230).
[0266] In the present embodiment, the CPU 103 determines whether or not the abnormal left hitting detection condition is satisfied based on a condition table related to the abnormal operation method instruction (see FIG. 8-10(A)), and transmits an effect command including the determination result to the effect control CPU 120, whereby the effect control CPU 120 can grasp the determination result.
[0267] When the abnormal left hitting detection condition is not satisfied (step S02TM1230: NO), the effect control CPU 120 ends the process as it is.
[0268] When the abnormal left hitting detection condition is satisfied (step S02TM1230: YES), the effect control CPU 120 determines whether or not the abnormal operation method instruction effect determination process is being executed during the jackpot fanfare period (hereinafter, appropriately referred to as the "jackpot FF period") (S02TM1240). When the abnormal operation method instruction effect determination process is being executed during the jackpot FF period (S02TM1240: YES), the effect control CPU 120 ends the process as it is.
[0269] When the abnormal operation method instruction effect determination process is not executed during the big win FF period (S02TM1240: NO), the effect control CPU 120 determines to execute the abnormal right hitting instruction effect (step S02TM1250), sets the abnormal right hitting instruction flag (S02TM1260), and ends the process as it is.
[0270] In this embodiment, the abnormal right hitting instruction flag is a type of effect flag that is set based on the determination that the abnormal right hitting instruction effect is to be executed. By setting the abnormal right hitting instruction flag, it becomes possible to determine that the abnormal right hitting instruction effect has already been executed in the abnormal operation method instruction effect determination process and the big win start-time effect end determination process described later. This abnormal right hitting instruction flag is erased when the abnormal right hitting instruction effect targeted when the abnormal right hitting instruction flag is set ends.
[0271] [Table referred to in the abnormal operation method instruction effect determination process] <Condition table related to the abnormal operation method instruction> FIG. 8-10(A) is an explanatory diagram showing a specific example of the condition table related to the abnormal operation method instruction. As shown in FIG. 8-10(A), in this embodiment, conditions are set corresponding to each abnormal operation method instruction effect.
[0272] (Abnormal left hitting detection condition) As a condition corresponding to the abnormal right hitting instruction, an abnormal left hitting detection condition is defined. Specifically, as the abnormal left hitting detection condition, "detecting a signal from the first start port switch in the right hitting mode" is defined.
[0273] For example, when a game ball enters the first start winning port due to the player hitting left during the time shortening mode, or when a game ball enters the first start winning port due to the player hitting left during the ST mode, or when a game ball enters the first start winning port due to the player hitting left during the big win mode, etc., this abnormal left hitting detection condition is satisfied.
[0274] (Abnormal right hitting detection condition LV1: Short circuit) As a condition corresponding to an abnormal left hitting instruction, an abnormal right hitting detection condition (LV1: Short circuit) is defined. Specifically, as the abnormal right hitting detection condition (LV1: Short circuit), "continuously detecting signals from the gate switch five times" is defined in the normal mode (left hitting mode).
[0275] For example, when the player plays the game by hitting the ball to the right during the normal mode and five game balls continuously pass through the passing gate 41, this abnormal right hitting detection condition (LV1: Short circuit) is satisfied. In this embodiment, the "continuity" when five game balls continuously pass through the passing gate 41 assumes that the next game ball passes through within 1.5 seconds, but it is not limited to such a form and may be within a time shorter than 1.5 seconds or within a time longer than 1.5 seconds.
[0276] (Abnormal right hitting detection condition LV2: Long) As a condition corresponding to an abnormal left hitting instruction, an abnormal right hitting detection condition (LV2: Long) is defined. Specifically, as the abnormal right hitting detection condition (LV2: Long), "continuously detecting signals from the gate switch six or more times" or "detecting a signal from the second start port switch" is defined in the normal mode.
[0277] For example, when the player plays the game by hitting the ball to the right during the normal mode and six or more game balls continuously pass through the passing gate 41, or when the player plays the game by hitting the ball to the right during the normal mode and a game ball enters the second start winning port, this abnormal right hitting detection condition (LV2: Long) is satisfied.
[0278] <Condition table related to error notification> Fig. 8-10(B) is an explanatory diagram showing a specific example of a condition table related to error notification. As shown in Fig. 8-10(B), in this embodiment, for each error notification effect, a condition and an effect flag set when the condition is satisfied are set respectively.
[0279] (First error detection condition) As a condition corresponding to the first error notification (puck depletion error notification), a first error detection condition is defined. Specifically, as the first error detection condition, "puck depletion error detection" is defined, and as an effect flag set when this condition is satisfied, a "first error specified flag" is defined.
[0280] (Second error detection condition) As a condition corresponding to the second error notification (full error notification), a second error detection condition is defined. Specifically, as the second error detection condition, "full error detection" is defined, and as an effect flag set when this condition is satisfied, a "second error specified flag" is defined.
[0281] (Third error detection condition) As a condition corresponding to the third error notification (door open error notification), a third error detection condition is defined. Specifically, as the third error detection condition, "door open error detection" is defined, and as an effect flag set when this condition is satisfied, a "third error specified flag" is defined.
[0282] (Fourth error detection condition) As a condition corresponding to the fourth error notification (magnetic error notification), a fourth error detection condition is defined. Specifically, as the fourth error detection condition, "magnetic error detection" is defined, and as an effect flag set when this condition is satisfied, a "fourth error specified flag" is defined.
[0283] [Determination process for the end of the effect at the start of the big win] Figs. 8-11 are flowcharts showing the jackpot start performance end determination process executed at the start of a jackpot. The performance control CPU 120 executes the jackpot start performance end determination process shown in Figs. 8-11 in the jackpot performance process (step S176) of the performance control process shown in Fig. 7.
[0284] First, the performance control CPU 120 determines whether an abnormal left hit instruction flag is set (S02TM2010). That is, it determines whether either the first abnormal left hit instruction flag or the second abnormal left hit instruction flag is set. If the abnormal left hit instruction flag is not set (S02TM2010: NO), the performance control CPU 120 advances the process to step S02TM2030.
[0285] If the abnormal left hit instruction flag is set (S02TM2010: YES), the performance control CPU 120 ends the currently executing abnormal left hit instruction performance (step S02TM2020) and advances the process to step S02TM2030.
[0286] Next, the performance control CPU 120 determines whether an abnormal right hit instruction flag is set (S02TM2030). If the abnormal right hit instruction flag is not set (S02TM2030: NO), the performance control CPU 120 ends the process as it is.
[0287] If the abnormal right hit instruction flag is set (S02TM2030: YES), the performance control CPU 120 ends the currently executing abnormal right hit instruction performance (step S02TM2040) and ends the process as it is.
[0288] In this way, in the jackpot start performance determination process executed when the jackpot FF performance starts, a process to end the abnormal operation method instruction (abnormal left hit instruction, abnormal right hit instruction) is executed. So, when the jackpot FF performance is executed, the abnormal operation method instruction (abnormal left hit instruction, abnormal right hit instruction) that has been executed until then ends.
[0289] On the other hand, in the jackpot start performance determination process executed when the jackpot FF performance starts, since the processes for ending error notifications, volume adjustment performances, light quantity adjustment performances, auto button setting performances, etc. described later are not executed, even if the jackpot FF performance is executed, the error notifications, volume adjustment performances, light quantity adjustment performances, auto button setting performances, etc. that have been executed until then continue to be executed without ending.
[0290] [Game flow] Next, the game flow in this embodiment will be described. In this example, the game mode when the game state is controlled to the normal state (low probability / low base state) is set as the [normal mode], the game state is controlled to the time-saving state (low probability / high base state), and when the number of control times in this time-saving state is at most 100 times, the game mode is set as the [time-saving mode], the game state is controlled to the probability-variable state (high probability / high base state), and when the number of control times in this probability-variable state is at most 154 times, the game mode is set as the [ST mode], and the game mode when the game state is controlled to the jackpot game state is set as the [jackpot mode].
[0291] In this embodiment, since the [normal mode] is a game mode mainly for playing with left-handed shots, it is appropriately referred to as the "left-handed shot mode", and the [time-saving mode], [ST mode], and [jackpot mode] are game modes mainly for playing with right-handed shots, so they are appropriately referred to as the "right-handed shot mode".
[0292] In this embodiment, when a jackpot occurs and a game ball wins in the probability-variable area, the game state in which (1) the time-saving control is performed a specified number of times and (2) the probability-variable control is performed a specified number of times is referred to as the "probability-variable state". Hereinafter, it is appropriately referred to as the "ST state" or "ST".
[0293] In the example of the game flow shown in FIGS. 8 to 12, (1) when the game mode is the [Normal Mode], (2) a jackpot (first jackpot) occurs, and after the end of the jackpot game state, it is controlled to the time-saving state (low probability / high base state), (3) it shifts to the [Time-Saving Mode] (Chance Time) (100 rotations of time-saving), or (4) the [ST Mode] (Powerful Rush) (154 rotations of ST), and when a jackpot occurs while being controlled in these game modes, it shifts to (4) the [ST Mode] (Powerful Rush) (154 rotations of ST), and when a jackpot does not occur, it shifts to (1) the [Normal Mode]. Hereinafter, the game modes (1) to (5) in the game flow will be described.
[0294] (1) When the game state is controlled to the normal state (low probability / low base state), the game mode is the [Normal Mode].
[0295] (2) In the state of (1) described above, when a variable display in which the display result is "jackpot" is executed, it is controlled to the jackpot game state. In the present embodiment, as the jackpot types of the first special symbol, there are "Jackpot A" and "Jackpot B", and as an example of the effect when the jackpot type is "Jackpot A" or "Jackpot B", the characters "BONUS" for notifying that it is a "3R Jackpot" or a "10R Jackpot" are displayed on the image display device 5.
[0296] In this example, during the jackpot round (1R to 3R) of (2), an effect for notifying which jackpot type the jackpot is (for example, an effect of whether an icon showing the characters "Powerful Rush" can be acquired or not) is executed, and after the end of this jackpot game state, the player is notified which game mode it is controlled to.
[0297] (3) When the jackpot ends in the case where the jackpot type described above in (2) is "Jackpot A", the effect control CPU 120 controls the game state to the time-short state (low probability / high base state), and when 100 variable displays are executed, the game mode is set as the [Time-Short Mode] (Chance Time). As an example of the effect when the game mode is the [Time-Short Mode], the characters "Chance Time" notifying that the game mode has shifted to the [Time-Short Mode] are displayed on the image display device 5.
[0298] In the state of (3), when 100 variable displays in the time-short state where all display results are "loss" are executed, it is controlled to the state of (1).
[0299] (4) When the jackpot ends in the case where the jackpot type described above in (2) is "Jackpot B", the effect control CPU 120 controls the game state to the probability-variable state (high probability / high base state), and when 154 variable displays are executed, the game mode is set as the [ST Mode] (Powerful Rush). As an example of the effect when the game mode is the [ST Mode], the characters "Powerful Rush" notifying that the game mode has shifted to the [ST Mode] are displayed on the image display device 5.
[0300] In the present embodiment, when the game mode is the [ST Mode], three effect modes with different effect performances are set in the ST Mode, and the player can arbitrarily select these effect modes. Hereinafter, when the game mode is the [ST Mode] and the effect mode is set to any of the effect modes, it is appropriately referred to as "ST Mode [Effect Mode Name]".
[0301] In this example, as the effect modes within the ST Mode, three effect modes, namely the [Dream Mode], [Nana Mode], and [Jam Mode], are set. The [Dream Mode] is a performance mode in which Character A mainly appears in reach effects and the like. The [Nana Mode] is a performance mode in which Character B mainly appears in reach effects and the like. The [Dream Mode] is a performance mode in which Character C mainly appears in reach effects and the like. Note that the present invention is not limited to the above-described embodiments, and the background image, the interface of the corresponding display (active display, hold display), etc. may be varied depending on the performance mode.
[0302] In this example, as a method for selecting the performance mode of the ST mode, when controlled from "Big Win B" to the ST mode, it is possible to select the performance mode within the big win game (see Fig. 8-60(B)). When controlled from "Big Win C" to the ST mode, it is possible to select the performance mode within the big win game (not shown).
[0303] In the state of (4), when 154 variable displays in the probability-variable state where all display results are "loss" are executed, the state is controlled to the state of (1).
[0304] (5) When the game mode is the [Time-Saving Mode] (see (3)) or the [ST Mode] (see (4)), if the display result of any variable display is "big win", the game is controlled to the big win game state. In this embodiment, there is "Big Win C" as the big win type of the second special symbol when the display result is "big win".
[0305] As an example of the performance when the big win type is "Big Win C", the characters of "Dream BONUS" notifying that it is a "10R big win" are displayed on the image display device 5.
[0306] [Decorative Symbol, Small Symbol] In this embodiment, the performance control CPU 120 starts the variable display of the decorative symbol in the central area of the screen (hereinafter, appropriately referred to as the "symbol display area") and starts the variable display of the small symbol in the upper left area of the screen (hereinafter, appropriately referred to as the "small symbol display area") in response to the start of the variable display of the special symbol.
[0307] Then, in response to the completion of the variable display of the special symbol and the derivation and display of the display result, the combination of decorative symbols that is the display result is fixedly stopped in the symbol display area, and the combination of small symbols that is the display result is fixedly stopped in the small symbol display area.
[0308] [Layer structure] FIG. 8-13(A) is a conceptual diagram schematically showing the layer structure of various images in the image display device 5, and FIG. 8-13(B) is an explanatory diagram of the layer structure of various images in the image display device 5. In the present embodiment, as shown in FIGS. 8-13(A) and (B), the layer structure is composed of four types of layers: a first layer, a second layer, a third layer, and a fourth layer.
[0309] As shown in FIG. 8-13(A), the first layer is displayed on the frontmost layer, the second layer is displayed on the layer one behind the first layer, the third layer is displayed on the layer one behind the second layer, and the fourth layer is displayed on the layer one behind the third layer, that is, the rearmost layer. Therefore, as the display priority of the layers, the display priority of the first layer is the highest, the display priorities of the second layer and the third layer decrease in this order, and the display priority of the fourth layer is the lowest. That is, the display priorities increase in the order of the fourth layer < the third layer < the second layer < the first layer. Note that the information displayed in the predetermined display area of the layer with a higher display priority has higher visibility (appears to be displayed in front as seen by the player) than the information displayed in the predetermined display area of the layer with a lower display priority.
[0310] Also, as shown in FIG. 8-13(B), small symbols and the like are displayed on the first layer. Error notification images (first error image, second error image, third error image, fourth error image) related to error notification are displayed on the second layer. Instruction images (first instruction image, second instruction image, third instruction image, fourth instruction image) related to the instruction of the operation method and the system right hit image described later are displayed on the third layer. Decorative symbols, background images, characters, corresponding displays (active display, reserved display), etc. are displayed on the fourth layer.
[0311] In the following description, when a predetermined image is arranged on the nth layer, the predetermined image may be referred to as "predetermined image [nth layer]". For example, when a decorative pattern as a predetermined image is arranged on the 4th layer, the decorative pattern is referred to as "decorative pattern [4th layer]".
[0312] Note that for a specific layer, a layer structure with different display priorities may be further provided. For example, on the 4th layer, as described above, a decorative pattern, a background image, corresponding displays (reserved display, active display), characters, etc. can be arranged. Here, the 4th layer is assumed to be composed of a 4-1 layer, a 4-2 layer, and a 4-3 layer, and the corresponding display is arranged on the 4-1 layer, the decorative pattern and characters are arranged on the 4-2 layer, and the background image is arranged on the 4-3 layer. In this case, the display priority is assumed to be higher in the order of 4-3 layer < 4-2 layer < 4-1 layer.
[0313] [Normal mode: Production example of abnormal left hit instruction] FIG. 8-14 is an explanatory diagram showing an example of production images and production sounds of each production related to the abnormal left hit instruction (LV1, LV2) during the normal mode. FIG. 8-15 is a time chart showing the execution timing of each production related to the abnormal left hit instruction (LV1) among the abnormal left hit instructions during the normal mode. FIG. 8-16 is a time chart showing the execution timing of each production related to the abnormal left hit instruction (LV2) among the abnormal left hit instructions during the normal mode. "T" in the figure indicates timing.
[0314] In the figure in [Feature part 02TM], for the explanation of the production example, for convenience, the production sound reproduced and output from the speakers 8L and 8R and the production light of the game effect lamp 9 are shown near (such as on the right side) of the image display device 5. The actual positional relationship of each device (image display device 5, speakers 8L, 8R, game effect lamp 9) is as shown in FIG. 8-1.
[0315] Also, in the figure of [Feature Part 02TM], in order to clearly show the features of the production example, the production sound reproduced and output from the speakers 8L and 8R near the image display device 5 is shown in the figure. However, the production sound shown here is only a part of the production sound actually reproduced and output from the speakers 8L and 8R, and it is assumed that other production sounds may also be reproduced and output. For example, even when at least two or more types of production sounds (such as music, voice lines, message sounds (instruction voices), and sound effects) are reproduced and output from the speakers 8L and 8R, when it is desired to clearly show that the instruction voice is being reproduced and output, only the fact that the instruction voice is being reproduced and output from the speakers 8L and 8R may be shown in the figure. The same applies to the production light of the game effect lamp 9.
[0316] Also, when illustrating the case where two or more types of production sounds are reproduced and output from the speakers 8L and 8R, the production sound described only by the characters "production sound" is reproduced and output in a state where the reproduction output priority is higher than that of the production sound described by the characters with parentheses "(production sound)".
[0317] In this embodiment, the following method is used as a method for reproducing and outputting the production sound in a state with a high reproduction output priority. The channel setting ratio, which is the volume value specified for the channel assigned to each production sound, can be set between the maximum volume "1" which is 100% of the reference output volume and the full mute "0" which is 0%. By setting the channel setting ratio of the production sound to be reproduced and output in a state with a high reproduction output priority as "1" and setting the channel setting ratio of the production sound to be reproduced and output in a state with a low reproduction output priority to a value lower than "1" (for example, "0.3"), the reproduction output priority can be made different. Since these are also applicable in the same way in the following figures, the description will be omitted below.
[0318] (Production example of abnormal left hit instruction (LV1)) First, as shown in FIG. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-15: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, an active display (in this example, a circular object) is displayed in the active display area below the center of the screen of the image display device 5.
[0319] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.
[0320] Next, as shown in FIG. 8-14(2), when the CPU 103 detects an abnormal right hit (LV1) (FIG. 8-15: T2), the effect control CPU 120 executes the abnormal left hit instruction effect (LV1), and the fifth instruction image IP5 (in this example, an image including an object of a left arrow and the character "left hit") is displayed at the center of the screen of the image display device 5, and the fifth instruction voice (in this example, the voice of "left hit") is reproduced and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is the normal mode effect sound < the fifth instruction voice.
[0321] In this example, the image including the object of the left arrow and the character "left hit" of the fifth instruction image IP5 when the abnormal left hit instruction effect (LV1) is executed is a video that performs display control of fading in from the right end of the screen of the image display device 5 and fading out toward the left end of the screen. In the abnormal left hit instruction effect (LV1), this display control is repeated twice (5000 ms).
[0322] Next, as shown in Fig. 8-14(3), when 5000 ms has elapsed since the start of the abnormal left turn instruction effect (LV1) (Fig. 8-15: T3), the effect control CPU 120 ends the abnormal left turn instruction effect (LV1), erases the fifth instruction image IP5 (in this example, an image including an object of an arrow pointing to the left and the character "left turn") from the center of the screen of the image display device 5, and ends the reproduction output of the fifth instruction voice (in this example, the voice of "left turn") from the speakers 8L and 8R. At this time, the normal mode effect sound is being reproduced and output from the speakers 8L and 8R.
[0323] (Effect example of abnormal left turn instruction (LV2)) First, as shown in Fig. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-16: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is being displayed in the active display area.
[0324] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.
[0325] Next, as shown in Fig. 8-14(2), when the CPU 103 detects an abnormal right turn (LV2) (Fig. 8-16: T2), the effect control CPU 120 executes the abnormal left turn instruction effect (LV2), displays the fifth instruction image IP5 (in this example, an image including an object of an arrow pointing to the left and the character "left turn") in the center of the screen of the image display device 5, and causes the fifth instruction voice (in this example, the voice of "left turn") to be reproduced and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is normal mode effect sound < fifth instruction voice.
[0326] In this example, when the abnormal left turn instruction effect (LV2) is executed, the image including the object of the left arrow of the fifth instruction image IP5 and the character "left turn" is a video that performs display control to fade in from the right end of the screen of the image display device 5 and fade out toward the left end of the screen. In the abnormal left turn instruction effect (LV2), this display control is repeated four times (10000 ms).
[0327] Next, as shown in FIG. 8-14(3), when 10000 ms has elapsed since the start of the abnormal left turn instruction effect (LV2) (FIG. 8-16: T3), the effect control CPU 120 ends the abnormal left turn instruction effect (LV2), and erases the fifth instruction image IP5 (in this example, the image including the object of the left arrow and the character "left turn") from the center of the screen of the image display device 5, and ends the playback output of the fifth instruction voice (in this example, the voice of "left turn") from the speakers 8L and 8R. At this time, the normal mode effect sound is being played back and output from the speakers 8L and 8R.
[0328] [Normal mode: Example of error notification effect] FIG. 8-17 is an explanatory diagram showing an example of the effect image and the effect light of each effect related to the error notification during the normal mode. FIG. 8-18 is a time chart showing the execution timing of each effect related to the error notification during the normal mode.
[0329] First, as shown in FIG. 8-17(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-18: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area.
[0330] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be played back and output from the speakers 8L and 8R.
[0331] Next, as shown in FIG. 8-17(2), when the CPU 103 detects an out-of-ball error (FIG. 8-18: T2), the effect control CPU 120 executes an out-of-ball error notification effect, and displays a first error image EP1 (in this example, an image including the characters "Out-of-ball error") in the error image display area (upper right of the screen) of the image display device 5, and blinks and emits light in red for the game effect lamp 9. At this time, the normal mode effect sound is continuously reproduced and output from the speakers 8L and 8R.
[0332] Next, as shown in FIG. 8-17(3), when the out-of-ball error is resolved and the detection of the out-of-ball error ends (FIG. 8-18: T3), the effect control CPU 120 ends the out-of-ball error notification effect, erases the first error image EP1 from the error image display area of the image display device 5, and ends the blinking and emitting light in red for the game effect lamp 9. At this time, the normal mode effect sound is continuously reproduced and output from the speakers 8L and 8R.
[0333] [Normal mode: Abnormal left hit instruction → Right hit mode: Big win FF effect] FIG. 8-19 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where a big win fanfare effect (big win FF effect) is started under the control of the big win game state when an abnormal left hit instruction started during the normal mode is being executed. FIG. 8-20 is a time chart showing the execution timing of each effect related to the case where a big win fanfare effect (big win FF effect) is started under the control of the big win game state when an abnormal left hit instruction started during the normal mode is being executed. The big win FF effect will be described in detail in FIGS. 8-54 and 8-52 described later.
[0334] First, as shown in Fig. 8-19(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-20: T1), the effect control CPU 120 stops and displays (swings to a stop) a combination of decorative symbols (in this example, "333") indicating that the display result is a "big win" in the symbol display area of the image display device 5. At this time, the variable display of the small symbols is being executed in the small symbol display area of the image display device 5. At this time, the active display is being displayed in the active display area.
[0335] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.
[0336] Next, as shown in Fig. 8-19(2), when the CPU 103 detects an abnormal right hit (LV1) (Fig. 8-20: T2), the effect control CPU 120 executes an abnormal left hit instruction effect (LV1), displays the fifth instruction image IP5 in the center of the screen of the image display device 5, and reproduces and outputs the fifth instruction voice from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is such that the normal mode effect sound < the fifth instruction voice.
[0337] Next, as shown in Fig. 8-19(3), before 5000 ms has elapsed since the start of the abnormal left hit instruction effect (LV1), when the CPU 103 controls the game state to the big win game state (Fig. 8-20: T3), the effect control CPU 120 starts the big win FF effect, displays the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS") on the image display device 5, reproduces and outputs the big win FF effect sound (fanfare effect sound) from the speakers 8L and 8R, and causes the game effect lamp 9 to emit light in rainbow colors.
[0338] At this time, the effect control CPU 120 ends the abnormal left hit instruction effect (LV1), erases the fifth instruction image from the image display device 5, and ends the reproduction output of the fifth instruction voice from the speakers 8L and 8R.
[0339] Further, based on being controlled in the right-handed mode, the effect control CPU 120 causes the system right-handed image that promotes playing the game in the right-handed manner to be displayed in the upper right of the screen of the image display device 5. In the following effect examples, the description of the system right-handed image is omitted.
[0340] In this embodiment, this system right-handed image is an image that promotes right-handed play and is always displayed in the upper right of the screen of the image display device 5 when controlled in the right-handed mode (big win mode, time-saving mode, ST mode). It is different from the instruction images related to the normal right-handed instruction and the abnormal right-handed instruction that are displayed only at specific timings.
[0341] The system right-handed image in the big win mode starts to be displayed at the timing when the effect control CPU 120 receives a big win start designation command, which is a type of effect command indicating the start of the control of the big win game state, and ends the display at the timing when the effect control CPU 120 receives a big win end designation command, which is a type of effect command indicating the end of the control of the big win game state.
[0342] Similarly, for the system right-handed image in the time-saving mode and the ST mode, the display is started / ended based on the reception of a time-saving start designation command, which is a type of effect command indicating the start of the control of the time-saving mode, a time-saving end designation command, which is a type of effect command indicating the end of the control of the time-saving mode, an ST start designation command, which is a type of effect command indicating the start of the control of the ST mode, and an ST end designation command, which is a type of effect command indicating the end of the control of the ST mode.
[0343] In this example, an example where the big win FF effect is executed when the abnormal left-handed instruction effect (LV1) is being executed and the abnormal left-handed instruction effect (LV1) ends is shown. However, since the same applies to the abnormal left-handed instruction (LV2), the description is omitted.
[0344] [Normal mode: Error notification → Right-handed mode: Big win FF effect] FIG. 8-21 is an explanatory diagram showing an example of the performance image, performance sound, and performance light of each performance related to the case where a jackpot fanfare performance (jackpot FF performance) is started under control in a jackpot gaming state when an error notification started during the normal mode is being executed. FIG. 8-22 is a time chart showing the execution timing of each performance related to the case where a jackpot fanfare performance (jackpot FF performance) is started under control in a jackpot gaming state when an error notification started during the normal mode is being executed.
[0345] First, as shown in FIG. 8-21(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-22: T1), the performance control CPU 120 stops and displays (swings to a stop) a combination of decorative symbols (in this example, "333") indicating that the display result is "jackpot" in the symbol display area of the image display device 5. At this time, the variable display of the small symbols is being executed in the small symbol display area of the image display device 5. At this time, the active display is being displayed in the active display area.
[0346] At this time, the performance control CPU 120 causes the normal mode performance sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.
[0347] Next, as shown in FIG. 8-21(2), when the CPU 103 detects a ball depletion error (FIG. 8-22: T2), the performance control CPU 120 executes a ball depletion error notification performance, displays a first error image EP1 (in this example, an image including the characters "ball depletion error") in the error image display area (upper right of the screen) of the image display device 5, and causes the game effect lamp 9 to blink and emit red light. At this time, the normal mode performance sound continues to be reproduced and output from the speakers 8L and 8R.
[0348] Next, as shown in FIG. 8-21(3), before the ball depletion error notification effect starts and the error is resolved, when the CPU 103 controls the game state to the big win game state (FIG. 8-22: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentrated line and the character "BONUS"), and outputs and plays the big win FF effect sound (fanfare effect sound) from the speakers 8L and 8R.
[0349] At this time, the effect control CPU 120 continues to execute the ball depletion error notification effect and continues to display the first error image EP1 (in this example, an image including the character "ball depletion error") in the error image display area of the image display device 5. Also, originally, it is the time when the game effect lamp 9 emits light in a rainbow color corresponding to the big win FF effect, but in this embodiment, since the error notification has a higher execution priority of the effect than the big win FF effect, the game effect lamp 9 continues to blink and emit light in red.
[0350] Then, when the ball depletion error is resolved (FIG. 8-22: T4), the effect control CPU 120 ends the ball depletion error notification effect, erases the first error image EP1 (in this example, an image including the character "ball depletion error") from the error image display area of the image display device 5, and causes the game effect lamp 9 to emit light in a rainbow color corresponding to the big win FF effect from the blinking red light emission (not shown).
[0351] [Normal mode: Abnormal left hitting instruction, error notification → Right hitting mode: Big win FF effect] FIG. 8-23 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the abnormal left hitting instruction and error notification started during the normal mode are being executed. FIG. 8-24 is a time chart showing the execution timing of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the abnormal left hitting instruction and error notification started during the normal mode are being executed.
[0352] First, the production examples shown in FIGS. 8-23(1) and (2) are the same as those shown in FIGS. 8-19(1) and (2), so the description thereof will be omitted.
[0353] Next, as shown in FIG. 8-23(3), when the CPU 103 detects a ball depletion error (FIG. 8-24: T3), the production control CPU 120 executes a ball depletion error notification production, and displays a first error image EP1 (in this example, an image including the characters "Ball Depletion Error") in the error image display area of the image display device 5, and causes the game effect lamp 9 to blink and emit red light. At this time, the fifth instruction voice and the normal mode production sound are continuously reproduced and output from the speakers 8L and 8R (reproduction output priority: normal mode production sound < fifth instruction voice).
[0354] At this time, since the first error image is [second layer] and the fifth instruction image is [third layer], the display priority is such that the fifth instruction image [third layer] < the first error image [second layer].
[0355] Next, the production example shown in FIG. 8-23(4) is the same as the production example shown in FIG. 8-21(3), so the description thereof will be omitted.
[0356] [Specific example when a production using the game effect lamp 9 is executed in a game arcade] FIG. 8-25 is an example of a game arcade in which five pachinko machines 1 are installed in a row. In this example, a store clerk of the game arcade stands in front of the pachinko machine 1, and this is an explanatory diagram showing a state in which all five pachinko machines 1 are being played by players. In this figure, the pachinko machine 1 installed closest to the store clerk (installed on the front side) is referred to as "pachinko machine 1A", and going toward the back side as seen from the store clerk, they are referred to as "pachinko machine 1B", "pachinko machine 1C", "pachinko machine 1D", and "pachinko machine 1E". Although players are sitting in front of each pachinko machine 1 and playing, for the sake of convenience, the figures of the players are omitted.
[0357] As shown in FIG. 8-25, in each pachinko gaming machine 1 (pachinko gaming machine 1A, pachinko gaming machine 1B, pachinko gaming machine 1C, pachinko gaming machine 1D, pachinko gaming machine 1E), variable display of decorative symbols is executed in the symbol display area of the image display device 5.
[0358] At this time, in the pachinko gaming machine 1D, a ball depletion error has occurred, and the effect control CPU 120 executes a ball depletion error notification effect, causes the first error image EP1 to be displayed on the image display device 5, and causes the game effect lamp 9 to blink and emit red light.
[0359] Depending on the standing position of the store clerk and the installation location of the pachinko gaming machine 1, the visibility of the image display device 5 of the pachinko gaming machine 1 from the store clerk may be low. In this example, as shown in FIG. 8-25, the visibility of the image display devices 5 of the pachinko gaming machines 1D and 1E from the store clerk is extremely low. Therefore, even if the first error image is displayed on the image display device 5 of the pachinko gaming machine 1D, it is difficult for the store clerk to recognize that an error has occurred in that pachinko gaming machine based on the first error image.
[0360] On the other hand, regardless of the standing position of the store clerk and the installation location of the pachinko gaming machine 1, the visibility of the game effect lamp 9 of the pachinko gaming machine 1 from the store clerk does not change significantly. In this example, as shown in FIG. 8-25, the visibility of the game effect lamps 9 of the pachinko gaming machines 1A to 1E from the store clerk is not low. Therefore, when the game effect lamp 9 of the pachinko gaming machine 1D blinks and emits red light, it becomes easy for the store clerk to recognize that an error has occurred in that pachinko gaming machine based on the light emission mode of the game effect lamp 9.
[0361] [Right Hit Mode: Example of Effects for Abnormal Right Hit Instruction] FIG. 8-26 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to an abnormal right hit instruction during the right hit mode (ST mode). FIG. 8-27 is a time chart showing the execution timing of each effect related to an abnormal right hit instruction during the right hit mode.
[0362] First, as shown in FIG. 8-26(1), when the CPU 103 is executing the variable display of the second special symbol (FIG. 8-27: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area. Further, the effect control CPU 120 causes the ST mode effect sound (hereinafter, appropriately referred to as "ST effect sound") related to the ST mode to be reproduced and output from the speakers 8L and 8R.
[0363] At this time, based on the fact that the game mode is controlled to the ST mode [Dream Dream Mode], the effect control CPU 120 displays the characters "Powerful RUSH" in the center of the screen of the image display device 5, an effect mode icon indicating the current effect mode (in this example, an icon including the characters "Dream Dream Mode") in the upper left of the screen of the image display device 5, and an ST remaining count display indicating the remaining control count of the ST mode (in this example, the characters "Remaining 150 times") in the upper right of the screen of the image display device 5.
[0364] Next, as shown in FIG. 8-26(2), when the CPU 103 detects an abnormal left hit (FIG. 8-27: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, displays the fourth instruction image IP4 (in this example, an image including the characters "Right hit" and an object of a right arrow) in the center of the screen of the image display device 5, and reproduces and outputs the fourth instruction voice (in this example, the voice "It's a right hit") from the speakers 8L and 8R. At this time, although the ST mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is ST mode effect sound < fourth instruction voice.
[0365] In this example, when the abnormal right turn instruction effect is executed, the image including the object of the right arrow of the fourth instruction image IP4 and the character "right turn" is a video that performs display control to fade in from the left end of the screen of the image display device 5 and fade out toward the right end of the screen. In the abnormal right turn instruction effect, this display control is repeated twice (5000 ms).
[0366] Next, as shown in FIG. 8-26(3), when 5000 ms has elapsed since the start of the abnormal right turn instruction effect (FIG. 8-27: T3), the effect control CPU 120 ends the abnormal right turn instruction effect and erases the fourth instruction image IP4 (in this example, an image including the character "right turn" and the object of the right arrow) from the center of the screen of the image display device 5, and also ends the playback output of the fourth instruction audio (in this example, the audio of "left turn") from the speakers 8L and 8R. At this time, the ST mode effect sound is being played back and output from the speakers 8L and 8R.
[0367] [Right Turn Mode: Example of the Effect of Detecting an Abnormal Left Turn during the Big Win FF Period] FIG. 8-28 is an explanatory diagram showing an example of the effect image, the effect sound, and the effect light of each effect related to the case where an abnormal left turn is detected during the right turn mode: big win mode (big win FF period). FIG. 8-29 is a time chart showing the execution timing of each effect related to the case where an abnormal left turn is detected during the right turn mode: big win mode (big win FF period).
[0368] The effect example shown in FIG. 8-28(1) is the same as the effect example shown in FIG. 8-19(3), so the description is omitted.
[0369] Next, as shown in FIG. 8-28(2), even if the CPU 103 detects an abnormal left turn during the big win FF period (FIG. 8-29: T2), the effect control CPU 120 does not execute the abnormal right turn instruction effect, does not display the fourth instruction image IP4 (in this example, an image including the character "right turn" and the object of the right arrow) at the center of the screen of the image display device 5, and also does not play back and output the fourth instruction audio (in this example, the audio of "right turn") from the speakers 8L and 8R.
[0370] This is the case where, as shown in steps S02TM1230 to S02TM1240 in FIGS. 8-9, even if an abnormal left hit is detected during the big win FF period, the process in step S02TM1250 (the process of determining to execute the abnormal right hit instruction effect) is skipped. Therefore, even if an abnormal left hit is detected during the big win FF period, the abnormal right hit instruction effect is not executed.
[0371] [Right hit mode (big win round period): Example of the effect of the abnormal right hit instruction] FIG. 8-30 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the abnormal right hit instruction during the right hit mode (big win round period (hereinafter, appropriately referred to as the "big win RD period")). FIG. 8-31 is a time chart showing the execution timing of each effect related to the abnormal right hit instruction in the right hit mode (big win RD period).
[0372] First, as shown in FIG. 8-30(1), when the CPU 103 controls the game state to the big win RD period of the big win game state (FIG. 8-31: T1), the effect control CPU 120 executes the big win RD effect (first round), and displays the big win RD image (in this example, a background image of a mountain, a sun, and musical notes, a round display ( "1 ROUND") indicating the current round number, and a bonus ball number display (00000pt) indicating the number of bonus balls granted) on the image display device 5, and causes the game effect lamp 9 to emit light in rainbow colors. At this time, the effect control CPU 120 reproduces and outputs a big win round effect sound (hereinafter, appropriately referred to as the "round effect sound") from the speakers 8L and 8R in relation to the big win RD effect, and the game effect lamp 9 is emitting light in rainbow colors.
[0373] Next, as shown in FIG. 8-30(2), when the CPU 103 detects an abnormal left hit (FIG. 8-31: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, and displays a fourth instruction image IP4 (in this example, an image including the characters "right hit" and an object of a right arrow) at the center of the screen of the image display device 5, and reproduces and outputs a fourth instruction voice (in this example, the voice of "it's a right hit") from the speakers 8L and 8R. At this time, although the jackpot round effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is such that the jackpot round effect sound < the fourth instruction voice.
[0374] Next, as shown in FIG. 8-30(3), when 5000 ms has elapsed since the start of the abnormal right hit instruction effect (FIG. 8-31: T3), the effect control CPU 120 ends the abnormal right hit instruction effect, erases the fourth instruction image IP4 (in this example, an image including the characters "right hit" and an object of a right arrow) from the center of the screen of the image display device 5, and ends the reproduction output of the fourth instruction voice (in this example, the voice of "it's a left hit") from the speakers 8L and 8R. At this time, the jackpot round effect sound is being reproduced and output from the speakers 8L and 8R.
[0375] [Volume adjustment] In the present embodiment, a "volume value" is provided as a value related to the effect sound. The volume value is the upper limit value (volume value) of the volume that can be output by the pachinko game machine 1. In this example, the volume value can be set between "1" and "3". This volume value can be set to an arbitrary value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect keys provided on the pachinko game machine 1). Hereinafter, the volume value will be appropriately referred to as "master volume", "volume", etc.
[0376] In this embodiment, the pachinko machine 1 is provided with up and down buttons of an effect key (hereinafter, appropriately referred to as "volume adjustment buttons") as buttons for adjusting the volume value. When the up button (hereinafter, appropriately referred to as "volume adjustment button (+)") among the up and down buttons of the effect key is operated, the volume value is set to a value obtained by adding "1" to the volume value before operating the up button. When the down button (hereinafter, appropriately referred to as "volume adjustment button (-)") among the up and down buttons of the effect key is operated, the volume value is set to a value obtained by subtracting "1" from the volume value before operating the down button.
[0377] In this embodiment, when the volume value is set to the maximum value "3", even if the volume adjustment button (+) is operated, the volume value cannot be set to a value greater than the maximum value, so the operation of the volume adjustment button (+) is not accepted and the volume value is not changed. Similarly, when the volume value is set to the minimum value "1", even if the volume adjustment button (-) is operated, the volume value cannot be set to a value less than the minimum value, so the operation of the volume adjustment button (-) is not accepted and the volume value is not changed.
[0378] In this embodiment, when the operation of the volume adjustment button is accepted, a volume adjustment effect can be executed. The volume adjustment effect is an effect composed of (A) an effect of displaying a volume adjustment display indicating the volume value after volume adjustment in the volume adjustment display area in the lower right of the screen of the image display device 5, and (B) an effect of reproducing and outputting a volume adjustment sound indicating the volume value after volume adjustment from the speakers 8L and 8R. Hereinafter, the volume adjustment effect corresponding to the volume value being "X" is appropriately referred to as "volume adjustment effect (volume value: X)", "volume adjustment effect (X)", etc.
[0379] (A) The volume adjustment display is an image including an object imitating a speaker and a meter corresponding to the volume value. In this example, when the volume value is "1" and an operation on the volume adjustment button (+) is received, a volume adjustment display corresponding to the volume value being "2" is displayed in the volume adjustment display area of the image display device 5. Hereinafter, the volume adjustment display corresponding to the volume value being "X" will be appropriately referred to as "volume adjustment display (volume value: X)", "volume adjustment display (X)", etc.
[0380] Note that as shown in the layer structure of FIGS. 8-13, the volume adjustment display is an image displayed on the third layer. Therefore, the volume adjustment display is an image with a higher display priority than the normal effect image [fourth layer].
[0381] (B) The volume adjustment voice is a voice indicating the volume value after the volume adjustment. When the volume value after the volume adjustment is "X", a voice of "The volume has been set to X" is reproduced and output. In this example, when the volume value is "1" and an operation on the volume adjustment button (+) is received, a volume adjustment voice of "The volume has been set to 2" corresponding to the volume value being "2" is reproduced and output from the speakers 8L and 8R. Hereinafter, the volume adjustment voice corresponding to the volume value being "X" will be appropriately referred to as "volume adjustment voice (volume value: X)", "volume adjustment voice (X)", etc.
[0382] Note that the present invention is not limited to the above-described embodiment, and the volume adjustment voice may be a voice different from a voice including a sentence such as "The volume has been set to X". For example, the volume adjustment voice may be a sound effect composed only of sounds not including a sentence.
[0383] In this embodiment, after receiving an operation on the volume adjustment button and displaying a volume adjustment display in the volume adjustment display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without receiving a new operation on the volume adjustment button, the volume adjustment display is erased from the volume adjustment display area of the image display device 5 (see FIG. 8-32).
[0384] [Volume adjustment effect determination process] FIG. 8-32 is a flowchart showing the volume adjustment effect determination process executed during waiting for a change start, at the start of a change, during a change, at the end of a change, and during a big win. The effect control CPU 120 executes the volume adjustment effect determination process shown in FIG. 8-32 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), big win effect process (step S176), ending process (step S177), etc. of the effect control process shown in FIG. 7.
[0385] First, the effect control CPU 120 determines whether or not the player has operated the volume adjustment button (step S02TM3010). If the player has not operated the volume adjustment button (step S02TM3010: NO), the effect control CPU 120 proceeds to step S02TM3050.
[0386] If the player has operated the volume adjustment button (step S02TM3010: YES), the effect control CPU 120 determines whether or not to accept the operation of the volume adjustment button (step S02TM3020).
[0387] The case where the operation of the volume adjustment button is accepted means that when the volume adjustment button is operated, the volume value can be changed. For example, when the volume value is "1" and the volume adjustment button (+) is operated (volume value: 1 → 2), or when the volume value is "2" and the volume adjustment button (+) is operated (volume value: 2 → 3), these are cases where the operation of the volume adjustment button is accepted.
[0388] On the other hand, the case where the operation of the volume adjustment button is not accepted means that even when the volume adjustment button is operated, the volume value cannot be changed. For example, when the volume value is "1" and the volume adjustment button (-) is operated (volume value: 1 → ×), or when the volume value is "3" and the volume adjustment button (+) is operated (volume value: 3 → ×), these are cases where the operation of the volume adjustment button is not accepted.
[0389] When the operation of the volume adjustment button is not accepted (step S02TM3020: NO), the effect control CPU 120 proceeds to step S02TM3050 for processing.
[0390] When the operation of the volume adjustment button is accepted (step S02TM3020: YES), the effect control CPU 120 executes a volume adjustment effect based on the operation of the volume adjustment button (step S02TM3030), sets a volume adjustment flag described later (step S02TM3040), and proceeds to step S03TM3050 for processing.
[0391] In this embodiment, the volume adjustment flag is a kind of effect flag that is set based on the execution of the volume adjustment effect. By setting the volume adjustment flag, it becomes possible to determine that the volume adjustment effect has already been executed. This volume adjustment flag is erased when the volume adjustment effect ends (see step S02TM3070).
[0392] Next, the effect control CPU 120 determines whether 5 seconds have elapsed since the volume adjustment flag was set (step S02TM3050). When 5 seconds have not elapsed since the volume adjustment flag was set (step S02TM3050: NO), the effect control CPU 120 ends the processing as it is.
[0393] When 5 seconds have elapsed since the volume adjustment flag was set (step S02TM3050: YES), the effect control CPU 120 ends the volume adjustment effect (step S02TM3060), erases the volume adjustment flag (step S02TM3070), and ends the processing as it is.
[0394] [Example of Volume Adjustment Effect] FIG. 8-33 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to volume adjustment. FIG. 8-34 is a time chart showing the execution timing of each effect related to volume adjustment.
[0395] The description of the parts in the production example shown in Fig. 8-33(1) that are the same as those in the production example shown in Fig. 8-14(1) will be omitted. At this time, the volume is set to "1".
[0396] Next, as shown in Fig. 8-33(2), when an operation of the volume adjustment button (+) is received (Fig. 8-34: T2), the production control CPU 120 executes a volume adjustment production (volume value: 2), and displays a volume adjustment display VP (volume value: 2) in the volume adjustment display area of the image display device 5, and outputs and plays a volume adjustment sound (volume value: 2) (in this example, the sound of "The volume has been set to 2") from the speakers 8L and 8R. At this time, although the normal mode production sound is being output and played from the speakers 8L and 8R, the reproduction output priority is the normal mode production sound < volume adjustment sound.
[0397] Next, as shown in Fig. 8-33(3), when 5 seconds elapse without receiving a new operation of the volume adjustment button after receiving an operation of the volume adjustment button (+) (Fig. 8-34: T3), the production control CPU 120 ends the volume adjustment production (volume value: 2), erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of the image display device 5, and ends the reproduction output of the volume adjustment sound (volume value: 2) (in this example, the sound of "The volume has been set to 2") from the speakers 8L and 8R.
[0398] [Light quantity adjustment] In this embodiment, a "light quantity value" is provided as a value related to the production light. The light quantity value is the upper limit value (light quantity value) of the light quantity that can be emitted by the pachinko machine 1. In this example, the light quantity value can be set between "1" and "3". This light quantity value can be set to an arbitrary value by the player performing a predetermined operation (for example, operating the left and right buttons of the production keys provided on the pachinko machine 1). Hereinafter, the light quantity value will be appropriately referred to as "light quantity" or the like.
[0399] In this embodiment, the left and right buttons of the effect keys provided in the pachinko machine 1 (hereinafter, appropriately referred to as "light quantity adjustment buttons") are provided as buttons for adjusting the light quantity value. When the right button among the left and right buttons of the effect keys (hereinafter, appropriately referred to as "light quantity adjustment button (+)") is operated, the light quantity value is set to a value obtained by adding "1" to the light quantity value before operating the right button. When the left button among the left and right buttons of the effect keys (hereinafter, appropriately referred to as "light quantity adjustment button (-)") is operated, the light quantity value is set to a value obtained by subtracting "1" from the light quantity value before operating the left button.
[0400] In this embodiment, when the light quantity value is set to the maximum value "3", even if the light quantity adjustment button (+) is operated, the light quantity value cannot be set to a value larger than the maximum value, so the operation of the light quantity adjustment button (+) is not accepted. Similarly, when the light quantity value is set to the minimum value "1", even if the light quantity adjustment button (-) is operated, the light quantity value cannot be set to a value smaller than the minimum value, so the operation of the light quantity adjustment button (-) is not accepted.
[0401] Note that as shown in the layer structure of FIGS. 8 - 13, the light quantity adjustment display is an image displayed on the third layer. Therefore, the light quantity adjustment display is an image with a higher display priority than the normal effect image [fourth layer].
[0402] In this embodiment, when the operation of the light quantity adjustment button is accepted, a light quantity adjustment effect can be executed. The light quantity adjustment effect is composed of: (A) an effect of displaying a light quantity adjustment display indicating the light quantity value after light quantity adjustment in the light quantity adjustment display area at the lower right of the screen of the image display device 5; and (B) an effect of reproducing and outputting a light quantity adjustment sound indicating the light quantity value after light quantity adjustment from the speakers 8L and 8R. Hereinafter, the light quantity adjustment effect corresponding to the light quantity value being "Y" is appropriately referred to as "light quantity adjustment effect (light quantity value: Y)", "light quantity adjustment effect (Y)", etc.
[0403] In addition, in this embodiment, although both the volume adjustment display area where the volume adjustment display is shown and the light amount adjustment display area where the light amount adjustment display is shown are areas in the lower right of the screen of the image display device 5, they are different areas that do not overlap with each other. Therefore, even when the volume adjustment display and the light amount adjustment display are shown simultaneously, they are both shown without overlapping, and the visibility is not reduced.
[0404] (A) The light amount adjustment display is an image including an object imitating a light bulb and a meter corresponding to the light amount value. In this example, when the operation of the light amount adjustment button (+) is received when the light amount value is "1", a light amount adjustment display corresponding to the light amount value being "2" is shown in the light amount adjustment display area of the image display device 5. Hereinafter, the light amount adjustment display corresponding to the light amount value being "Y" is appropriately referred to as "light amount adjustment display (light amount value: Y)", "light amount adjustment display (Y)", etc.
[0405] (B) The light amount adjustment voice is a voice indicating the light amount value after the light amount is adjusted. When the light amount value after the light amount is adjusted is "Y", a voice of "The light amount has been set to Y" is reproduced and output. In this example, when the operation of the light amount adjustment button (+) is received when the light amount value is "1", a light amount adjustment voice of "The light amount has been set to 2" corresponding to the light amount value being "2" is reproduced and output from the speakers 8L and 8R. Hereinafter, the light amount adjustment voice corresponding to the light amount value being "Y" is appropriately referred to as "light amount adjustment voice (light amount value: Y)", "light amount adjustment voice (Y)", etc.
[0406] Note that it is not limited to the above embodiment, and the light amount adjustment voice may be a voice different from a voice including a sentence such as "The light amount has been set to Y". For example, the light amount adjustment voice may be a sound effect composed only of sounds without including a sentence.
[0407] In this embodiment, after receiving an operation of the light amount adjustment button and displaying a light amount adjustment display in the light amount adjustment display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without receiving a new operation of the light amount adjustment button, the light amount adjustment display is erased from the light amount adjustment display area of the image display device 5 (see FIG. 8-35).
[0408] In this embodiment, during the variation start waiting period after receiving the customer waiting demo designation command, it is possible to display a menu screen on which volume adjustment, light amount adjustment, and auto button setting (to be described later) can be performed, and volume adjustment and light amount adjustment can be set on this menu screen.
[0409] [Light Amount Adjustment Effect Determination Processing] FIG. 8-35 is a flowchart showing the light amount adjustment effect determination processing executed during waiting for variation start, at the start of variation, during variation, at the end of variation, and during jackpot. The effect control CPU 120 executes the light amount adjustment effect determination processing shown in FIG. 8-35 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in FIG. 7.
[0410] First, the effect control CPU 120 determines whether the player has operated the light amount adjustment button (step S02TM4010). If the player has not operated the light amount adjustment button (step S02TM4010: NO), the effect control CPU 120 proceeds to step S02TM4050.
[0411] If the player has operated the light amount adjustment button (step S02TM4010: YES), the effect control CPU 120 determines whether to accept the operation of the light amount adjustment button (step S02TM4020).
[0412] Accepting the operation of the light quantity adjustment button means that when the light quantity adjustment button is operated, the light quantity value can be changed. For example, when the light quantity value is "1" and the light quantity adjustment button (+) is operated (light quantity value: 1 → 2), or when the light quantity value is "2" and the light quantity adjustment button (+) is operated (light quantity value: 2 → 3), these are cases where the operation of the light quantity adjustment button is accepted.
[0413] On the other hand, not accepting the operation of the light quantity adjustment button means that even when the light quantity adjustment button is operated, the light quantity value cannot be changed. For example, when the light quantity value is "1" and the light quantity adjustment button (-) is operated (light quantity value: 1 → ×), or when the light quantity value is "3" and the light quantity adjustment button (+) is operated (light quantity value: 3 → ×), these are cases where the operation of the light quantity adjustment button is not accepted.
[0414] When not accepting the operation of the light quantity adjustment button (step S02TM4020: NO), the rendering control CPU 120 proceeds to step S02TM4050 for processing.
[0415] When accepting the operation of the light quantity adjustment button (step S02TM4020: YES), the rendering control CPU 120 executes a light quantity adjustment rendering based on the operation of the light quantity adjustment button (step S02TM4030), sets a light quantity adjustment flag described later (step S02TM4040), and proceeds to step S03TM4050 for processing.
[0416] In this embodiment, the light quantity adjustment flag is a type of rendering flag that is set based on the execution of the light quantity adjustment rendering. By setting the light quantity adjustment flag, it becomes possible to determine that the light quantity adjustment rendering has already been executed. This light quantity adjustment flag is erased when the light quantity adjustment rendering ends (see step S02TM4070).
[0417] Next, the production control CPU 120 determines whether or not 5 seconds have elapsed since the light quantity adjustment flag was set (step S02TM4050). If 5 seconds have not elapsed since the light quantity adjustment flag was set (step S02TM4050: NO), the production control CPU 120 ends the process as it is.
[0418] If 5 seconds have elapsed since the light quantity adjustment flag was set (step S02TM4050: YES), the production control CPU 120 ends the light quantity adjustment production (step S02TM4060), erases the light quantity adjustment flag (step S02TM4070), and ends the process as it is.
[0419] [Production example of light quantity adjustment] FIG. 8-36 is an explanatory diagram showing an example of a production image and production sound of each production related to light quantity adjustment. FIG. 8-37 is a time chart showing the execution timing of each production related to light quantity adjustment.
[0420] The description of the part of the production example shown in FIG. 8-36(1) that is the same as the production example shown in FIG. 8-14(1) is omitted. At this time, the light quantity is set to "1".
[0421] Next, as shown in FIG. 8-36(2), when an operation of the light quantity adjustment button (+) is received (FIG. 8-37: T2), the production control CPU 120 executes a light quantity adjustment production (volume value: 2), displays a light quantity adjustment display LP (volume value: 2) in the light quantity adjustment display area of the image display device 5, and reproduces and outputs a light quantity adjustment voice (volume value: 2) (in this example, the voice of "The light quantity has been set to 2") from the speakers 8L and 8R. At this time, although the normal mode production sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is normal mode production sound < light quantity adjustment voice.
[0422] Next, as shown in Fig. 8-36(3), when 5 seconds elapse after receiving an operation of the light quantity adjustment button (+) without receiving a new operation of the light quantity adjustment button (Fig. 8-37: T3), the effect control CPU 120 ends the light quantity adjustment effect (volume value: 2), causes the light quantity adjustment display LP (volume value: 2) to be erased from the light quantity adjustment display area of the image display device 5, and ends the playback output of the light quantity adjustment sound (volume value: 2) (in this example, the sound of "The light quantity has been set to 2") from the speakers 8L and 8R.
[0423] [Normal mode: Volume adjustment → Right hit mode: Big win FF effect] Fig. 8-38 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the volume adjustment effect started during the normal mode is being executed. Fig. 8-39 is a time chart showing the execution timing of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the volume adjustment effect started during the normal mode is being executed.
[0424] First, the description of the part that is the same as the effect example shown in Fig. 8-21(1) in the effect example shown in Fig. 8-38(1) is omitted. At this time, the volume is set to "1".
[0425] Next, as shown in Fig. 8-38(2), when an operation of the volume adjustment button (+) is received (Fig. 8-39: T2), the effect control CPU 120 executes the volume adjustment effect (volume value: 2), causes the volume adjustment display VP (volume value: 2) to be displayed in the volume adjustment display area of the image display device 5, and causes the volume adjustment sound (volume value: 2) (in this example, the sound of the part "Volume to 2" in the sound of "The volume has been set to 2") to be played back and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being played back and output from the speakers 8L and 8R, the playback output priority is normal mode effect sound < volume adjustment sound.
[0426] Next, as shown in FIG. 8-38(3), before 5 seconds have elapsed since the start of the volume adjustment effect, when the CPU 103 controls the game state to the big win game state (FIG. 8-39: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentration line and the character "BONUS"), and reproduces and outputs the big win FF effect sound from the speakers 8L and 8R.
[0427] At this time, the effect control CPU 120 continues to execute the volume adjustment effect, continuously displays the volume adjustment display VP (volume value: 2) in the volume adjustment display area of the image display device 5, and continuously reproduces and outputs the volume adjustment sound (volume value: 2) (in this example, the part after "set the volume to 2" in the voice "set the volume to 2") from the speakers 8L and 8R. At this time, the big win FF effect sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is such that the big win FF effect sound = the volume adjustment sound. That is, the big win FF effect sound and the volume adjustment sound are heard by the player in the same way.
[0428] Then, when 5 seconds have elapsed since the start of the volume adjustment effect (FIG. 8-39: T4), the effect control CPU 120 ends the volume adjustment effect, erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of the image display device 5, and ends the reproduction output of the volume adjustment sound (volume value: 2) from the speakers 8L and 8R (not shown).
[0429] [Normal mode: light amount adjustment → Right hitting mode: big win FF effect] FIG. 8-40 is an explanatory diagram showing an example of the effect images and effect sounds of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the light amount adjustment effect started during the normal mode is being executed. FIG. 8-41 is a time chart showing the execution timing of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the light amount adjustment effect started during the normal mode is being executed.
[0430] First, the description of the parts that are the same as the production example shown in Fig. 8-21(1) will be omitted for the production example shown in Fig. 8-40(1). At this time, the light quantity is set to "1".
[0431] Next, as shown in Fig. 8-40(2), when the operation of the light quantity adjustment button (+) is received (Fig. 8-41: T2), the production control CPU 120 executes a light quantity adjustment production (light quantity value: 2), and displays a light quantity adjustment display LP (light quantity value: 2) in the light quantity adjustment display area of the image display device 5, and reproduces and outputs a light quantity adjustment voice (light quantity value: 2) (in this example, the part of the voice "Set the light quantity to 2" in the voice "Set the light quantity to 2") from the speakers 8L and 8R. At this time, although the normal mode production sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is the normal mode production sound < light quantity adjustment voice.
[0432] Next, as shown in Fig. 8-40(3), before 5 seconds have elapsed since the start of the light quantity adjustment production, when the CPU 103 controls the game state to a big win game state (Fig. 8-41: T3), the production control CPU 120 starts a big win FF production, displays a first big win type notification image BP1 (in this example, an image including a concentrated line and the character "BONUS") on the image display device 5, and reproduces and outputs a big win FF production sound from the speakers 8L and 8R.
[0433] At this time, the production control CPU 120 continues to execute the light quantity adjustment production, continues to display the light quantity adjustment display LP (light quantity value: 2) in the light quantity adjustment display area of the image display device 5, and continues to reproduce and output a light quantity adjustment voice (light quantity value: 2) (in this example, the voice "set" which is the part after "Set the light quantity to 2" in the voice "Set the light quantity to 2") from the speakers 8L and 8R. At this time, the big win FF production sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is the big win FF production sound = light quantity adjustment voice.
[0434] Then, when five seconds have elapsed since the light adjustment performance started (Figure 8-41: T4), the performance control CPU 120 ends the light adjustment performance, erases the light adjustment display LP (light value: 2) from the light adjustment display area of the image display device 5, and ends the playback output of the light adjustment sound (light value: 2) from the speakers 8L and 8R (not shown).
[0435] [Auto Button] In this embodiment, various effects (hereinafter, appropriately referred to as "operation-required effects") can be executed in response to an operation on the operation unit (stick controller 31A, push button 31B, etc.). An effect that prompts the player to operate the operation unit is referred to as an "operation prompting effect." In this embodiment, the operation-required effect is executed after the operation prompting effect is executed.
[0436] In a situation where operation of the operation unit is required in the operation promotion performance, it is possible to implement an "auto button" that automatically operates the operation unit in the pachinko gaming machine 1. The mode related to this auto button is called the "auto button mode", the case where the auto button mode is enabled is called the "auto button ON mode", and the case where this auto button mode is disabled is called the "auto button OFF mode".
[0437] When the auto button is set to OFF mode, if an operation prompt is issued and the operation of the operation unit is requested, operating the operation unit will result in the subsequent operation required performance being executed, whereas if the operation unit is not operated, the subsequent operation required performance will not be executed (see Figure 8-43). In addition, when the auto button is set to ON mode, if an operation prompt is issued to operate the operation section, the subsequent operation required display will be executed regardless of whether or not the operation section is operated (see Figure 8-44).
[0438] In this embodiment, as the required operation effects, there are an expectation notice effect that suggests the jackpot expectation level using a cut-in image before the reach is established, a final decision button effect that notifies the display result based on the operation on the operation unit in the SP reach, a RUSH entry notice effect that notifies whether to be controlled to the ST mode after the jackpot during the first win, and the like.
[0439] In this embodiment, it is possible to switch the auto button mode by performing a specific operation on the operation unit. For example, when it is set to the auto button OFF mode and the required operation effect is not being executed, if the push button 31B is long-pressed for 3 seconds, it switches from the auto button OFF mode to the auto button ON mode. Also, when it is set to the auto button ON mode, if the push button 31B is long-pressed for 3 seconds, it switches from the auto button ON mode to the auto button OFF mode.
[0440] Also, during the variation start waiting period after receiving the customer waiting demo designation command, it is possible to display a menu screen on which volume adjustment, light amount adjustment, and auto button setting can be performed, and the auto button mode can be set on this menu screen.
[0441] In this embodiment, when the auto button mode is switched, it is possible to execute an auto button setting effect that shows the newly set auto button mode to the player.
[0442] In the auto button setting effect when set to the auto button OFF mode, an auto button OFF setting display (in this example, an icon including the characters "The auto button has been released") is displayed in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button OFF setting voice (in this example, the voice "The auto button has been released") is reproduced and output from the speakers 8L and 8R. Such an auto button setting effect when set to the auto button OFF mode is appropriately referred to as the "auto button OFF setting effect".
[0443] In the auto button setting effect when the auto button is set to the ON mode, an auto button ON setting display (in this example, an icon including the characters "Set to auto button") is displayed in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button ON setting voice (in this example, the voice "Set to auto button") is reproduced and output from the speakers 8L and 8R. Such an auto button setting effect when the auto button is set to the ON mode is hereinafter appropriately referred to as the "auto button ON setting effect".
[0444] Note that, as shown in the layer structure of FIG. 8-13, the auto button setting display is an image displayed on the third layer. Therefore, the auto button setting display is an image with a higher display priority than the normal effect image [fourth layer].
[0445] Note that the present invention is not limited to the above-described embodiment, and the auto button setting voice (auto button OFF setting voice, auto button ON setting voice) may be a voice different from the voice including text. For example, the auto button setting voice may be a sound effect composed only of sounds not including text.
[0446] In the present embodiment, after the auto button setting display (auto button OFF setting display, auto button ON setting display) is displayed in the auto button setting display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without the auto button mode being newly switched, the auto button setting display is erased from the auto button setting display area of the image display device 5 (see FIG. 8-42).
[0447] [Auto Button Effect Determination Process] FIG. 8-42 is a flowchart showing the auto button effect determination process executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the auto button effect determination process shown in FIG. 8-42 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display during effect process (step S172), jackpot during effect process (step S176), ending process (step S177), etc. of the effect control process shown in FIG. 7.
[0448] First, the effect control CPU 120 determines whether it has been newly set to the auto button OFF mode (step S02TM5010). If it is not set to the auto button OFF mode (step S02TM5010: NO), the effect control CPU 120 proceeds to step S02TM5040.
[0449] If it is set to the auto button OFF mode (step S02TM5010: YES), the effect control CPU 120 decides to execute the auto button OFF setting effect (step S02TM5020), sets the auto button OFF setting flag described later (step S02TM5030), and proceeds to step S02TM5040.
[0450] In this embodiment, the auto button OFF setting flag is a type of effect flag that is set based on the execution of the auto button OFF setting effect. By setting the auto button OFF setting flag, it becomes possible to determine that the auto button OFF setting effect has already been executed. This auto button OFF setting flag is erased when the auto button OFF setting effect ends or when the auto button ON setting flag described later is set.
[0451] Next, it is determined whether or not 5 seconds have elapsed since the auto button OFF setting flag was set (step S02TM5040). In this determination, in a state where the auto button OFF setting flag is set, it is determined whether or not 5 seconds have elapsed since the auto button OFF setting flag was set.
[0452] If 5 seconds have not elapsed since the auto button OFF setting flag was set (step S02TM5040: NO), the effect control CPU 120 determines whether or not the auto button ON setting flag is set (step S02TM5045). If the auto button ON setting flag is not set (step S02TM5045: NO), the effect control CPU 120 advances the process to step S02TM5060.
[0453] If the auto button ON setting flag is set (step S02TM5045: YES), or after step S02TM5040: YES, the effect control CPU 120 determines to end the auto button OFF setting effect (step S02TM5050), and advances the process to step S02TM5060.
[0454] Next, the effect control CPU 120 determines whether or not it has been newly set to the auto button ON mode (step S02TM5060). If it is not set to the auto button ON mode (step S02TM5060: NO), the effect control CPU 120 advances the process to step S02TM5090.
[0455] If it is set to the auto button ON mode (step S02TM5060: YES), the effect control CPU 120 determines to execute the auto button ON setting effect (step S02TM5070), sets the auto button ON setting flag described later (step S02TM5080), and advances the process to step S02TM5090.
[0456] In this embodiment, the auto button ON setting flag is a type of effect flag that is set based on the execution of the auto button ON setting effect. When the auto button ON setting flag is set, it becomes possible to determine that the auto button ON setting effect has already been executed. This auto button ON setting flag is erased when the auto button ON setting effect ends or when the auto button OFF setting flag is set.
[0457] Next, it is determined whether 5 seconds have elapsed since the auto button ON setting flag was set (step S02TM5090). In this determination, it is determined whether 5 seconds have elapsed since the auto button ON setting flag was set while the auto button ON setting flag is set.
[0458] If 5 seconds have not elapsed since the auto button ON setting flag was set (step S02TM5090: NO), the effect control CPU 120 determines whether the auto button OFF setting flag is set (step S02TM5095). If the auto button OFF setting flag is not set (step S02TM5095: NO), the effect control CPU 120 ends the process as it is.
[0459] If the auto button OFF setting flag is set (step S02TM5095: YES), or after step S02TM5090: YES, the effect control CPU 120 decides to end the auto button ON setting effect (step S02TM5100) and ends the process as it is.
[0460] In this embodiment, in the auto button setting effect determination process, when it is determined to execute the auto button setting effect (auto button OFF setting effect, auto button ON setting effect), the auto button setting effect may be executed simultaneously with the process in which it is determined to execute the auto button setting effect, or the auto button setting effect may be executed at a predetermined timing after the process in which it is determined to execute the auto button setting effect.
[0461] In this example, in the automatic button setting effect determination process, when it is determined to execute the automatic button setting effect, the automatic button setting effect shall be executed at a predetermined timing after the process of determining to execute the automatic button setting effect.
[0462] In the automatic button setting effect determination process, when it is determined to newly execute an automatic button setting effect when no automatic button setting effect is being executed, the new automatic button setting effect shall be executed immediately after the automatic button setting effect determination process ends. Similarly, in the automatic button setting effect determination process, when it is determined to newly execute the other automatic button setting effect when one of the automatic button setting effects is being executed, the new automatic button setting effect shall be executed immediately after the automatic button setting effect determination process ends.
[0463] In this embodiment, in the automatic button setting effect determination process, when it is determined to end the automatic button setting effect (automatic button OFF setting effect, automatic button ON setting effect), the automatic button setting effect may be ended simultaneously with the process of determining to end the automatic button setting effect, or the automatic button setting effect may be ended at a predetermined timing after the process of determining to end the automatic button setting effect.
[0464] In this example, in the automatic button setting effect determination process, when it is determined to end the automatic button setting effect, the automatic button setting effect shall be ended simultaneously with the process of determining to end the automatic button setting effect.
[0465] [Example of the effect in the automatic button OFF mode] FIG. 8-43 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the automatic button OFF mode.
[0466] As shown in Fig. 8-43(1), when set to the Auto Button OFF mode, the production control CPU 120 executes the Auto Button OFF setting production, displays the Auto Button OFF setting display ABP1 (in this example, an icon including the text "The auto button has been released") in the auto button setting display area (lower left of the screen) of the image display device 5, and plays and outputs the auto button OFF setting voice (in this example, the voice of "The auto button has been released") from the speakers 8L and 8R. Regarding other production examples, since they are the same as the production examples shown in Fig. 8-14(1), the description is omitted.
[0467] Next, as shown in Fig. 8-43(2), in the state where the Auto Button OFF mode is set, the production control CPU 120 executes a button production (operation promotion production) corresponding to the anticipation preview production, and superimposes and displays an operation promotion display BT (in this example, an image including an image imitating the push button 31B, the text "Push!!", an object of a downward arrow, and a time bar indicating the valid period of the operation to the operation unit) on the production image such as a decorative pattern to prompt the player to operate the operation unit (in this example, the push button 31B) in the center of the screen of the image display device 5.
[0468] In this state, if the player operates the operation unit, it proceeds to Fig. 8-43(3A), and if the player does not operate the operation unit, it proceeds to Fig. 8-43(3B).
[0469] (With an operation on the operation unit) As shown in Fig. 8-43(3A), in the state where the Auto Button OFF mode is set, when the player operates the operation unit, the production control CPU 120 executes the anticipation preview production, and superimposes and displays a cutton image CIP (in this example, an image including the text "Chance") on the production image such as a decorative pattern in the center of the screen of the image display device 5.
[0470] (Without an operation on the operation unit) As shown in FIG. 8-43(3B), when the player does not operate the operation unit in the state where the auto button is set to the OFF mode, the effect control CPU 120 does not execute the expectancy preview effect and does not display the cutton image CIP on the image display device 5.
[0471] [Example of Effects in Auto Button ON Mode] FIG. 8-44 is an explanatory diagram showing an example of an effect image and an effect sound for each effect related to the auto button ON mode.
[0472] As shown in FIG. 8-44(1), when the auto button is set to the ON mode, the effect control CPU 120 executes the auto button ON setting effect, and displays the auto button ON setting display ABP2 (in this example, an icon including the characters "Set to auto button") in the auto button setting display area (lower left of the screen) of the image display device 5, and reproduces and outputs the auto button ON setting voice (in this example, the voice "Set to auto button") from the speakers 8L and 8R. Regarding other effect examples, since they are the same as the effect examples shown in FIG. 8-14(1), the description is omitted.
[0473] Next, as shown in FIG. 8-44(2), in the state where the auto button is set to the ON mode, the effect control CPU 120 executes a button effect (operation promotion effect) corresponding to the expectancy preview effect, and superimposes and displays an operation promotion display BT (in this example, an image including an image imitating the push button 31B, the characters "Push!!", an object of a downward arrow, and a time bar indicating the valid period of the operation to the operation unit) on the effect image such as the decoration symbol at the center of the screen of the image display device 5 to prompt the player to operate the operation unit (in this example, the push button 31B).
[0474] In this state, if the player operates the operation unit, it proceeds to FIG. 8-44(3A), and if the player does not operate the operation unit, it proceeds to FIG. 8-44(3B).
[0475] (With an operation on the operation unit) As shown in FIG. 8-44(3A), when the player operates the operation unit in the state where the auto button is set to the ON mode, the effect control CPU 120 executes an expectancy preview effect, and superimposes and displays a cutton image CIP (in this example, an image including the characters "CHANCE") on the center of the screen of the image display device 5 over an effect image such as a decoration symbol.
[0476] (No operation on the operation unit) As shown in FIG. 8-44(3B), when the player does not operate the operation unit in the state where the auto button is set to the ON mode, the effect control CPU 120 executes an expectancy preview effect, and superimposes and displays a cutton image CIP (in this example, an image including the characters "CHANCE") on the center of the screen of the image display device 5 over an effect image such as a decoration symbol.
[0477] Therefore, in the auto button OFF mode, if no operation is performed on the operation unit in the operation promotion effect, the subsequent required operation effect is not executed. On the other hand, in the auto button ON mode, regardless of the operation on the operation unit in the operation promotion effect, the subsequent required operation effect is executed.
[0478] [Normal mode: Auto button OFF mode → Right hitting mode: Big win FF effect] FIG. 8-45 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the auto button OFF setting effect started during the normal mode is being executed. FIG. 8-46 is a time chart showing the execution timing of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the auto button OFF setting effect started during the normal mode is being executed.
[0479] First, the description of the part that is the same as the effect example shown in FIG. 8-21(1) in the effect example shown in FIG. 8-45(1) is omitted.
[0480] Next, as shown in FIG. 8-45(2), when the AUTO button is set to the OFF mode (FIG. 8-46: T2), the effect control CPU 120 executes the AUTO button OFF setting effect, and in the AUTO button setting display area (lower left of the screen) of the image display device 5, the AUTO button OFF setting display ABP1 (in this example, an icon including the characters "The AUTO button has been released") is displayed, and the AUTO button OFF setting voice (in this example, the voice of the part "The AUTO button" in the voice "The AUTO button has been released") is reproduced and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is that the normal mode effect sound < AUTO button OFF setting voice.
[0481] Next, as shown in FIG. 8-45(3), before 3 seconds have elapsed since the start of the AUTO button OFF setting effect, when the CPU 103 controls the game state to the big win game state (FIG. 8-46: T3), the effect control CPU 120 starts the big win FF effect, and causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentration line and the characters "BONUS"), and reproduces and outputs the big win FF effect sound from the speakers 8L and 8R.
[0482] At this time, the effect control CPU 120 continues to execute the AUTO button OFF setting effect, continues to display the AUTO button OFF setting display ABP1 (in this example, an icon including the characters "The AUTO button has been released") in the AUTO button setting display area (lower left of the screen) of the image display device 5, and reproduces and outputs the AUTO button OFF setting voice (in this example, the voice of the part "has been released" in the voice "The AUTO button has been released") from the speakers 8L and 8R. At this time, the big win FF effect sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is that the big win FF effect sound = AUTO button OFF setting voice. That is, the big win FF effect sound and the AUTO button OFF setting voice sound the same to the player.
[0483] Then, when 3 seconds have elapsed since the start of the AUTO button OFF setting effect (Fig. 8-46: T4), the effect control CPU 120 ends the AUTO button OFF setting effect, erases the AUTO button OFF setting display ABP1 (in this example, an icon including the characters "The AUTO button has been released") from the AUTO button setting display area of the image display device 5, and ends the playback output of the AUTO button OFF setting voice from the speakers 8L and 8R. (Not shown).
[0484] [Normal mode: AUTO button ON mode → Right hitting mode: Big win FF effect] Fig. 8-47 is an explanatory diagram showing an example of the effect images and effect sounds of each effect related to the case where the BIG WIN FF effect is started under control in the BIG WIN gaming state when the AUTO button ON setting effect started during the normal mode is being executed. Fig. 8-48 is a time chart showing the execution timing of each effect related to the case where the BIG WIN FF effect is started under control in the BIG WIN gaming state when the AUTO button ON setting effect started during the normal mode is being executed.
[0485] First, the description of the parts of the effect example shown in Fig. 8-47(1) that are the same as the effect example shown in Fig. 8-21(1) will be omitted.
[0486] Next, as shown in Fig. 8-47(2), when set to the AUTO button ON mode (Fig. 8-48: T2), the effect control CPU 120 executes the AUTO button ON setting effect, and displays the AUTO button ON setting display ABP2 (in this example, an icon including the characters "Set to the AUTO button") in the AUTO button setting display area (lower left of the screen) of the image display device 5, and plays and outputs the AUTO button ON setting voice (in this example, the voice of the part "Set to the AUTO button" of the voice "Set to the AUTO button") from the speakers 8L and 8R. At this time, although the normal mode effect sound is being played and output from the speakers 8L and 8R, the playback output priority is normal mode effect sound < AUTO button ON setting voice.
[0487] Next, as shown in FIG. 8-47(3), before 3 seconds have elapsed since the start of the AUTO button ON setting effect, if the CPU 103 controls the game state to a big win game state (FIG. 8-48: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS"), and reproduces and outputs the big win FF effect sound from the speakers 8L and 8R.
[0488] At this time, the effect control CPU 120 continues to execute the AUTO button ON setting effect, continuously displays the AUTO button ON setting display ABP2 (in this example, an icon including the characters "Set to AUTO button") in the AUTO button setting display area (lower left of the screen) of the image display device 5, and reproduces and outputs the AUTO button ON setting voice (in this example, the voice of the part "set" in the voice "Set to AUTO button") from the speakers 8L and 8R. At this time, the big win FF effect sound is also reproduced and output from the speakers 8L and 8R, but the reproduction output priority is such that the big win FF effect sound = the AUTO button ON setting voice. That is, the big win FF effect sound and the AUTO button ON setting voice sound the same to the player.
[0489] Then, when 3 seconds have elapsed since the start of the AUTO button ON setting effect (FIG. 8-48: T4), the effect control CPU 120 ends the AUTO button ON setting effect, erases the AUTO button ON setting display ABP2 (in this example, an icon including the characters "Set to AUTO button") from the AUTO button setting display area of the image display device 5, and ends the reproduction output of the AUTO button ON setting voice from the speakers 8L and 8R. (not shown).
[0490] [Regarding the simultaneous execution of the volume adjustment effect, the light amount adjustment effect, and the AUTO button setting effect] In this embodiment, it is possible to simultaneously execute at least two or more of a volume adjustment effect, a light amount adjustment effect, and an auto button setting effect. Since a volume adjustment display area capable of displaying a volume adjustment display related to the volume adjustment effect, a light amount adjustment display area capable of displaying a light amount adjustment display related to the light amount adjustment effect, and an auto button setting display area capable of displaying an auto button setting display related to the auto button setting effect are all different areas as described above, it is possible to simultaneously execute these effects in terms of the effect images.
[0491] Also, by adopting the following effect control methods (X1) to (X3) as a method for reproducing and outputting effect sounds related to the volume adjustment effect, the light amount adjustment effect, and the auto button setting effect, it is possible to simultaneously execute these effects in terms of the effect sounds.
[0492] Hereinafter, a case where two effects started at different timings are simultaneously executed during a certain period will be described. The earlier-started effect is referred to as the "first effect", and the later-started effect during the execution of the first effect is referred to as the "second effect". Also, the effect sound related to the first effect is referred to as the "first effect sound", the effect image as the "first effect image", the effect sound related to the second effect as the "second effect sound", and the effect image as the "second effect image". The following (X1) to (X3) are examples of effect control methods when the second effect sound is reproduced and output while the first effect sound is being reproduced and output. (X1) After reproducing and outputting the first effect sound to the end, reproduce and output the second effect sound (X2) Interrupt the reproduction output of the first effect sound and reproduce and output the second effect sound (X3) While continuing the reproduction output of the first effect sound, reproduce and output the second effect sound
[0493] (X1) After reproducing and outputting the first effect sound to the end, reproduce and output the second effect sound By reproducing and outputting the second effect sound after reproducing and outputting the last character of the text constituting the first effect sound, it becomes possible to simultaneously execute the first effect and the second effect.
[0494] For example, when the first effect is a volume adjustment effect (volume value: 2) and the second effect is a light quantity adjustment effect (light quantity value: 2), after the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R is played back and output until "ta", the playback output of the light quantity adjustment voice "The light quantity has been set to 2" from the speakers 8L and 8R is started. Therefore, the voice of "The volume has been set to 2" + "The light quantity has been set to 2" is played back and output from the speakers 8L and 8R.
[0495] In addition, when the first effect sound repeats the same phrase two or more times, the playback output of the second effect sound may be started after only one phrase is played back and output. For example, when the first effect sound has a configuration that repeats the phrase "The volume has been set to X" twice, after playing back and outputting the phrase "The volume has been set to X" once, the playback output of the first effect sound may be terminated and the playback output of the second effect sound may be started.
[0496] (X2) Interrupt the playback output of the first effect sound and play back and output the second effect sound Even when the first effect sound is being played back and output, at the timing when the second effect is started, by interrupting (ending) the playback output of the first effect sound and playing back and outputting the second effect sound, it becomes possible to execute the first effect and the second effect simultaneously.
[0497] For example, when the first effect is a volume adjustment effect (volume value: 2) and the second effect is a light quantity adjustment effect (light quantity value: 2), at the timing when the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R is played back and output until "The volume has been set to 2", when the light quantity adjustment effect is executed, the playback output of the volume adjustment voice is immediately interrupted, and the playback output of the light quantity adjustment voice "The light quantity has been set to 2" from the speakers 8L and 8R is started. Therefore, the voice of "The volume has been set to 2" + "The light quantity has been set to 2" is played back and output from the speakers 8L and 8R.
[0498] (X3) Play back and output the second effect sound while continuing the playback output of the first effect sound When the second effect starts while the first effect sound is being played back and output, it is possible to execute the first effect and the second effect simultaneously by continuing the playback and output of the first effect sound and playing back and outputting the second effect sound.
[0499] For example, when the first effect is a volume adjustment effect (volume value: 2) and the second effect is a light amount adjustment effect (light amount value: 2), when the light amount adjustment effect is executed at the timing when the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R is played back and output up to "The volume has been set to 2", the playback and output after "The volume has been set to 2" of the volume adjustment voice "The volume has been set to 2" is continued, and the playback and output of the light amount adjustment voice "The light amount has been set to 2" is started. Therefore, from the speakers 8L and 8R, after the voice "The volume has been set to 2", the voices "has been set to 2" and "The light amount has been set to 2" are played back and output simultaneously.
[0500] In this case, since the voices are played back and output in duplicate, it may or may not be necessary to set the playback and output priority for each voice. For example, as the playback and output priority when the first effect sound and the second effect sound are played back and output in duplicate, it may be set as the first effect sound = the second effect sound, the first effect sound < the second effect sound, or the second effect sound < the first effect sound.
[0501] In this embodiment, regarding the start timing of each effect (the second effect image, the second effect sound) of the second effect when the second effect is executed while the first effect is being executed, (A) Effect image: When the second effect starts, the display of the effect image also starts (B) Effect sound: The playback and output of the effect sound starts according to the methods (1) to (3) described above The following effect control is adopted.
[0502] Note that the present invention is not limited to the above embodiment, and for the effect image of the second effect, an effect control method similar to the effect control methods (X1) to (X3) of the effect sound described above may be adopted.
[0503] For example, with respect to the rendering image, the rendering control methods (Y1) to (Y3) shown below may be used. (Y1) After displaying the first rendering image until the end, display the second rendering image. → Start the second rendering after the end of the first rendering. (Y2) Interrupt the display of the first rendering image and display the second rendering image. → Interrupt the first rendering and start the second rendering. (Y3) While continuing to display the first rendering image, display the second rendering image. → Start the second rendering while continuing the first rendering.
[0504] Note that the present invention is not limited to the above-described embodiments, and a combination of the above-described rendering control method for rendering sound and the above-described rendering control method for rendering image may be employed.
[0505] For example, with respect to the second rendering (rendering image, rendering sound), the rendering control methods (Z1) to (Z9) shown below may be used. (Z1): Rendering sound (X1) + Rendering image (Y1) (Z2): Rendering sound (X1) + Rendering image (Y2) (Z3): Rendering sound (X1) + Rendering image (Y3) (Z4): Rendering sound (X2) + Rendering image (Y1) (Z5): Rendering sound (X2) + Rendering image (Y2) (Z6): Rendering sound (X2) + Rendering image (Y3) (Z7): Rendering sound (X3) + Rendering image (Y1) (Z8): Rendering sound (X3) + Rendering image (Y2) (Z9): Rendering sound (X3) + Rendering image (Y3)
[0506] Note that even when the first rendering and the second rendering are started simultaneously, each rendering can be executed using the above-described rendering control method.
[0507] [Example of rendering where volume adjustment display, light amount adjustment display, and auto button setting display are simultaneously displayed] FIG. 8-49 and FIG. 8-50 are explanatory diagrams showing examples of production images and production sounds of respective effects related to the case where volume adjustment display, light quantity adjustment display, and auto button setting display are simultaneously displayed. FIG. 8-51 is a time chart showing the execution timings of respective effects related to the case where volume adjustment display, light quantity adjustment display, and auto button setting display are simultaneously displayed.
[0508] In this example, an example of the effect when adopting the method (1) described above is shown as a method of reproducing and outputting the production sounds related to the volume adjustment effect, the light quantity adjustment effect, and the auto button setting effect.
[0509] First, for the effect example shown in FIG. 8-49(1) (FIG. 8-51: T1), the description of the part similar to the effect example shown in FIG. 8-33(2) is omitted. At this time, the production control CPU 120 executes the volume adjustment effect and causes the speakers 8L and 8R to reproduce and output the part of "set the volume to 2" of the volume adjustment sound (volume value: 2).
[0510] Next, for the effect example shown in FIG. 8-49(2) (FIG. 8-51: T2), the description of the part similar to the effect example shown in FIG. 8-36(2) is omitted. At this time, the production control CPU 120 executes the volume adjustment effect and the light quantity adjustment effect, and while displaying the volume adjustment display VP in the volume adjustment display area of the image display device 5, the light quantity adjustment display LP is displayed in the light quantity adjustment display area of the image display device 5. Further, the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "set" which is the part after "set the volume to 2" of the volume adjustment sound (volume value: 2).
[0511] Next, as shown in FIG. 8-49(3), at the timing when the reproduction output of the volume adjustment sound ends (FIG. 8-51: T1B), the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "the light quantity" of the light quantity adjustment sound (light quantity value: 2).
[0512] Next, as shown in Fig. 8-50(4), when set to the Auto button ON mode (Fig. 8-51: T3), the effect control CPU 120 executes the Auto button ON setting effect, and with the volume adjustment display VP in the volume adjustment display area of the image display device 5 and the light quantity adjustment display LP in the light quantity adjustment display area of the image display device 5 being displayed, the Auto button ON setting display ABP2 (in this example, an icon including the characters "Set to Auto button") is displayed in the Auto button setting display area of the image display device 5.
[0513] At this time, the effect control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "set to 2" after "light quantity" of the light quantity adjustment voice (volume value: 2).
[0514] Next, as shown in Fig. 8-50(5), at the timing when the reproduction output of the light quantity adjustment voice ends (Fig. 8-51: T2B), the effect control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "set to Auto button" of the Auto button ON setting voice.
[0515] [Big win FF effect] In this embodiment, after the variable display where the display result is "big win" is executed and controlled to the big win gaming state, when a big win start designation command is received, the big win FF effect (big win fanfare effect) is executed. The big win FF effect is composed of a big win FF effect (Part 1) that suggests the big win type and displays the big win title, and a big win FF effect (Part 2) where a normal right hit instruction that instructs the operation method in the big win RD game (big win round game) is executed.
[0516] <Big win A, Big win B> In this embodiment, in the big win FF effect (the first part) corresponding to a first win (big win A, big win B), a first big win type notification image is displayed on the entire screen of the image display device 5. The first big win type notification image is an image including a concentration line and the characters "BONUS". Also, the big win FF effect (the first part) corresponding to a first win is composed of a first stage and subsequent stages (1) to (5), and is executed in the order of the first stage → subsequent stage (1) → subsequent stage (2) → subsequent stage (3) → subsequent stage (4) → subsequent stage (5). The first stage and subsequent stages (1) to (5) of the big win FF effect (the first part) corresponding to a first win have the following effect configurations.
[0517] FIG. 8-52 is an explanatory diagram showing an example of the effect images of each effect related to the big win FF effect (the first part) corresponding to a first win (big win A, big win B).
[0518] As shown in FIG. 8-52, (1) Big win FF effect (the first part: the first stage): Only the concentration line is displayed (2) Big win FF effect (the first part: subsequent stage (1)): The concentration line and the character "B" are displayed (3) Big win FF effect (the first part: subsequent stage (2)): The concentration line and the characters "BO" are displayed (4) Big win FF effect (the first part: subsequent stage (3)): The concentration line and the characters "BON" are displayed (5) Big win FF effect (the first part: subsequent stage (4)): The concentration line and the characters "BONU" are displayed (6) Big win FF effect (the first part: subsequent stage (5)): The concentration line and the characters "BONUS" are displayed. That is, the first big win type notification image BP1 is displayed.
[0519] In this embodiment, in the big win FF effect (the second part) corresponding to a first win (big win A, big win B), the first A instruction image among the first instruction images is displayed on the entire screen of the image display device 5. The first A instruction image is an image including an object of a right arrow and the characters "Right hit". The first A instruction image is an animation video that moves from the left side to the right side of the screen of the image display device 5, and finally the character "chi" in the characters "Right hit" is displayed so as to be cut off outside the screen (the right side of the screen).
[0520] <Big Win C> In this embodiment, in the Big Win FF effect (Part 1) corresponding to Big Win C, a second big win type notification image is displayed on the entire screen of the image display device 5. The second big win type notification image is an image including a concentration line and the characters "Moe Moe BONUS". Further, the Big Win FF effect (Part 1) corresponding to Big Win C is composed of a front stage and a rear stage (1) to (2), and is executed in the order of front stage → rear stage (1) → rear stage (2). The front stage of the Big Win FF effect (Part 1) corresponding to Big Win C and the rear stage (1) to (2) have the following effect configurations.
[0521] FIG. 8-53 is an explanatory diagram showing an example of the effect images of each effect related to the Big Win FF effect (Part 1) corresponding to Big Win C.
[0522] As shown in FIG. 8-53, (1) Big Win FF effect (Part 1: front stage): Only the concentration line is displayed (2) Big Win FF effect (Part 1: rear stage (1)): The concentration line and the characters "Moe" are displayed. (3) Big Win FF effect (Part 1: rear stage (2)): The concentration line and the characters "Moe Moe BONUS" are displayed. That is, the second big win type notification image BP2 is displayed.
[0523] In this embodiment, in the Big Win FF effect (Part 2) corresponding to Big Win C, the first B instruction image among the first instruction images is displayed on the entire screen of the image display device 5. The first B instruction image is an image including an object of a right arrow and the characters "Right Hit". The first B instruction image is an animation video that moves from the left side to the right side of the screen of the image display device 5, and finally the character "chi" in the characters "Right Hit" is displayed so as to disappear outside the screen (right side of the screen). Note that the object of the right arrow and the image of the characters "Right Hit" in the first A instruction image have a longer moving distance and a longer display period than those in the object of the right arrow and the image of the characters "Right Hit" in the first B instruction image.
[0524] [Big Win Title Display] In this embodiment, the "BONUS" and "Dream Dream BONUS" in the jackpot type notification images (the first jackpot type notification image and the second jackpot type notification image) are referred to as "jackpot title display". This jackpot title display is composed of a first type of character indicating that it is a jackpot and a second type of character suggesting the type of the jackpot.
[0525] In this example, when the jackpot title display is "Dream Dream BONUS", the first type of character is the character "BONUS", and the second type of character is the character "Dream Dream". The character "BONUS" of the first type of character indicates that it is a jackpot, and the character "Dream Dream" of the second type of character is the name of the protagonist of the content tied up with this pachinko gaming machine 1, indicating that it is the most advantageous type of jackpot for the players installed in this pachinko gaming machine 1. Therefore, when this jackpot title display is displayed, the player can be made to recognize that it is the most advantageous jackpot.
[0526] Also, the jackpot title display does not necessarily have to be composed of the first type of character + the second type of character, and the jackpot title display may be composed of only the first type of character. For example, when the jackpot title display is "BONUS", the first type of character is the character "BONUS", and no characters of the second type are set. In this case, only the character "BONUS" of the first type of character indicates only that it is a jackpot. By making the player not know which type of jackpot it is while indicating that it is a jackpot, the player can be made to pay attention to the subsequent development.
[0527] [First Instruction Image] In this embodiment, the first instruction image (the first A instruction image and the first B instruction image) is composed of instruction character information indicating playing the game with a right-handed hit using characters and instruction graphic information indicating playing the game with a right-handed hit using an object.
[0528] In this example, when the first instruction image is the first A instruction image or the first B instruction image, the instruction character information is the character "right strike", and the instruction graphic information is an object of a right arrow. Since both the character "right strike" of the instruction character information and the object of the right arrow of the instruction graphic information indicate playing a game with a right strike, the game method can be instructed from both aspects of the information regarding characters and the information regarding graphics.
[0529] In this embodiment, an example is shown in which the instruction character information is superimposed on the instruction graphic information in the first instruction image. However, the present invention is not limited to such a form, and in the first instruction image, the instruction character information may not be superimposed on the instruction graphic information.
[0530] [Performance example of the jackpot FF performance for the first win (big win A, big win B)] FIG. 8-54(A) is an explanatory diagram showing an example of a performance image of each performance related to the jackpot FF performance for the first win (big win A, big win B). FIG. 8-55 is a time chart showing the execution timing of each performance related to the jackpot FF performance for the first win (big win A, big win B).
[0531] First, as shown in FIG. 8-54(A):(1), when the CPU 103 finishes the variable display of the first special symbol and transmits a symbol determination designation command (FIG. 8-55: T1), the performance control CPU 120 causes a combination of decorative symbols (in this example, "333") indicating that the display result is "jackpot" to be determined and stopped in the symbol display area of the image display device 5. At this time, in the small symbol display area of the image display device 5, a combination of small symbols (in this example, "333") corresponding to the decorative symbols is also determined and stopped. At this time, the active display is erased from the active display area.
[0532] Next, as shown in FIG. 8-54(A):(2), after the symbol determination period (0.5 seconds) has elapsed, when the CPU 103 starts controlling the game state to the big win game state and transmits a big win start designation command (FIG. 8-55: T2), the effect control CPU 120 executes the big win FF effect (first part). In this figure, the state where the big win FF effect (first part: latter stage (5)) is being executed is shown.
[0533] Next, as shown in FIG. 8-54(A):(3), at the timing when 4 seconds have elapsed since the start of the big win FF effect (first part) (FIG. 8-55: T3), the effect control CPU 120 executes the big win FF effect (second part) and causes the image display device 5 to display the first A instruction image IP1A. The first A instruction image IP1A at this time shows a state where all of the characters of "right strike" and the object of the right arrow are visible.
[0534] Next, as shown in FIG. 8-54(A):(4), the effect control CPU 120 continues to execute the big win FF effect (second part) and causes the image display device 5 to display the first A instruction image IP1A (FIG. 8-55: T4). The first A instruction image IP1A at this time shows a state where the character "chi" of "right strike" and the right part of the object of the right arrow are difficult to visually recognize (a state of being cut off).
[0535] [Example of the big win FF effect of big win C] FIG. 8-54(B) is an explanatory diagram showing an example of the effect images of each effect related to the big win FF effect of big win C. FIG. 8-56 is a time chart showing the execution timing of each effect related to the big win FF effect of big win C.
[0536] First, as shown in FIG. 8-54(B):(1), when the CPU 103 finishes the variable display of the second special symbol and transmits a symbol determination designation command (FIG. 8-56: T1), the effect control CPU 120 causes the combination of decorative symbols (in this example, "777") indicating that the display result is a "big win" to be determined and stopped in the symbol display area of the image display device 5. At this time, in the small symbol display area of the image display device 5, the combination of small symbols corresponding to the decorative symbols (in this example, "777") is also determined and stopped. At this time, the active display is erased from the active display area.
[0537] Next, as shown in FIG. 8-54(B):(2), after the symbol determination period (0.5 seconds) has elapsed, when the CPU 103 starts to control the game state to the big win game state and transmits a big win start designation command (FIG. 8-56: T2), the effect control CPU 120 executes the big win FF effect (first part). In this figure, the state where the big win FF effect (first part: second stage (2)) is being executed is shown.
[0538] Next, as shown in FIG. 8-54(B):(3), at the timing when 2 seconds have elapsed since the start of the big win FF effect (first part) (FIG. 8-56: T3), the effect control CPU 120 executes the big win FF effect (second part) and causes the image display device 5 to display the first B instruction image IP1B. The first B instruction image IP1B at this time shows a state where the right part of the object of the character "chi" of "right strike" and the right arrow is difficult to visually recognize (a state of being cut off).
[0539] [Right Strike Mode: Example of an Effect for Error Notificat...
Claims
Claim 1 A gaming machine capable of performing variable display of specific identification information, and by deriving a specific display result as a result of the variable display of the specific identification information, being controllable to an advantageous state more advantageous to a player than a normal state, performance execution means capable of performing performance, variable winning means controllable between a first state in which a game medium can easily enter and a second state in which the game medium cannot enter or has difficulty entering, round control means capable of executing a plurality of round games for performing control to change the variable winning means from the first state to the second state when being controlled to the advantageous state, after being controlled to the advantageous state, being controllable to a special state that is more advantageous to the player than the normal state and different from the advantageous state, the performance execution means, is capable of displaying a prevention-of-immersion display related to preventing immersion in the game during a predetermined period from when the variable winning means changes from the first state to the second state until being controlled to the special state in the last round game among the plurality of round games, is capable of displaying a predetermined display related to the number of game media acquired during the advantageous state during the predetermined period, is capable of displaying an error display for notifying that an error has occurred, when an error occurs while the prevention-of-immersion display is being displayed, is capable of displaying the error display so as not to overlap the prevention-of-immersion display, during a specific period from when the specific display result is derived as a result of the variable display of the specific identification information until the variable winning means changes to the first state, is capable of displaying a title display corresponding to the advantageous state and an operation promotion display suggesting an operation method in the advantageous state after the display of the title display ends, the operation promotion display includes a first operation promotion display and a second operation promotion display having higher visibility than the first operation promotion display, the period during which the title display is displayed is longer than the period during which the second operation promotion display is displayed, the predetermined display is larger than the prevention-of-immersion display, During the specific period, there are a first specific period from when the specific display result is derived as the display result of the variable display of the specific identification information in the normal state until the variable winning means changes to the first state, and a second specific period which is a period from when the specific display result is derived as the display result of the variable display of the specific identification information in the special state until the variable winning means changes to the first state and is shorter than the first specific period. The period for displaying the title display in the second specific period is shorter than the period for displaying the title display in the first specific period. The period for displaying the second operation promotion display in the second specific period is shorter than the period for displaying the second operation promotion display in the first specific period. The gaming machine is characterized by this.
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