gaming machines
The gaming machine addresses the lack of entertainment in conventional machines by incorporating dynamic symbol displays, special game execution, and state-controlled performances to create engaging gaming experiences.
Patent Information
- Application Number
- JP2021089950
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-28
- Publication Date
- 2025-12-11
- Estimated Expiration
- 2041-05-28
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value in their presentations.
A gaming machine that includes a determination means for executing special games, symbol display control for variable and static symbol display, special game execution, game state control, and performance control to enhance entertainment through varied notification effects and image displays based on determination results.
Enhances the entertainment value of gaming experiences by providing varied and engaging presentations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine equipped with a performance control means for controlling performance. [Background technology]
[0002] For example, in gaming machines such as pachinko machines, when a gaming ball enters a starting hole, it is determined whether or not a special game advantageous to the player will be executed, and after the special symbol is displayed in a variable manner, a special symbol indicating the result of the determination is displayed in a static manner. Among these gaming machines, there are some that execute various reach effects such as normal reach, SP reach, and SPSP reach, and when a win notification effect is performed in any of these reach effects to execute a special game, after the special game ends, the game is controlled in a probability variable game state (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-39398 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the effects provided by conventional gaming machines are not necessarily sufficiently entertaining, and further improvements in entertaining are required.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can execute highly entertaining presentations. [Means for solving the problem]
[0006] The gaming machine of the first invention for solving the above-mentioned problems comprises: a determination means for determining whether or not a special game advantageous to a player is to be executed; a symbol display control means for causing a predetermined special symbol display means to variably display a special symbol and then causing a special symbol indicating the determination result of the determination means to be statically displayed; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the special symbol display means; a game control means for controlling a game in one of a plurality of game states including a first game state and a second game state that is more advantageous to a player than the first game state after the special game has ended; a performance control means for controlling the performance, The performance control means Based on the determination result of the determination means, a variation effect including a variation display of a performance pattern accompanying the variation display of the special pattern and a notification effect that notifies that the special game will be executed can be executed; The variable performance includes a first variable performance and a second variable performance different from the first variable performance, and there are times when the notification performance is executed in the first variable performance and times when the notification performance is executed in the second variable performance, The notification effect in the first variable effect can be executed in either case where the game is controlled in the first game state after the special game ends or where the game is controlled in the second game state, The notification effect in the second variable effect is executed when the game is controlled in the second game state after the special game ends, but is not executed when the game is controlled in the first game state after the special game ends, The performance control means When the second variation performance is executed, in a state where the first variation performance is not executed, an image display performance can be executed in which a first variation performance image relating to the first variation performance is displayed and then a second variation performance image relating to the second variation performance is displayed, and after the image display performance is executed, the second variation performance is always executed without executing the first variation performance; The image display effect can be executed in both cases where the determination means determines that the special game will be executed and where the determination means determines that the special game will not be executed. the law of nature, The effects controlled by the effect control means include a suggestion effect, a first change effect, and a second change effect, The suggestion effect is an effect that suggests that the special game may be executed based on the determination result of the determination means, The first change effect is an effect in which a first possibility suggestion image is displayed, which suggests that the possibility that the suggestion effect will be executed is a first degree, and in response to the execution of a predetermined trigger effect, the first possibility suggestion image is changed to a second possibility suggestion image, which suggests that the possibility that the suggestion effect will be executed is a second degree higher than the first degree, The second change effect is an effect in which the first possibility suggestion image is displayed, and in response to the execution of a predetermined trigger effect, the first possibility suggestion image is changed to a third possibility suggestion image suggesting that the possibility of the suggestion effect being executed is a third degree higher than the second degree, Although the suggestion effect is more likely to be executed in the second case in which the second change effect is executed than in the first case in which the first change effect is executed, The performance control means The suggestion effect can be executed in any of the second case, the first case, and the third case in which neither the first change effect nor the second change effect is executed. The present invention is characterized by the above. [Effects of the Invention]
[0007] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]
[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] An enlarged view of the main display 40 in FIG. [Figure 4] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 5] FIG. 1 is an explanatory diagram for explaining the gaming state of the gaming machine 1. [Figure 6] An explanatory diagram for explaining the flow of presentation in normal gaming mode [Figure 7] An explanatory diagram for explaining the reach button effect [Figure 8] Screen image showing a specific example of a possibility suggestion [Figure 9] An explanatory diagram for explaining the relationship between the display color of the possibility suggestion image and the occurrence probability of the suggestion effect. [Figure 10] A screen diagram showing a specific example of the staged performance of the first performance pattern [Figure 11] A screen diagram showing a specific example of the staged presentation of the second presentation pattern [Figure 12] FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 13] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 14] Detailed flowchart of the sensor detection process in step S2 of FIG. 13 [Figure 15] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. 14 [Figure 16] Detailed flowchart of special symbol processing in step S3 of FIG. 13 [Figure 17] Detailed flowchart of the big win determination process in step S308 of FIG. 16 [Figure 18] Detailed flowchart of the variation pattern selection process in step S309 of FIG. 16 [Figure 19] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 20] A flowchart illustrating a game state setting process executed by the main control board 80 when a big win game ends. [Figure 21] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 22] Detailed flowchart of the command reception process in step S10 of FIG. 21 [Figure 23] Detailed flowchart of the pending command receiving process in step S13 of FIG. 22 [Figure 24] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 22 [Figure 25] Detailed flowchart of the variable effect pattern setting process in step S163 of FIG. 24 [Figure 26] Detailed flowchart of the preview effect pattern setting process in step S164 of FIG. 24 [Figure 27] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 28]Detailed flowchart of the image display control process in step S71 of FIG. 27 DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to one embodiment of the gaming machine of the present invention will be described with reference to the drawings as needed.
[0010] [Configuration example of gaming machine 1] First, an example of the configuration of a gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the gaming board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a gaming board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 comprises a front frame 31 having a decorative surface, a main frame for mounting the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 3 into which gaming balls can flow.
[0011] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength that corresponds to the rotation angle of the launch handle 32. The launched game balls travel along a rail member 4 located on the left side of the play area 3 and are then guided to an upper position in the play area 3. They change direction as they come into contact with game nails, windmills, etc. provided in the play area 3, and flow down the play area 3 along the game board 2.
[0012] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a gaming ball that has entered the gaming area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and by operating this stop button, the player can temporarily stop the launch of gaming balls without returning the launching handle 32 to its initial position.
[0013] When the player rotates the launch handle 32 by a small rotation angle (a "left hit"), the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle (a "right hit"), the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.
[0014] In the path through which the game ball passes in the left game area 3L, a first start opening 21, a second start opening 22, an opening / closing member 23, and three general winning openings 24 are provided as devices related to winning and judgment (see Figure 2). In addition, in the path through which the game ball passes in the right game area 3R, the second start opening 22, the opening / closing member 23, one general winning opening 24, a gate 25, a first large winning opening 26, an opening / closing member 27, a second large winning opening 28, and an opening / closing member 29 are provided as devices related to winning and judgment (see Figure 2).
[0015] As the gaming balls launched from the launching device flow down the gaming area 3 along the gaming board 2, they may land in any of the first starting opening 21, second starting opening 22, general winning opening 24, first large winning opening 26, and second large winning opening 28. In this case, a predetermined number of prize balls according to the winning position are paid out to the upper tray 33 or the lower tray 34. Gaming balls that do not land in any of the winning positions are discharged from the gaming area 3 through a discharge opening formed at the bottom end of the gaming board 2.
[0016] A center decorative body 10 is provided in an opening formed in the center of the gaming board 2. This center decorative body 10 is composed of a stage section 11 having a gaming ball rolling surface on which gaming balls can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A gaming ball flowing down the left gaming area 3L may enter the warp section 12 from the warp entrance, and this gaming ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed in the center position of the left and right sides of the stage section 11, allowing gaming balls rolling on the stage section 11 to fall toward the first starting opening 21. For this reason, gaming balls guided to the stage section 11 via the warp section 12 are more likely to enter the first starting opening 21 than gaming balls flowing down the left gaming area 3L without passing through the warp section 12.
[0017] The first start opening 21 is a start area that is always open. The second start opening 22 is a start area that is closed when an opening / closing member 23, which is a normal electric device, is not operating and is opened when the opening / closing member 23 is operating. In the gaming machine 1, when a gaming ball enters the first start opening 21 (or the second start opening 22), a determination is made as to whether or not a special game (jackpot game) advantageous to the player will be executed. Then, the first special symbol display 41 (or the second special symbol display 42) described below displays a variable pattern, and a pattern (jackpot symbol or losing symbol) indicating the result of the determination is displayed as a stopped pattern. Here, when a jackpot symbol is displayed as a stopped pattern, a jackpot game that opens the first large prize opening 26 or the second large prize opening 28 is executed. On the other hand, when a losing symbol is displayed as a stopped pattern, the jackpot game is not executed.
[0018] In the following explanation, the judgment made in response to the entry of a game ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment made in response to the entry of a game ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."
[0019] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 27, which is a plate that opens and closes the first large prize opening 26, is provided at the opening of the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27. In contrast, when a predetermined large prize symbol is statically displayed on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 27 is activated to open the first large prize opening 26, and a large prize game is executed. During this large prize game, a long open round game is executed multiple times in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26, and then returns to a closed position that blocks the first large prize opening 26. In this embodiment, each long open round game in which the first large prize opening 26 is opened continues until 10 game balls enter the first large prize opening 26 or 25 seconds have passed since the first large prize opening 26 was opened.
[0020] The second large prize opening 28 is a special prize area that opens depending on the result of the special symbol determination. An opening / closing member 29, which is a blade member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is normally blocked by the opening / closing member 29. In contrast, when a predetermined jackpot symbol is statically displayed on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is activated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a long open round game is executed multiple times in which the opening / closing member 29 maintains an open position (see FIG. 2) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28. In this embodiment, each long open round game in which the second large prize opening 28 is opened continues until 10 game balls enter the second large prize opening 28 or 25 seconds have passed since the second large prize opening 28 was opened.
[0021] In this way, during a jackpot game, multiple long-open round games are played in which the first large winning opening 26 (or the second large winning opening 28) is left open for a long time, so that by hitting the ball to the right during a jackpot game, the player can obtain more prize balls than when a jackpot game is not being played.
[0022] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in an open position that opens the large prize openings 26, 28 when the effect symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening / closing members 27, 29 are not in an open position while the effect symbols are displayed variably. Also, in a long open round game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened simultaneously as shown in Fig. 2. Also, which of the first large prize opening 26 or the second large prize opening 28 is used to play a jackpot game is preset depending on the type of jackpot.
[0023] An opening / closing member 23 (see FIG. 2) is disposed adjacent to second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which it blocks second starting port 22 and an open position (see FIG. 2) in which it opens second starting port 22.
[0024] The second starting hole 22 is normally blocked by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. If it is determined that the second starting hole 22 should be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, when the opening / closing member 23 is not operating, the second starting hole 22 is in a state where it is difficult for game balls to pass through, but when the opening / closing member 23 is operating, it becomes easy for game balls to pass through.
[0025] In the following description, the determination that is performed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."
[0026] The general winning opening 24 is always open, similar to the first starting opening 21, and is a winning opening from which a predetermined number of prize balls are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, no judgment is made even if a game ball enters the general winning opening 24.
[0027] [Configuration example of main display 40] Figure 3 is an enlarged view of the main display 40 in Figure 2. As illustrated in Figure 3, the main display 40 is configured to have a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a firing direction display 49, and the like.
[0028] The first special symbol display 41 is configured with eight LEDs indicated by "i to p," and when a first special symbol determination is made, it notifies the result of the first special symbol determination by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the first special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the first special symbol determination for a predetermined fixed time (for example, 0.6 seconds).
[0029] The second special symbol display 42 is configured with eight LEDs indicated by "a to h," and when a second special symbol determination is made, the second special symbol determination result is notified by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the second special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the second special symbol determination for a predetermined fixed time (for example, 0.6 seconds).
[0030] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" indicating a jackpot or a "miss symbol" indicating a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that the gaming machine 1 provides a plurality of different jackpot symbols depending on the type of jackpot, and when a jackpot symbol is displayed, a jackpot game is played in which the first large prize opening 26 or the second large prize opening 28 is opened in an opening pattern according to the type of jackpot symbol.
[0031] The normal pattern display 43 is configured with two LEDs indicated by "s-t", and when a normal pattern determination is made, the result of the normal pattern determination is notified by variably displaying the patterns and then statically displaying the patterns indicating the determination result of the normal pattern determination. Specifically, for example, the variably displaying the patterns is performed by alternately lighting the two LEDs, and the static displaying of the patterns is performed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal pattern determination. Here, when a winning pattern is statically displayed, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern corresponding to the current game state.
[0032] In the following explanation, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 will be referred to as "special symbols," and the symbols displayed on the normal symbol display device 43 will be referred to as "normal symbols." In addition, the special symbol displayed on the first special symbol display device 41 will be referred to as "first special symbol," and the special symbol displayed on the second special symbol display device 42 will be referred to as "second special symbol" to distinguish between the two.
[0033] The first special symbol reserve indicator 44 is configured with two LEDs indicated by "u to v", and displays the number of reserved first special symbol determinations depending on the lighting state of these LEDs. The second special symbol reserve indicator 45 is configured with two LEDs indicated by "w to x", and displays the number of reserved second special symbol determinations depending on the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserve indicator 46 is configured with two LEDs indicated by "q to r", and displays the number of reserved regular symbol determinations depending on the lighting state of these LEDs.
[0034] The round indicator 47 displays the number of rounds of the long open round game in the jackpot game executed in response to the jackpot corresponding to the jackpot symbol when the jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. The round indicator 47 is configured with a 4R LED, a 6R LED, an 8R LED, and a 10R LED, and the number of rounds of the long open round game is notified by lighting up any of these LEDs.
[0035] The game status indicator 48 is configured with three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is configured with two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left-handed shot or a right-handed shot.
[0036] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, a performance indicator 125, a first special symbol reserve indicator 126, a second special symbol reserve indicator 127, and the like, to perform various effects. In addition, an image display device 7 is provided behind the game board 2.
[0037] The decorative member 13 incorporates a panel lamp 5 (see Figure 4) that is composed of multiple LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.
[0038] The movable decorative member 14 is located in front of the image display device 7 and behind the decorative member 13. This movable decorative member 14 incorporates multiple LEDs, and the movable decorative member 14 performs predetermined effects through its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7, allowing the movable decorative member 14 to move up and down along the display screen 70. The movable decorative member 14 is normally positioned in an initial position (see FIG. 2 ) where most of the movable decorative member 14 is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 or speaker 38, or when a jackpot is indicated, the movable decorative member 14 emits light in a predetermined light-emitting pattern and falls to an operating position that covers most of the display screen 70.
[0039] The frame lamp 37 is composed of a plurality of LEDs built into various parts of the front frame 31, and various light effects can be produced by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.
[0040] The image display device 7 is a liquid crystal display device that displays effect images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the gaming board 2. This display screen 70 displays effect images including various display objects such as effect symbols that notify the determination result of the special symbol determination, characters and items, reserved images (reserved icons) that are displayed in the same number as the reserved number of first special symbol determinations (or second special symbol determinations), and change suggestion images (icons) that suggest that the special symbol is currently being displayed. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.
[0041] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with or asynchronous with the display effects on the display screen 70 to perform sound effects.
[0042] The effect display 125 is configured with two LEDs, and displays a variable pattern in accordance with the variable display of the special pattern and effect pattern, and displays a static pattern that notifies the result of the special pattern determination in accordance with the static display of the special pattern and effect pattern. This effect display 125 notifies the result of the special pattern determination by the combination of lighting and extinguishing and the lighting color of each LED.
[0043] The effect first special symbol hold indicator 126 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved first special symbol determinations as displayed on the first special symbol hold indicator 44. The effect second special symbol hold indicator 127 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved second special symbol determinations as displayed on the second special symbol hold indicator 45.
[0044] [Configuration example of input means provided in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be used by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player presses to input operation information by grasping the grip of the second effect button 36 and pressing the second effect button 36. In the gaming machine 1, effects may be generated in response to the operation of the first effect button 35 or the second effect button 36.
[0045] The first effect button 35 has a built-in first effect button lamp 352 (see FIG. 4) made up of multiple LEDs that illuminate the first effect button 35, and the second effect button 36 has a built-in second effect button lamp 362 (see FIG. 4) made up of multiple LEDs that illuminate the second effect button 36. In the gaming machine 1, the first effect button lamp 352 emits light in one of multiple light colors to prompt the player to operate the first effect button 35 during the valid period during which operation of the first effect button 35 is valid. The first effect button 35 also has a built-in vibration motor 353 (see FIG. 4) made up of an eccentric motor that vibrates the first effect button 35, and in the gaming machine 1, a jackpot is announced by the first effect button 35 vibrating as an effect symbol that announces a jackpot is displayed on the display screen 70. In addition, in the gaming machine 1, the second effect button lamp 362 emits light in one of a plurality of light colors to prompt the player to operate the second effect button 36 during the valid period during which operation of the second effect button 36 is valid.
[0046] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, a case where the gaming machine 1 is equipped with two input means will be described, but the input means may be one or three or more. Furthermore, the input means is not limited to push buttons, and may be other input means such as a touch panel capable of detecting a touch operation by a player, an optical sensor capable of detecting, for example, a player's hand held over the display screen 70, a joystick that can be moved back and forth and left and right to specify a position or direction, or an input means that can be held by a player and whose position can be changed.
[0047] [Configuration of the control device provided in the gaming machine 1] FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device that controls the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 4, the control device of the gaming machine 1 is composed of a main control board 80 that controls the progress of a game using gaming balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, and a lamp control board 120 that controls the effects using various lamps and movable members. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, image and sound control board 100, and lamp control board 120 function as an effect control unit that controls the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, image and sound control board 100, and lamp control board 120 may be configured on a single board.
[0048] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgments and the number of prize balls to be paid out based on programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.
[0049] The main control board 80 is connected to a first start opening sensor 211, a second start opening sensor 221, a gate sensor 251, a first large prize opening sensor 261, a second large prize opening sensor 281, a general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, and a second large prize opening solenoid 282. The gaming machine 1 of this embodiment is equipped with four general prize opening sensors 241 corresponding to the four general prize openings 24, but for ease of explanation, only one general prize opening sensor 241 is shown in Figure 4.
[0050] The first start opening sensor 211 detects that a gaming ball has entered the first start opening 21, and outputs a detection signal thereto to the main control board 80. The second start opening sensor 221 detects that a gaming ball has entered the second start opening 22, and outputs a detection signal thereto to the main control board 80. The gate sensor 251 detects that a gaming ball has passed through the gate 25, and outputs a detection signal thereto to the main control board 80. The first large prize opening sensor 261 detects that a gaming ball has entered the first large prize opening 26, and outputs a detection signal thereto to the main control board 80. The second large prize opening sensor 281 detects that a gaming ball has entered the second large prize opening 28, and outputs a detection signal thereto to the main control board 80. The general prize opening sensor 241 detects that a gaming ball has entered the general prize opening 24, and outputs a detection signal thereto to the main control board 80.
[0051] The second starting opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second starting opening 22. The first large winning opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large winning opening 26. The second large winning opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large winning opening 28.
[0052] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2, thereby supplying gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.
[0053] Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers specifically refer to a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.
[0054] The jackpot random number is a random number used to determine whether a jackpot is won or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when a jackpot is determined. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when a miss is determined. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.
[0055] The main CPU 81 acquires these random numbers at the timing when a gaming ball enters the first start hole 21 (or the second start hole 22), and first determines whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is determined that a jackpot game will be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which random number value of the predetermined random number value (to be compared with the pattern random number) stored in the main ROM 82 matches with the symbol random number acquired together with the jackpot random number.
[0056] Examples of types of jackpots include a "4R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including four long-open rounds of play has been played, a "6R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including six long-open rounds of play has been played, an "8R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including eight long-open rounds of play has been played, and a "10R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including ten long-open rounds of play has been played.
[0057] On the other hand, when the main CPU 81 determines not to execute a jackpot game because the acquired jackpot random number does not match the winning value, it determines whether to perform a reach effect or a non-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value (a random number value corresponding to reach) stored in the main ROM 82 (to be compared with the reach random number). Furthermore, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbol when variably displaying the special symbol based on the variation pattern random number acquired together with the jackpot random number. This determines the variation time of the special symbol.
[0058] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it controls the opening and closing of the first large prize opening 26 (or the second large prize opening 28) via the first large prize opening solenoid 262 (or the second large prize opening solenoid 282) to play a jackpot game according to the type of jackpot.
[0059] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, when it is determined as a result of this normal symbol determination that the second start hole 22 is to be opened, the main CPU 81 executes an auxiliary game that opens the second start hole 22 by controlling the opening and closing of the second start hole 22 via the second start hole solenoid 222.
[0060] In addition, the main control board 80 is connected to a first special pattern display 41, a second special pattern display 42, a normal pattern display 43, a first special pattern reserve display 44, a second special pattern reserve display 45, a normal pattern reserve display 46, a round display 47, a game status display 48, and a launch direction display 49.
[0061] The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes them to execute the display process described above with reference to FIG.
[0062] <Configuration example of sub-control board 90> The sub-control board 90 is equipped with a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control performances based on programs stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).
[0063] A first effect button detection sensor 351 is connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated (pressed), the first effect button 35 outputs operation information (operation signal) indicating that the first effect button 35 has been operated (pressed) to the sub-control board 90. For example, the operation member of the first effect button 35 pressed by the player is provided with a light-shielding piece, and the first effect button detection sensor 351 is configured with a photointerrupter that detects the light-shielding piece when the operation member is positioned in a depressed operating position and outputs a detection signal (operation signal) to the sub-control board 90. The sub-CPU 91 can determine that the first effect button 35 has been "single pressed" based on a single input of an operation signal from the first effect button detection sensor 351 during the valid period. Furthermore, the sub-CPU 91 can determine that the first effect button 35 has been "repeatedly pressed" based on a plurality of intermittent inputs of an operation signal from the first effect button detection sensor 351 during the valid period. Furthermore, when the operating member of the first effect button 35 that has been operated (pressed) returns from the operating position to the initial position, the first effect button detection sensor 351 outputs operation information (return signal) indicating this to the sub-control board 90. Therefore, the sub-CPU 91 can determine that the first effect button 35 has been "pressed and held" based on the fact that a return signal has not been input even after a predetermined time (e.g., 0.8 seconds) has elapsed since the operation signal was input from the first effect button detection sensor 351.
[0064] Also connected to the sub-control board 90 is a second effect button detection sensor 361 that, when the second effect button 36 (see FIG. 1) is operated, outputs operation information (operation signal) indicating that to the sub-control board 90. A light-blocking piece is provided on the operating member of the second effect button 36, which is pushed forward by the player, and the second effect button detection sensor 361 is composed of a photointerrupter that detects the light-blocking piece when the operating member is positioned at the pushed-in operating position and outputs a detection signal (operation signal) to the sub-control board 90.
[0065] The sub-CPU 91 sets the effect contents based on game information related to special symbol determination, normal symbol determination, jackpot game, etc., transmitted from the main control board 80. At that time, the sub-CPU 91 may accept input of operation information from the first effect button 35 or the second effect button 36 and set the effect contents according to the operation information. The sub-CPU 91 transmits commands to the image and sound control board 100 and the lamp control board 120 to instruct the execution of the effect contents that have been set.
[0066] <Configuration example of image and sound control board 100> The image and sound control board 100 controls image display by the image display device 7 and controls the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.
[0067] The control ROM 102 is composed of a mask ROM, and stores a control program for the image and sound control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating the display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the control program, and as a working area for data processing, etc.
[0068] The image and sound control CPU 101 instructs the VDP 104 to display image data (performance data) stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image and sound control CPU 101 also instructs the sound DSP 107 to output sound data stored in the sound ROM 108 from the speaker 38.
[0069] CGROM 105 stores effect data necessary for executing the effect associated with the variable display of special symbols and the effect associated with a jackpot game. CGROM 105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image data) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. CGROM 105 also stores, without compression, palette data, etc., in which color number information that specifies a color number corresponds to display color information for actually displaying the color.
[0070] It is also possible to compress only a portion of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.
[0071] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.
[0072] The display list storage area temporarily stores the display list output from the image and audio control CPU 101. The expansion storage area stores image data that has been read from the CGROM 105 and then expanded. The frame buffer is used for both drawing and displaying image data to be displayed on the display screen 70.
[0073] The VDP 104 decompresses image data stored in a compressed state in the CGROM 105 and stores the decompressed image data in a storage area. Furthermore, the VDP 104 performs drawing processing on the frame buffer using the image data stored in the storage area based on the display list stored in the display list storage area. Furthermore, the VDP 104 generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.
[0074] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume in accordance with instructions related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.
[0075] In this embodiment, the VDP is responsible for drawing management and the audio DSP is responsible for sound management, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted, in which case there is no need to provide a separate audio DSP.
[0076] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect symbol hold indicator 126, a second special effect symbol hold indicator 127, a first performance button lamp 352, a second performance button lamp 362, and a vibration motor 353. The lamp ROM 122 stores a program executed by the lamp CPU 121, light emission pattern data, operation pattern data, vibration pattern data, and the like. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, and the like. The operation pattern data is data indicating the operation pattern of the movable decorative member 14, and the like. The vibration pattern data is data indicating the vibration pattern of the first performance button 35, which vibrates due to the driving force of the vibration motor 353.
[0077] The lamp CPU 121 performs arithmetic processing when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the performance first special chart hold indicator 126, the performance second special chart hold indicator 127, etc., based on the program stored in the lamp ROM 122.
[0078] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to commands received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, the first effect button lamp 352, and the second effect button lamp 362. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to commands received from the sub-control board 90 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14. The lamp CPU 121 also reads out, from the vibration pattern data stored in the lamp ROM 122, vibration pattern data corresponding to commands received from the sub-control board 90 into the lamp RAM 123, and controls the drive of the vibration motor 353.
[0079] Furthermore, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display device 125 based on commands from the sub-control board 90. Furthermore, the lamp CPU 121 controls the display of the number of reserved symbols related to the first special symbol determination by the effect first special symbol reserve display device 126 and the display of the number of reserved symbols related to the second special symbol determination by the effect second special symbol reserve display device 127 based on commands from the sub-control board 90.
[0080] [About game status] Next, the gaming state and game flow of the gaming machine 1 will be described with reference to Fig. 5. Here, Fig. 5 is an explanatory diagram for explaining the gaming state of the gaming machine 1. As illustrated in Fig. 5, in this embodiment, the gaming machine 1 controls the game in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-shortened gaming state."
[0081] The "normal gaming state" is a gaming state in which a special symbol determination is made in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a gaming ball into the second start hole 22 is not provided. In the normal gaming state, the probability that a special symbol determination determines that a jackpot game will be executed is set to a relatively low probability (for example, 1 / 200). Also, the probability that a normal symbol determination determines that the second start hole 22 will be opened is set to a relatively low probability (for example, 1 / 11), the normal symbol variation time is set to a relatively long time (for example, 20 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively short time (for example, 0.1 seconds × 1 time).
[0082] The "probability variable game state" is a game state in which a special symbol determination is made in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is also provided. That is, in the probability variable game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (e.g., 1 / 80). Also, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).
[0083] The "time-saving game state" is a game state in which a special symbol determination is made in the low-probability state and the support function is provided. That is, in the time-saving game state, the probability that a jackpot game will be executed based on the special symbol determination is set to a relatively low probability (e.g., 1 / 200). Also, the probability that the second start hole 22 will be opened based on the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).
[0084] When comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variable game state" and the "time-limited game state" is likely to be set to a relatively shorter time than the variation time of the special symbols in the "normal game state." Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start slot 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start slot 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.
[0085] In the following explanation, the state in which the above-mentioned support function is provided and it is easy for the game ball to enter the second starting hole 22 will be referred to as a "high base state," and the state in which the support function is not provided and it is difficult for the game ball to enter the second starting hole 22 will be referred to as a "low base state."
[0086] [Game flow] A game ball hit by a player with the right hand will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is extremely short. For this reason, when the game is controlled in a low base state (which in this embodiment corresponds to the "normal game state"), the player will play by hitting with the left hand, aiming at the first starting hole 21.
[0087] When a game ball hit from the left side enters the first starting hole 21 in a normal game state, a first special symbol determination is executed, and the first special symbol is displayed in a variable manner, and then a big win symbol or a losing symbol is displayed as a stopped first special symbol indicating the result of the first special symbol determination.
[0088] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played in which a predetermined number of long open rounds corresponding to that jackpot symbol are played, and after the jackpot game ends, the game will be controlled in a probability variable game state or a time-limited game state.
[0089] As the jackpot symbol (special symbol) that indicates that the result of the special symbol determination is a jackpot, a "probability variable symbol" that indicates a probability variable jackpot and a "normal symbol" that indicates a normal jackpot are prepared. When the "probability variable symbol" is displayed as the jackpot symbol that indicates that the result of the first special symbol determination is a jackpot in the normal game state, the game is controlled in the probability variable game state after the jackpot game ends, and when the "normal symbol" is displayed as the jackpot symbol that indicates that the result of the first special symbol determination is a jackpot, the game is controlled in the time-saving game state after the jackpot game ends (see Figure 5).
[0090] Furthermore, when the game state transitions to a probability variable game state or a time-limited game state as a result of the end of a jackpot game, that is, when the game state transitions from a low base state to a high base state, the support function described above, which makes it easier for game balls to enter the second start hole 22, makes it easier for game balls to enter the second start hole 22 than the first start hole 21. Therefore, when the game is controlled in a high base state (which in this embodiment corresponds to the "probability variable game state" or the "time-limited game state"), the player will play by hitting the right side aiming at the second start hole 22. Therefore, when the game is controlled in a probability variable game state or a time-limited game state, a second special symbol determination is basically performed.
[0091] Furthermore, the gaming machine 1 of this embodiment is configured so that the probability variable game state continues until the next jackpot, and if a "probability variable symbol" is stopped and displayed as the second special symbol in this probability variable game state, the game is controlled again in the probability variable game state after the jackpot game ends. On the other hand, if a "normal symbol" is stopped and displayed as the second special symbol in the probability variable game state, the game is controlled in the time-saving game state after the jackpot game ends.
[0092] Furthermore, if a "probability variable symbol" is displayed as the second special symbol during the time-saving game mode, the game will be controlled in the probability variable game mode after the jackpot game ends, and if a "normal symbol" is displayed as the second special symbol, the game will be controlled again in the time-saving game mode after the jackpot game ends. On the other hand, if a jackpot does not occur even after the second special symbol determination (or first special symbol determination) is performed a specified number of times (100 times in this embodiment) during the time-saving game mode, the game mode will be returned from the time-saving game mode to the normal game mode.
[0093] [About the changing effects] Next, a description will be given of the variation presentation that is carried out using the display screen 70 etc. as the first special symbol is displayed in a variable manner and then stopped in a normal gaming state.
[0094] In the gaming machine 1, when a gaming ball enters the first starting hole 21 and a first special pattern determination is executed, the first special pattern is displayed variably on the first special pattern display device 41, and then a first special pattern indicating the determination result of the first special pattern determination is displayed statically. The display screen 70 is provided with a performance pattern display area 73 (see FIG. 2) in which a performance pattern announcing the determination result of the first special pattern determination is displayed, and on the display screen 70, a variable performance including a variable display of the performance pattern is performed in conjunction with the variable display of the first special pattern (see FIG. 2). Then, when the first special pattern (and the performance pattern) are displayed variably for a variable time according to the variable pattern selected when the first special pattern determination is executed, the performance pattern is displayed statically in a manner indicating the determination result of the first special pattern determination as the first special pattern is displayed statically.
[0095] During the variable display of such effect symbols, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, three horizontal rows of part of the effect symbol row, in which the numbers 1 to 9 are written vertically in succession from bottom to top, are displayed. When the variable display of the first special symbol begins, these symbol rows are displayed (scrolled) so as to scroll from top to bottom, for example (see, for example, Figure 2). In contrast, when a reach effect is performed, before all the effect symbols are stopped and displayed, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously, so as not to stop completely. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are pseudo-stopped as the right symbol, and the middle symbol row continues to scroll. A pseudo-stop is an effect in which the effect pattern oscillates in place with almost no movement, and in the following explanation, it may be called a pseudo-stop to distinguish it from a real stop (sometimes simply called a "stop display") in which the effect pattern remains completely still.
[0096] When the same effect symbols as the left and right symbols stop pseudo-on the pay line, a reach is established, and a reach effect is performed, making the player hope that three identical effect symbols will line up. This reach effect is, for example, an effect in which the middle row of symbols is scrolled while the reach symbols (left and right symbols) are pseudo-stopped, and finally a middle symbol that is the same as the reach symbol or a middle symbol that is different from the reach symbol stops on the pay line to notify the result of winning or losing.
[0097] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. In the following explanation, in the variable effect in which the reach effect is performed, the effect that is performed before the reach is established may be referred to as the "pre-reach effect."
[0098] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is "miss," three effect symbols indicating reach miss numbers (for example, "323") pseudo-stop to notify a miss, and these three effect symbols actually stop as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is "miss" and reach effects are not performed, three effect symbols indicating scatter symbols (for example, "629") pseudo-stop to notify a miss, and these three effect symbols actually stop as the miss symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be executed, a miss notification effect is executed in which three effect symbols indicating reach miss numbers or scatter symbols indicating a miss are pseudo-stopped and then actually stopped to notify a miss (a jackpot game will not be executed).
[0099] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern is determined when the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.6 seconds), and the next variable display of the first special pattern begins.
[0100] On the other hand, if the determination result of the first special symbol determination is a "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeating number (for example, "333") are pseudo-stopped to notify of a jackpot, and these three effect symbols are actually stopped as the jackpot symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will be executed, a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then actually stopped to notify of a jackpot (that a jackpot game will be executed). When this win notification effect is executed, a jackpot game is executed.
[0101] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When a game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, an icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed.
[0102] <Hold icon display area 71> The reserved icon display area 71 (see FIG. 2) is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, if a gaming ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a jackpot game, the right to determine the first special symbol is reserved up to a predetermined number (four in this embodiment).
[0103] In this way, when the right to determine the first special symbol is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. Figure 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".
[0104] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach (see FIG. 6(I)) described later is being performed, not only is the display area used for the reach effect limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, the gaming machine 1 of this embodiment displays the display objects and reserve icons that make up the reserve icon display area 71 during pre-reach effects and during normal reach effects described later, but erases the display objects and reserve icons that make up the reserve icon display area 71 from the display screen 70 during other reach effects that have a higher reliability of winning than normal reach effects.
[0105] Furthermore, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to determine the second special symbol is not reserved, and the reserved icon related to the second special symbol determination is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.
[0106] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a varying manner. The icon is displayed in the icon display area 72 as the display of the first special symbol begins to vary, and is erased from the icon display area 72, for example, when the first special symbol is displayed stationary. However, the timing of the icon erasure is not limited to this, and the icon may be erased while the first special symbol is being displayed in a varying manner. For example, the icon may be erased when an SPSP reach, which will be described later, develops or during an SPSP reach.
[0107] Incidentally, if a game ball enters the first starting hole 21 when the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the variable display of the first special symbol begins, and the icon is displayed in the icon display area 72. On the other hand, when a reserved icon is displayed in the reserved icon display area 71 and the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends, a first special symbol determination is executed for the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72). Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol determination, the reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new reserved icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.
[0108] In addition, if a reserve icon other than the first reserve icon is displayed in the reserve icon display area 71, as the first reserve icon shifts to the icon display area 72, the other reserve icons in the reserve icon display area 71 will shift closer to the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserve icon displayed in the reserve icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserve icon and the icon, they may be collectively referred to simply as "icons."
[0109] (About the icon change effect) The reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, an icon change effect may be performed in which the color of the reserved icon changes when the reserved icon is displayed in the reserved icon display area 71. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color indicating the reliability of a jackpot, such as blue, green, or red. The colors indicating the reliability of a jackpot, as illustrated here, are arranged in order from lowest to highest reliability of a jackpot. Red is likely to be selected when the result of the first special pattern determination corresponding to the red reserved icon is a "jackpot" or when the result is a "miss" but the special pattern change time is set to a relatively long time. Green is likely to be selected when the result is a "jackpot" or a "miss" but the special pattern change time is set to a medium time. Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the special pattern change time is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.
[0110] Note that, here, an example has been described in which an icon change effect is performed in which the display color of a reserved icon changes only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of a single reserved icon changes multiple times, such as when a white reserved icon is displayed in the reserved icon display area 71, it changes to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the white reserved icon changes.
[0111] In addition, an icon change effect may be performed in which the display color of the hold icon displayed in hold icon display area 71 changes, and then the display color of the hold icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect may be performed in which the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed in which the display color of a hold icon whose initial color is other than white is changed.
[0112] In this way, the gaming machine 1 of this embodiment displays reservation information indicating that the right to determine a special symbol is reserved on the display screen 70, and is capable of changing the display mode of the reservation information. In the following description, a reservation icon or icon whose display color is a color other than white may be referred to as a "special icon" to distinguish it from a normal reservation icon or icon whose display color is white.
[0113] [Modification regarding display control of pending information] The display control of the pending information is not limited to the example shown in this embodiment, and may be as follows: That is, in this embodiment, for the sake of convenience, the display colors of the icons (pending icons and the icons) are four colors, white, blue, green, and red, but in other embodiments, other colors may be prepared, such as gold, which indicates a higher probability of winning than red, or rainbow colors, which are selected only when a "jackpot" occurs.
[0114] In addition, in this embodiment, an example is given of an icon change effect that changes the display color of an icon (a pending icon or the icon in question), but the icon change effect is not limited to the effect exemplified in this embodiment as long as it changes the display mode of the icon, and may be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.
[0115] In addition, in this embodiment, in addition to the icon change effect targeting the pending icon displayed in the pending icon display area 71, a case is described in which it is possible to execute an icon change effect targeting the icon displayed in the icon display area 72, but in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the icon).
[0116] In addition, in this embodiment, a case will be described as an example in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast to this, in other embodiments, for example, four color LEDs whose light emission color can be changed may be provided, and the same number of LEDs as the number of holds for the first special pattern determination may be lit, and the display mode of the hold information may be changed by changing the light emission color of one of the LEDs.
[0117] [Flow of the presentation accompanying the change in the first special symbol] Next, the flow of the presentation accompanying the variable display of the first special symbol in the normal gaming state will be described with reference to Fig. 6. Here, Fig. 6 is an explanatory diagram illustrating the flow of the presentation accompanying the variable display of the first special symbol in the normal gaming state.
[0118] When a first special symbol determination is executed in the normal gaming state, the first special symbol is displayed variably on the first special symbol display device 41, and the first special symbol indicating the result of the first special symbol determination is displayed stationary. On the other hand, on the display screen 70, as the display of the first special symbol begins to vary, the display of three symbol rows in the effect symbol display area 73 begins to vary (see FIG. 6(A)). Specifically, in the effect symbol display area 73, three horizontal rows of part of the symbol rows of effect symbols, for example, in which the numbers "1" to "9" are written vertically in succession from bottom to top, are displayed, and as the display of the first special symbol begins to vary, the scrolling display of the three symbol rows begins so that these symbol rows scroll from top to bottom.
[0119] Here, if the result of the first special pattern determination performed at the start of the display of the first special pattern variation is "miss" and it is decided not to execute the reach effect, three effect patterns showing a scatter pattern (for example, "458") are pseudo-stopped at the end of the display of the first special pattern variation, and a miss notification effect is performed in which these three effect patterns are actually stopped as a missing pattern is displayed as the first special pattern (see Figure 6(B)).
[0120] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect will be performed despite the "miss," a reach effect is performed during the variable display of the first special symbol, for example, by pseudo-stopping the left symbol on the effective line in the effect symbol display area 73 and scrolling the right symbol row at a slow speed so that the right symbol common to the left symbol moves onto the effective line (see FIG. 6(C)). Then, as a result of this reach effect being performed, if the common left and right symbols pseudo-stop on the effective line, a reach is achieved (see FIG. 6(D) and FIG. 2).
[0121] In this way, when the effect symbols common to the left and right symbols stop pseudo-stop and a reach is established, a reach effect is performed, making the player expect that the effect symbols common to these effect symbols (reach symbols) will stop on the active line in the middle row. In this embodiment, as reach effects that can be executed in conjunction with the variable display of the first special symbol in the normal gaming state, six types of reach effects are prepared, as exemplified in Figure 6: normal reach, 1st SP first half reach, 2nd SP first half reach, 1st SP second half reach, 2nd SP second half reach, and SPSP reach.
[0122] The normal reach (see Figure 6(E)) is the reach effect with the lowest jackpot reliability among the six types of reach effects mentioned above (for example, jackpot reliability: approximately 1%). This normal reach is a reach effect with a shorter performance time than the other reach effects, and when a reach is achieved, the normal reach is performed first. When this normal reach is performed, the scrolling speed of the middle row of symbols gradually decreases when the reach is achieved, and a scrolling display of the middle symbol row is performed, which pseudo-stops a middle symbol that is the same as the reach symbol or a middle symbol that is different from the reach symbol between the left and right symbols that form the reach.
[0123] Here, if a variable presentation pattern that notifies the winner or loser in a normal reach is set, a winning / losing presentation (a winning presentation or a losing presentation) is performed at the end of the normal reach (see FIG. 6(F)). Specifically, if the result of the current first special pattern determination is a "jackpot," a winning presentation is performed in which a middle symbol that is the same as the reach symbol is pseudo-stopped on an effective line to pseudo-stop a presentation symbol that shows a double number (for example, "222"), and then these presentation symbols are stopped as they are, thereby performing a winning presentation. On the other hand, if the result of the current first special pattern determination is a "loss," a middle symbol that is different from the reach symbol is pseudo-stopped on an effective line to pseudo-stop a presentation symbol that shows a losing number (for example, "232"), and then these presentation symbols are stopped as they are, thereby performing a losing presentation.
[0124] On the other hand, when a variable presentation pattern is set in which a normal reach develops into another reach presentation, the following presentation is performed. For example, a normal reach (see FIG. 6(E)) develops into a first SP first half reach and a second SP first half reach (see FIG. 6(G)). In the gaming machine 1 of this embodiment, two types of SP reaches are provided: a first SP reach and a second SP reach.
[0125] The first SP reach is composed of the first SP first half reach (see Figure 6(G)) and the first SP second half reach (see Figure 6(K)), and there are cases where the first SP first half reach develops into the first SP second half reach and a win / loss notification effect is executed in the first SP second half reach (see Figures 6(G), (K), (J)), where the first SP first half reach develops into the SPSP reach and a win / loss notification effect is executed in the SPSP reach (see Figures 6(G), (I), (J)), and where the first SP first half reach does not develop into the first SP second half reach (or SPSP reach) and a win / loss notification effect is executed in the first SP first half reach (see Figures 6(G)), (F)).
[0126] On the other hand, the second SP reach is composed of the second SP first half reach (see Figure 6(G)) and the second SP second half reach (see Figure 6(H)), and there are cases where the second SP first half reach develops into the second SP second half reach and a win / loss notification effect is executed in the second SP second half reach (see Figures 6(G), (H), (F)), and cases where the second SP first half reach does not develop into the second SP second half reach and a win / loss notification effect is executed in the second SP first half reach (see Figures 6(G) and (F)).
[0127] In this way, the difference between the two is that the first SP first half reach has two possible developments: the first SP second half reach and the SPSP reach, while the second SP first half reach has only one possible development: the second SP second half reach.
[0128] The first SP first half reach and the second SP first half reach are reach effects with the second lowest jackpot reliability after the normal reach, and in this embodiment, the jackpot reliability of the first SP first half reach is set to about 5%, and the jackpot reliability of the second SP first half reach is set to about 3%. Therefore, when a normal reach develops into these SP first half reaches, usually one of these SP first half reaches does not develop into another reach effect, and a miss notification effect is performed in one of these SP first half reaches. However, there is a relatively low probability that a win notification effect is performed in one of these SP first half reaches, or that one of these SP first half reaches develops into another reach effect, and a win / loss notification effect is performed in the developed reach effect.
[0129] In the gaming machine 1 of this embodiment, when a normal reach develops into an SP reach, the first SP first half reach and the second SP first half reach start simultaneously (see Fig. 6(G) and Fig. 7(A)), and the state in which these SP first half reaches are executed simultaneously continues for a predetermined time (for example, 20 seconds). Specifically, as exemplified in Fig. 8(A), a first SP first half reach effect image, which is an effect image related to the first SP first half reach, is displayed in the upper area of the display screen 70, and a second SP first half reach effect image, which is an effect image related to the second SP first half reach, is displayed in the lower area of the display screen 70, and this state continues for a predetermined time.
[0130] In this way, when, for example, 12 seconds have elapsed since the two SP first half reach-type reaches were simultaneously initiated, the first SP first half reach-type reach effect image and the second SP first half reach-type reach effect image are alternately highlighted. FIG. 8(I) illustrates an example of the first SP first half reach-type reach effect image being highlighted. When, for example, 5 seconds have elapsed since the start of this alternating highlighting, the highlighted state of one of the SP first half reach-type reach effect images is maintained for several seconds (for example, 3 seconds), thereby confirming the selection of one of the SP first half reaches. As a result, the SP first half reach-type reach effect image relating to the selected one of the SP first half reaches is displayed full-screen on the display screen 70, and the SP first half reach-type reach effect image relating to the other SP first half reach is erased from the display screen 70. This series of effects changes the state from one in which two SP first half reach-type reaches are simultaneously executed to one in which one of the SP first half reaches is executed.
[0131] In addition, in the gaming machine 1 of this embodiment, the jackpot reliability of the second SP second half reach that develops from the second SP first half reach is set to approximately 15%, the jackpot reliability of the first SP second half reach that develops from the first SP first half reach is set to approximately 18%, and the jackpot reliability of the SPSP reach that develops from the first SP first half reach is set to approximately 35%.
[0132] In this way, the jackpot reliability of the first SP second half reach and the SPSP reach is set to a higher value than the jackpot reliability of the second SP second half reach. Therefore, as described above, by simultaneously displaying the first SP first half reach effect image and the second SP first half reach effect image and alternately highlighting these SP first half reach effect images, the player can be made to expect that the first SP first half reach will be selected and then develop into an SPSP reach (or first SP second half reach), resulting in a high performance effect. Furthermore, if the first SP first half reach is not selected, there is a possibility that the second SP first half reach will be selected and then develop into a second SP second half reach. Therefore, it is considered that the player's expectations for a jackpot will not be significantly reduced even if the first SP first half reach is not selected.
[0133] Also, depending on the variation pattern of the first special symbol selected at the start of the symbol variation, there are cases where a normal reach directly develops into an SPSP reach without passing through an SP first half reach (see Figures 6(E) and (I)). This makes it possible to surprise players who thought that a normal reach would not develop into an SP first half reach (first SP first half reach and second SP first half reach), and also effectively increase the player's expectations for a jackpot.
[0134] It should be noted that, when the pre-reach performance (see Figure 6(C)) is being performed, a full rotation performance (see Figure 6(L)) may be started in which the scrolling display of each symbol row is performed when the performance symbols of three symbol rows are aligned, such as "111," "222," "333," and "444." This full rotation performance is performed when the result of the first special symbol determination performed when the variable display of this first special symbol starts is a "jackpot," but is not performed when it is a "miss." Therefore, if the full rotation performance develops, the miss notification performance will not be performed afterwards, and the hit notification performance (see Figure 6(M)) will always be performed.
[0135] [During reach, button effects and possibility hint effects] Next, with reference to Figs. 7 to 9, we will explain the reach button effect that is executed after the development into the SP first half reach, and the possibility suggestion effect that is executed when two SP first half reach are occurring simultaneously. Here, Fig. 7 is an explanatory diagram for explaining the reach button effect. Fig. 8 is a screen diagram showing a specific example of the possibility suggestion effect. Fig. 9 is an explanatory diagram for explaining the relationship between the display color of the possibility suggestion image and the occurrence probability of the suggestion effect. Note that, for the sake of convenience of explanation, Fig. 8 omits the illustration of the icon that indicates that the first special pattern is being displayed variably in the normal gaming state, and the reserved icon that indicates that the right to determine the first special pattern is reserved.
[0136] When the reach performance develops from a normal reach (see FIG. 6(E)), first, two SP first half reaches (first SP first half reach and second SP first half reach) start simultaneously (see FIG. 7(S-1)). In this way, when two SP first half reaches start simultaneously, as exemplified in FIG. 8(A), a background image related to the first SP first half reach, a first SP first half reach performance image showing characters, etc., and a three pattern row displayed with small symbols are displayed in the upper area of the display screen 70, and a background image related to the second SP first half reach, a second SP first half reach performance image showing characters, etc., and a three pattern row displayed with small symbols are displayed in the lower area of the display screen 70.
[0137] Next, a first effect button operation prompting effect is performed to prompt the player to operate the first effect button 35 (see FIG. 7(S-2)). Specifically, as exemplified in FIG. 8(B), a first effect button image imitating the first effect button 35 and a validity period gauge indicating the remaining time of the validity period during which operation of the first effect button 35 is valid are displayed in the central area of the display screen 70.
[0138] When the player operates the first effect button 35 during the valid period of such a first effect button operation prompt effect, a first possibility suggestion effect is executed (see FIG. 7 (S-3)). In the gaming machine 1 of this embodiment, based on the determination result of the first special pattern determination by the main CPU 81 in the normal game state, an SPSP reach (an example of a suggestion effect) suggesting that a jackpot game may be executed can be executed while the first special pattern corresponding to the first special pattern determination is being displayed in a variable manner. The first possibility suggestion effect is an effect that displays a first possibility suggestion image suggesting that the possibility of this SPSP reach being executed is at a first degree. When this first possibility suggestion effect is performed, in response to the operation (here, a single press) of the first effect button 35 in response to the first effect button operation prompt effect, an effect display is displayed showing an explosion occurring in the central area of the display screen 70 (see Figure 8(C)), and then an effect display is displayed in which the smoke from the explosion disappears and the blue text (first possibility suggestion image) reading "23%" (an example of the first degree) is revealed (see Figure 8(D)).
[0139] In this way, as an operation-responsive effect in response to the operation of the first effect button 35, a first possibility suggestion effect is performed in which a first possibility suggestion image showing the blue text "23%" is displayed. Therefore, the player can easily recognize that at the current stage, the probability of development to SPSP Reach is 23%. Furthermore, since the number "23%" indicated by the first possibility suggestion image is a relatively low value for the probability of development to SPSP Reach, the number "23%" is displayed in blue. Therefore, the player can intuitively recognize that the probability of development to SPSP Reach is relatively low based on both the size of the number indicated by the first possibility suggestion image and its display color.
[0140] As is clear from the notation in FIG. 6, the gaming machine 1 of this embodiment is configured such that a first SP first half reach develops into an SPSP reach, but a second SP first half reach does not develop into an SPSP reach. Therefore, the first possibility suggestion effect can also be said to be an effect that suggests the probability that a first SP first half reach (performed prior to an SPSP reach) will be selected. However, even if a first SP first half reach develops into a first SP second half reach (rather than an SPSP reach), or a win / loss notification effect is performed during the first SP first half reach without developing into another reach effect from the first SP first half reach, so in the above example, the probability of developing into a first SP first half reach does not necessarily mean that there is a 23% probability.
[0141] In this embodiment, if the validity period of the first effect button operation prompt effect (see FIG. 7(S-2) and FIG. 8(B)) ends without the first effect button 35 being operated, a first possibility suggestion effect is executed at the time the validity period ends, which is the same as when the first effect button 35 is operated. However, if the first effect button 35 is not operated within the validity period, the first possibility suggestion effect may not be executed. In this case, if the setting is such that the second possibility suggestion effect is executed after the first possibility suggestion effect, only the second possibility suggestion effect may be executed, or the second possibility suggestion effect may not be executed if the first possibility suggestion effect is not executed.
[0142] 8(D) illustrates a state in which a first possibility suggestion image representing the number "23%" is displayed, but this is merely one example. For example, a first possibility suggestion image representing the number "5%," a first possibility suggestion image representing the number "38%," or a first possibility suggestion image representing the number "100%" may be displayed. Furthermore, the display color of the numbers represented by the first possibility suggestion image is not limited to blue. For example, a first possibility suggestion image representing green numbers, a first possibility suggestion image representing red numbers, a first possibility suggestion image representing gold numbers, or a first possibility suggestion image representing rainbow-colored numbers may be displayed (see FIG. 9). The display colors of this first possibility suggestion image (and the second possibility suggestion image, described later) will be described in detail later with reference to FIG. 9.
[0143] Next, the first possibility suggestion effect is performed, followed by the second possibility suggestion effect. In other words, if it is set at the start of the pattern change to change the first possibility suggestion image to the second possibility suggestion image, a group preview is executed as a trigger effect to change the first possibility suggestion image to the second possibility suggestion image (see FIG. 7 (S-4)). Specifically, as exemplified in FIGS. 8 (E) to (G), a presentation is displayed showing a number of characters moving leftward on the display screen 70. This presentation image showing a number of characters is superimposed on the first possibility suggestion image, so the first possibility suggestion image cannot be seen while the group preview is being executed (see FIG. 8 (F)).
[0144] Following the end of this group announcement, the second possibility suggestion effect begins (see Figure 7 (S-5)). The second possibility suggestion effect is an effect that displays a second possibility suggestion image that suggests that the possibility of an SPSP reach being executed is at a second degree (higher than the first degree indicated by the first possibility suggestion image). In other words, the second possibility suggestion effect can also be said to be an effect that displays a second possibility suggestion image that shows a number obtained by adding a predetermined number to the number indicated by the first possibility suggestion image. Figures 8 (G) and (H) show an example of a second possibility suggestion effect being performed that displays a second possibility suggestion image that shows the red number "63%".
[0145] 8(E) to 8(G), in the gaming machine 1 of this embodiment, in response to the execution of the group advance notice, a change effect is performed in which the first possibility suggestion image is changed to a second possibility suggestion image suggesting that the possibility of the SPSP reach being executed is a second degree higher than the first degree. Therefore, for a player who, upon seeing the first possibility suggestion image, thought that the possibility of the SPSP reach being executed was low, the impression that the possibility of the SPSP reach being executed has increased can be given, and the player can be made to have high expectations of the SPSP reach being executed. As a result, it is possible to effectively increase the player's expectations for the execution of the jackpot game.
[0146] In the gaming machine 1 of this embodiment, the jackpot reliability of the group preview is set to 40%, and the number "40%" which is the same as the jackpot reliability of the group preview is added to the number "23%" indicated by the first possibility suggestion image, and as a result, a second possibility suggestion image showing the number "63%" is displayed (see Figures 8(D) to (H)). Therefore, based on the second possibility suggestion image, the player can easily recognize that the probability of development to an SPSP reach is 63%, and can also recognize the jackpot reliability of the group preview based on the difference (=63-23) between the number indicated by the second possibility suggestion image and the number indicated by the first possibility suggestion image.
[0147] Up to this point, we have explained an example in which, in a situation where two SP first half reaches are being made simultaneously, a change effect is performed in which the first possibility suggestion image is changed to the second possibility suggestion image as a result of the execution of a group announcement, but there are also cases in which the effects in Figure 7 (S-6) and onwards, which will be described later, are executed without executing the group announcement shown in Figure 7 (S-4) and the second possibility suggestion effect shown in Figure 7 (S-5). Also, although not shown in Figure 7, there are also cases in which a group announcement is executed without executing the first possibility suggestion effect and the second possibility suggestion effect.
[0148] When a second possibility suggestion effect (see FIG. 7(S-5)) that displays a second possibility suggestion image is performed, or when a group preview and a second possibility suggestion effect are not performed after a first possibility suggestion effect (see FIG. 7(S-3)) is performed, two SP first half reach effect images are alternately highlighted (see FIG. 7(S-6)). FIG. 8(I) shows an example of a first SP first half reach effect image being highlighted immediately after a second possibility suggestion effect (see FIG. 8(H)) is performed. By alternately highlighting the first SP first half reach effect image and the second SP first half reach effect image, the player can intuitively recognize that one of the SP first half reaches will be selected.
[0149] Here, when the current first special symbol variable display starts, if the sub-CPU91 selects a variable display pattern that develops a normal reach into a first SP first half reach based on the variable pattern of the first special symbol selected by the main CPU81, a first SP first half reach selection display (see FIG. 7 (S-7)) is executed. Specifically, rather than highlighting the second SP first half reach display image immediately after highlighting the first SP first half reach display image, after maintaining the highlighted display state of the first SP first half reach display image for several seconds, an effect is executed in which the second SP first half reach display image is erased and the first SP first half reach display image is displayed full screen on the display screen 70.
[0150] This results in a change from a state in which the first SP first half reach and the second SP first half reach are executed simultaneously to a state in which only the first SP first half reach is executed. When the state changes to a state in which only the first SP first half reach is executed in this way, a first effect button single press promotion effect (an example of a first input promotion effect) is executed during the first SP first half reach (see FIG. 7 (S-8)). Specifically, a first effect button image imitating the first effect button 35, a valid period gauge indicating the remaining time of the valid period during which operation of the first effect button 35 is valid, and the word "Press!" indicating the operation content of the first effect button 35 (here, a single press) urging the player to perform are displayed on the display screen 70.
[0151] Here, if the change presentation pattern set at the start of the current symbol change is a change presentation pattern that progresses from a normal reach (see FIG. 6(E)) to a first SP first half reach (see FIG. 6(G)) and then to an SPSP reach (see FIG. 6(I)), the following series of presentations will be executed. Specifically, in response to a single press of the first presentation button 35 during the valid period of the first presentation button single press promotion presentation, a gimmick operation presentation (an example of a specific input response presentation, see FIG. 7(S-9)) is executed. This gimmick operation presentation is a presentation in which the movable decorative member 14 (see FIG. 2) is dropped to an operating position that covers most of the display screen 70, a predetermined presentation image that presents the operation of the movable decorative member 14 is displayed on the display screen 70 so that it can be seen from areas of the display screen 70 that are not covered by the movable decorative member 14, and a predetermined presentation sound is output from the speaker 38.
[0152] As this gimmick operation effect ends and the movable decorative member 14 returns to its initial position, the SPSP reach begins (see Figure 6 (I) and Figure 7 (S-10)). Then, at the end of the SPSP reach, a second effect button single press promotion effect (an example of a second input promotion effect) is executed to prompt the player to single press the second effect button 36 (see Figure 7 (S-11)). Specifically, a second effect button image that resembles the second effect button 36, a valid period gauge that indicates the remaining time during the valid period during which operation of the second effect button 36 is valid, and the words "Press!" indicating the operation of the second effect button 36 (here, a single press) that is being prompted to the player are displayed on the display screen 70.
[0153] On the other hand, if the second effect button 36 is operated during the valid period for the second effect button single press promotion effect, a win / loss notification effect (win notification effect or miss notification effect) that notifies the result of the current first special pattern determination is executed according to the operation (see Fig. 6 (J) and Fig. 7 (S-12)). Note that even if the second effect button 36 is not operated during this valid period, the win / loss notification effect is executed after the valid period has ended.
[0154] So far, we have explained the flow of the series of effects from the first half of the 1st SP reach to the SPSP reach, until the win / loss notification effect is performed at the end of the SPSP reach. However, the specific input response effect that triggers the development to the SPSP reach is not limited to the gimmick operation effect exemplified in this embodiment, and may be, for example, an effect that uses both or either the display screen 70 and the speaker 38 without using the movable decorative member 14.
[0155] In addition, in the second effect button single press promotion effect (see Figure 7 (S-11)), the second effect button image is displayed as described above, but for example, as a win / lose notification effect (see Figure 7 (S-12)), it is also possible to display any of the following second effect button images: a second effect button image in a first display color (e.g., the same color as the second effect button 36) that suggests that the possibility of the win notification effect being executed is relatively low, a second effect button image expressed using a second display color (e.g., red) that suggests that the possibility of the win notification effect being executed is relatively high, and a second effect button image expressed using a third display color (e.g., rainbow) that definitively notifies that the win notification effect will be executed, and the display color of the second effect button image can be used to express the expected degree of execution of the win notification effect.
[0156] In addition, either a second effect button image representing a small-sized second effect button 36, which suggests that the possibility of the winning notification effect being executed is relatively low, or a second effect button image representing a large-sized second effect button 36, which suggests that the possibility of the winning notification effect being executed is relatively high, may be displayed, and the size of the second effect button 36 represented by the second effect button image may be used to express the expected degree of execution of the winning notification effect.
[0157] On the other hand, if the change presentation pattern set at the start of the current pattern change is a change presentation pattern that develops from a normal reach (see Figure 6(E)) to the first half of the 1st SP reach (see Figure 6(G)) and then to the second half of the 1st SP reach (see Figure 6(K)), then in response to the operation (single press) of the first presentation button 35 during the valid period of the first presentation button single press promotion presentation (see Figure 7(S-8)), a failure presentation (see Figure 7(S-13)) is executed, for example, displaying a predetermined presentation image informing players that the movable decorative member 14 has failed to operate.
[0158] In addition, if the first effect button 35 is not pressed once during the valid period for the first effect button single press promotion effect (see Figure 7 (S-8)), a gimmick operation effect (see Figure 7 (S-9)) or a failure effect (see Figure 7 (S-13)) will be executed as the valid period ends.
[0159] When the failure effect is executed as described above, the first SP second half reach begins (see Figure 7 (S-14)). Then, at the end of the first SP second half reach, a first effect button rapid press promotion effect (an example of a third input promotion effect) is executed to encourage the player to rapidly press the first effect button 35 (see Figure 7 (S-15)). Specifically, a first effect button image that resembles the first effect button 35, a valid period gauge that indicates the remaining time of the valid period during which operation of the first effect button 35 is valid, and the words "Repeat!" that indicate the operation of the first effect button 35 (here, rapid press) that is being encouraged of the player are displayed on the display screen 70.
[0160] Then, just as in the case where the second effect button 36 is pressed once during the valid period of the second effect button single press promotion effect (see Figure 7 (S-11)), in response to repeated pressing of the first effect button 35 during the valid period of the first effect button repeated press promotion effect (see Figure 7 (S-15)), a win / loss notification effect (win notification effect or miss notification effect) is executed to notify the result of this first special pattern determination (see Figure 7 (S-12)).
[0161] In the first effect button rapid press promotion effect (see Figure 7 (S-15)), the first effect button image is displayed as described above, but for example, as a win / lose notification effect (see Figure 7 (S-12)), it is also possible to display a first effect button image in any of the following colors: a first effect button image in a first display color (e.g., the same color as the first effect button 35) that suggests that the possibility of the win notification effect being executed is relatively low, a first effect button image expressed using a second display color (e.g., red) that suggests that the possibility of the win notification effect being executed is relatively high, or a first effect button image expressed using a third display color (e.g., rainbow) that definitively notifies that the win notification effect will be executed, and the display color of the first effect button image can be used to express the expected degree of execution of the win notification effect.
[0162] Alternatively, a first effect button image representing a small first effect button 35, which suggests that the possibility of the winning notification effect being executed is relatively low, or a first effect button image representing a large first effect button 35, which suggests that the possibility of the winning notification effect being executed is relatively high, may be displayed, and the size of the first effect button 35 represented by the first effect button image may be used to express the degree of expectation of the winning notification effect being executed. Furthermore, if the possibility of the winning notification effect being executed is relatively high, the vibration motor 353 may be started to vibrate the first effect button 35 upon the start of the valid period for the first effect button rapid hit promotion effect (see FIG. 7 (S-15)), or the vibration motor 353 may be started to vibrate the first effect button 35 before the start of the valid period.
[0163] As is clear from the explanation so far, in the gaming machine 1 of this embodiment, depending on the operation of the first effect button 35 during the execution of the first effect button single press promotion effect, a gimmick operation effect may or may not be executed (see Figures 7 (S-8), (S-9), (S-13)). If the gimmick operation effect is executed, a second effect button single press promotion effect (see Figure 7 (S-11)) is executed to prompt the player to single press the second effect button 36, and if the gimmick operation effect is not executed, a first effect button repeated press promotion effect (see Figure 7 (S-15)) is executed to prompt the player to repeatedly press the first effect button 35.
[0164] Figure 7 illustrates an example of the flow of the performance in which a win / loss notification performance (see Figure 7 (S-12)) is executed in response to repeated pressing of the first performance button 35 during the valid period of the first performance button rapid press promotion performance (see Figure 7 (S-15)), or in response to a single press of the second performance button 36 during the valid period of the second performance button single press promotion performance (see Figure 7 (S-11)).Although not shown in Figure 7, a win / loss suggestion performance is executed prior to this win / loss notification performance.
[0165] The win / loss indication effect is an effect that indicates whether or not a jackpot has been won prior to the win / loss notification effect (win or loss notification effect). When a win notification effect in which three symbols indicating a double number are pseudo-stopped and then stopped properly is executed as the win / loss notification effect, a win indication effect is executed in which the movable decorative member 14 is moved and a predetermined rainbow-colored effect image is displayed on the display screen 70 as the win / loss indication effect. On the other hand, when a loss notification effect in which three symbols indicating a reach-loss number are pseudo-stopped and then stopped properly is executed as the win / loss notification effect, a loss indication effect is executed in which the movable decorative member 14 does not move and an effect image showing the surroundings being completely silent is displayed on the display screen 70 as the win / loss indication effect. Such a win indication effect or loss indication effect is also executed immediately before the win / loss notification effect (see FIG. 7 (S-24)) described below.
[0166] In addition, in the gaming machine 1 of this embodiment, the effect prompting the operation of the second effect button 36 is likely to be executed when the reliability of the jackpot is high (for example, when the determination result of the first special pattern determination is a "jackpot" or when a variation pattern with a long variation time of the first special pattern is selected even if it is a "miss"), and conversely, it is unlikely to be executed when the reliability of the jackpot is low (for example, when the determination result of the first special pattern determination is a "miss" and a variation pattern with a short variation time of the first special pattern is selected). Also, the reliability of the jackpot is higher when the 1st SP first half reach develops into an SPSP reach than when the 1st SP first half reach develops into a 1st SP second half reach. For this reason, there is a higher possibility that a winning notification effect will be executed when a single press of the second effect button (see Figure 7 (S-11)) is executed at the end of an SPSP reach that has developed from a first SP first half reach, than when a rapid press of the first effect button (see Figure 7 (S-15)) is executed at the end of a first SP second half reach that has developed from a first SP first half reach.
[0167] On the other hand, when the variable display of this first special symbol starts, if the variable display pattern that develops the normal reach into the second SP first half reach is selected by the sub-CPU91, the second SP first half reach selection display (see FIG. 7 (S-17)) is executed. Specifically, rather than highlighting the first SP first half reach display image immediately after highlighting the second SP first half reach display image, after maintaining the highlighted display state of the second SP first half reach display image for several seconds, an effect is executed in which the first SP first half reach display image is erased and the second SP first half reach display image is displayed full screen on the display screen 70.
[0168] This changes the state from one in which the first SP first half reach and the second SP first half reach are simultaneously executed to one in which only the second SP first half reach is executed. When the state changes to one in which only the second SP first half reach is executed, a first effect button single press prompt effect (an example of a fourth input prompt effect) is executed at the end of the second SP first half reach (see FIG. 7 (S-18)). Specifically, a first effect button image resembling the first effect button 35, a validity period gauge indicating the remaining time during which the operation of the first effect button 35 is valid, and the word "PRESS!" indicating the operation of the first effect button 35 (here, a single press) urging the player are displayed on the display screen 70. In this way, in this embodiment, when the first SP first half reach selection effect is executed and when the second SP first half reach selection effect is executed, a common first effect button single press effect is executed (see FIGS. 7 (S-8), (S-18)).
[0169] Here, if the variation presentation pattern set at the start of this symbol variation is a variation presentation pattern that develops from a normal reach (see FIG. 6(E)) to a second SP first half reach (see FIG. 6(G)) and executes a win / loss notification presentation (see FIG. 6(F)) in the second SP first half reach, then in response to a single press of the first presentation button 35 during the valid period related to the first presentation button single press promotion presentation (see FIG. 7(S-18)), a failure presentation (see FIG. 7(S-19)) that notifies that a predetermined mission (for example, a mission to repel enemy forces) has failed and a win / loss notification presentation (see FIG. 7(S-20)) are performed. Note that the win / loss notification presentation here is basically a miss notification presentation, but in rare cases, a so-called revival presentation is performed following the failure presentation, and finally a win notification presentation may be executed.
[0170] On the other hand, if the variation presentation pattern set at the start of this symbol variation is a variation presentation pattern that develops from a normal reach to a second SP first half reach (see FIG. 6(G)) via a second SP second half reach (see FIG. 6(H)), then in response to a single press of the first presentation button 35 during the valid period of the first presentation button single press promotion presentation (see FIG. 7(S-18)), a success presentation (see FIG. 7(S-21)) is performed to notify that a predetermined mission (for example, a mission to repel enemy forces) has been successful. If this success presentation is performed, immediately thereafter, the second SP second half reach (see FIG. 6(H)) begins (see FIG. 7(S-22)).
[0171] If the valid period for the first button single press promotion effect (see FIG. 7 (S-18)) ends without the first button 35 being pressed once, a success effect or failure effect is executed in response to the expiration of the valid period. The reliability of a jackpot is higher when a success effect is executed and develops into a second SP second half reach than when a failure effect is executed and a win / loss notification effect is executed at the end of the second SP first half reach. For this reason, for example, during the valid period for the first button single press promotion effect (see FIG. 7 (S-18)), instead of the first button image in the first display mode indicating a relatively low possibility of a successful effect being executed, a first button image in the second display mode indicating a relatively high possibility of a successful effect being executed may be displayed, thereby increasing the player's anticipation for the successful effect being executed. Furthermore, if the possibility of a successful effect being executed is relatively high, the vibration motor 353 may be started to be driven before the valid period begins or upon the start of the valid period.
[0172] At the end of the second half of the second SP, a first button rapid-hit promotion effect (an example of the fifth input promotion effect) is executed to encourage the player to rapidly press the first button 35 (see FIG. 7 (S-23)). This first button rapid-hit promotion effect is the same as the first button rapid-hit promotion effect (see FIG. 7 (S-15)) that is executed at the end of the second half of the first SP.
[0173] Then, depending on the repeated pressing of the first effect button 35 during the valid period of the first effect button repeated pressing promotion effect (see Figure 7 (S-23)), the above-mentioned win / loss indication effect (win indication effect or miss indication effect) is performed, and then a win / loss notification effect (win notification effect or miss notification effect) is executed to notify the result of this first special pattern determination (see Figure 7 (S-24)).
[0174] So far, we have explained various types of button effects during a reach, with reference to Figure 7 etc. However, if we arrange these button effects during a reach in order of the likelihood of a winning notification effect being executed depending on the operation, they are in the following order: second effect button single press promotion effect (see Figure 7 (S-11)), first effect button rapid press promotion effect (see Figure 7 (S-15)), first effect button rapid press promotion effect (see Figure 7 (S-23)), first effect button single press promotion effect (see Figure 7 (S-18)).
[0175] FIG. 9 illustrates the correspondence between the display colors of the possibility suggestion images (first possibility suggestion image and second possibility suggestion image) and the probability of occurrence of the suggestion effect (in this embodiment, the probability of development to SPSP reach). As described above with reference to FIG. 8 and other figures, the gaming machine 1 of this embodiment has two cases: a first case in which two possibility suggestion effects, the first possibility suggestion effect (see FIG. 8(D)) and the second possibility suggestion effect (see FIG. 8(H)), are executed; and a second case in which the second possibility suggestion effect is not executed after the first possibility suggestion effect is executed. Here, in the first case, the second possibility suggestion image displayed by the second possibility suggestion effect becomes the final possibility suggestion image. On the other hand, in the second case, the first possibility suggestion image displayed by the first possibility suggestion effect becomes the final possibility suggestion image.
[0176] As shown in Figure 9, when the display color of the final possibility suggestion image is blue, the probability of development to SPSP reach is approximately 3%. Therefore, the possibility of the first SP first half reach selection presentation (see Figure 7 (S-7)) or the gimmick action presentation (see Figure 7 (S-9)) being executed is extremely low, and in most cases the second SP first half reach selection presentation (see Figure 7 (S-17)) is executed.
[0177] Also, as illustrated in FIG. 9, when the display color of the final possibility suggestion image is green, the probability of development to an SPSP reach is approximately 18%. Therefore, when two SP first half reaches are executed simultaneously, the first SP first half reach selection effect will be executed approximately once in five times. Also, as illustrated in FIG. 9, when the display color of the final possibility suggestion image is red, the probability of development to an SPSP reach is approximately 45%. Therefore, when two SP first half reaches are executed simultaneously, the first SP first half reach selection effect will be executed approximately once in two times.
[0178] 9, if the display color of the final possibility suggestion image is gold or rainbow, the probability of development to an SPSP reach is 100%, and if two SP first half reaches are executed simultaneously, the first SP first half reach selection effect will always be executed, followed by a gimmick action effect. Note that the possibility suggestion effect that displays a rainbow-colored possibility suggestion image is an effect that functions as a so-called confirmation notification effect, and after the rainbow-colored possibility suggestion image is displayed, the first SP first half reach selection effect and the gimmick action effect will always be executed, followed by a win notification effect.
[0179] (Regarding gaming machine 1 capable of executing reach button effects) So far, we have explained the reach button effects performed by the gaming machine 1 of this embodiment with reference to Figures 6, 7, etc., but the gaming machine 1 that can execute such reach button effects can be considered as the following gaming machine.
[0180] A determination means (for example, the main CPU 81 that executes the jackpot determination process in step S308 of FIG. 16) that determines whether or not to execute a special game (for example, a jackpot game) that is advantageous to the player; When the determination means determines that the special game is to be executed, a special game execution means (main CPU 81 that executes the special game opening / closing control process in step S6 of FIG. 13) that executes the special game; A performance control means (for example, a sub-CPU 91) for controlling the performance, The performance control means Based on the result of the determination, a first input prompting effect (for example, a first effect button single press prompting effect: see FIG. 7 (S-8)) that prompts the player to input to the input means, and a notification effect (for example, a winning notification effect) that notifies the player that the special game will be executed can be executed. Depending on the input to the input means during the execution of the first input prompting effect, a specific input corresponding effect (for example, a gimmick action effect: see FIG. 7 (S-9)) may or may not be executed, If the specific input corresponding effect is executed, a second input prompt effect (for example, a prompt effect to press the second effect button once: see FIG. 7 (S-11)) is executed to prompt the player to make an input to the input means, and if the specific input corresponding effect is not executed (for example, if the failure effect exemplified in FIG. 7 (S-13) is executed), a third input prompt effect (for example, a prompt effect to press the first effect button repeatedly: see FIG. 7 (S-15)) is executed to prompt the player to make an input to the input means, A gaming machine characterized in that the possibility of the notification effect being executed differs when the third input prompt effect is executed and when the second input prompt effect is executed (for example, the probability of the winning notification effect being executed is higher when the second effect button single press prompt effect of Figure 7 (S-11) is executed than when the first effect button rapid press prompt effect of Figure 7 (S-15) is executed).
[0181] According to the gaming machine 1 of this embodiment, if a specific input-responsive effect is executed in response to an input in response to the first input prompt effect, a second input prompt effect is executed. If a specific input effect (e.g., a gimmick action effect) is not executed, a third input prompt effect is executed. The likelihood of an annunciation effect (announcement of the execution of a special game) being executed differs depending on whether the input prompt effect executed after the first input prompt effect is the second input prompt effect or the third input prompt effect. Therefore, depending on whether or not the specific input effect is present, it is possible to effectively notify which input prompt effect will be executed and the likelihood of the annunciation effect being executed, thereby achieving a high effect. Furthermore, based on whether or not the specific input effect is present, a player can estimate the likelihood of the annunciation effect being executed. Therefore, it is possible to effectively prompt a player who expects the annunciation effect to be executed to input using the input means in response to the first input prompt effect.
[0182] The gaming machine 1 of this embodiment can also be understood as the following gaming machine. The performance control means Based on the result of the determination, a fourth input prompting effect (for example, a first button single press prompting effect: see FIG. 7 (S-18)) can be executed to prompt the player to input to the input means; A gaming machine characterized in that, when the fourth input prompting effect is executed, it is then possible to execute a fifth input prompting effect (e.g., a first button rapid press prompting effect: see Figure 7 (S-23)) which is an effect that prompts the player to make an input to the input means and which is common to the third input prompting effect (e.g., a first button rapid press prompting effect: see Figure 7 (S-15)).
[0183] According to this gaming machine, when the fourth input prompting effect is executed, the fifth input prompting effect is executed, which is the same as the third input prompting effect that is executed when the specific input response effect is not executed. Therefore, the player can easily recognize that the second input prompting effect is executed when the specific input response effect is executed, and that the input prompting effect will be the third input prompting effect or the fifth input prompting effect in other cases. Therefore, it is possible to effectively prevent the problem of the effect of the effect being reduced by executing a variety of input prompting effects, which makes the flow of the effect complicated.
[0184] The gaming machine 1 of this embodiment can also be understood as the following gaming machine. A gaming machine characterized in that the fourth input prompting effect (see, for example, Figure 7 (S-18)) is an effect that prompts the player to make an input that is the same as the input that the player is prompted to make by the first input prompting effect (see Figure 7 (S-8)).
[0185] According to this gaming machine, the fourth input prompting effect (which will later result in the fifth input prompting effect) (for example, a first button single press prompting effect: see FIG. 7 (S-18)) prompts an input that is common to the first input prompting effect (which will later result in the second input prompting effect or the third input prompting effect) (for example, a first button single press prompting effect: see FIG. 7 (S-8)). In this way, although the fourth input prompting effect and the first input prompting effect prompt the player to make a common input, the input prompting effects executed later are different. Therefore, by standardizing the input prompting effect that first prompts the player to make to avoid the effect becoming too complicated, and diversifying the input prompting effects executed later, it is possible to increase the variety of the effects and achieve a high effect.
[0186] The gaming machine 1 of this embodiment can also be understood as the following gaming machine. A gaming machine characterized in that the notification effect is more likely to be executed when the second input prompt effect (e.g., a prompt effect for pressing the second effect button once: see Figure 7 (S-11)) is executed than when the fifth input prompt effect (e.g., a prompt effect for pressing the first effect button repeatedly: see Figure 7 (S-23)) is executed.
[0187] According to this gaming machine, when the specific input response effect and the second input prompt effect are executed, there is a higher possibility that a special game will be executed than when the (fourth input prompt effect and) the fifth input prompt effect are executed. Therefore, it is possible to effectively increase the player's anticipation for the specific input response effect to be executed, and it is possible to effectively prevent problems such as a decrease in the interest of the series of effects due to no input being made to the input means in response to the first input prompt effect.
[0188] (Other configurations related to reach button effects) The following configuration may be adopted for the reach-in button effects: In other words, although the present embodiment has been described with an example in which two types of SP first half reach, namely, the first SP first half reach and the second SP first half reach, are executed simultaneously, in other embodiments, a configuration may be adopted in which these two types of SP first half reach are not executed simultaneously, and the normal reach develops into either the first SP first half reach or the second SP first half reach.
[0189] In addition, in this embodiment, an example will be described in which two types of SP first half reaches, the first SP first half reach and the second SP first half reach, are prepared as SP first half reaches, but the type of SP first half reach may be one type, or three or more types. When there is one type of SP first half reach, it is possible to execute a first effect button single press promotion effect (see FIG. 7 (S-8)) or a first effect button single press promotion effect (see FIG. 7 (S-18)) in a manner that prevents the player from identifying which first effect button single press promotion effect is being executed during the execution of the SP first half reach.
[0190] In a configuration in which a player can easily identify that the single-press first button effect promotion effect (see FIG. 7 (S-18)) is being executed, the execution of this single-press first button effect promotion effect does not lead to an SPSP reach, and therefore the execution of this single-press first button effect promotion effect may actually lower the player's expectations for the execution of a jackpot game. In contrast, if the above configuration is adopted in which the single-press first button effect promotion effect of FIG. 7 (S-18) is executed in a manner that is indistinguishable from the single-press first button effect promotion effect of FIG. 7 (S-8), it becomes difficult to identify that the latter single-press first button effect promotion effect will not lead to an SPSP reach, and therefore it is possible to effectively prevent the execution of the latter single-press first button effect promotion effect from lowering the player's expectations for the execution of a jackpot game.
[0191] In addition, in this embodiment, the first button single press promotion effect exemplified in Fig. 7 (S-18) is an effect that prompts the player to perform an operation that is the same as the operation prompted to the player by the first button single press promotion effect exemplified in Fig. 7 (S-8). In contrast, in other embodiments, the first button single press promotion effect exemplified in Fig. 7 (S-18) may be an operation promotion effect that prompts the player to perform an operation (for example, a long press) that is different from the operation prompted to the player by the first button single press promotion effect exemplified in Fig. 7 (S-8).
[0192] Also, in this embodiment, when comparing the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-15) with the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-23), although the content of the operation prompting the player is common, the former first effect button rapid-fire promotion effect executed during the latter half of the first special prize reach has a higher jackpot reliability than the latter first effect button rapid-fire promotion effect executed during the latter half of the second special prize reach. For this reason, for example, in the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-23), while displaying a button image in a normal display mode imitating the first effect button 35, in the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-15), by displaying a button image in a special display mode imitating the first effect button 35 (for example, a button image representing the first effect button 35 that is larger than the first effect button 35 represented by the button image in the normal display mode), it may be expressed that the latter first effect button rapid-fire promotion effect has a higher jackpot reliability. Also, during the valid period related to the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-23), the vibration motor 353 is not driven, and during the valid period related to the first effect button rapid-fire promotion effect illustrated in FIG. 7 (S-15), a configuration may be adopted in which the vibration motor 353 is driven and the first effect button 35 may or may not be vibrated.
[0193] Also, in this embodiment, as illustrated in FIG. 7, a case where a button effect using the first effect button 35 and a button effect using the second effect button 36 (see FIG. 7 (S-11)) are mixed will be described as an example. However, for example, with a configuration in which the first effect button 35 is provided while the second effect button 36 is not provided, all the input promotion effects illustrated in FIG. 7 may be those that prompt the player to perform various operations on the first effect button 35. Also, it goes without saying that the input content prompted to the player by each input promotion effect illustrated in FIG. 7 is merely an example, and other inputs may be used.
[0194] (For the gaming machine 1 capable of executing the possibility suggestion effect) Also, the gaming machine
[0195] A determination means (for example, the main CPU 81 that executes the jackpot determination process in step S308 of FIG. 16) that determines whether or not to execute a special game (for example, a jackpot game) that is advantageous to the player; When the determination means determines that the special game is to be executed, a special game execution means (main CPU 81 that executes the special game opening / closing control process in step S6 of FIG. 13) that executes the special game; A performance control means (for example, a sub-CPU 91) for controlling the performance, The performance control means Based on the determination result of the determination means, a suggestion effect (for example, SPSP reach) that suggests the possibility of the special game being executed can be executed, A gaming machine characterized by being capable of displaying a first possibility suggestion image (see, for example, Figure 8(D)) suggesting that there is a first degree (e.g., 23%) of possibility that the suggestive effect will be executed, and, in response to the execution of a predetermined trigger effect (e.g., a group preview: see Figure 8(E)), executing a change effect (see, for example, Figures 8(D) to (H)) that changes the first possibility suggestion image to a second possibility suggestion image (see, for example, Figure 8(H)) suggesting that there is a second degree (e.g., 63%) that is higher than the first degree of possibility that the suggestive effect will be executed.
[0196] According to this gaming machine, a first possibility suggestion image, which indicates that the suggestive effect will be executed to a first degree, changes to a second possibility suggestion image, which indicates that the suggestive effect will be executed to a second degree (higher than the first degree) (see, for example, FIGS. 8(D)-(H)). This gives the player the impression that the suggestive effect will be executed to an increased degree, and the synergistic effect of the change effect and the suggestive effect can produce a high presentation effect. Furthermore, because the first possibility suggestion image changes to the second possibility suggestion image in response to the execution of a trigger effect (e.g., a group announcement: see FIGS. 8(E)-(G)), the player can easily recognize that the first possibility suggestion image is changing based on the trigger effect. This effectively prevents the player from missing the change from the first possibility suggestion image to the second possibility suggestion image, which would result in insufficient presentation effect from the execution of the change effect.
[0197] (Other configurations related to suggestive and transformational effects) The following configurations may be adopted for suggestive effects and change effects. That is, in this embodiment, the example will be explained in which the suggestive effect is an SPSP reach, but the suggestive effect is not limited to an SPSP reach as long as it is an effect that suggests the possibility of a jackpot game being played, and may be, for example, a reach effect other than an SPSP reach, a cut-in in which a predetermined cut-in image is displayed on the display screen 70 at the end of an SPSP reach, a hit suggestive effect, or other effect.
[0198] Furthermore, in this embodiment, an example is given in which the first possibility suggestion image (see, for example, Figure 8(D)) sometimes changes to the second possibility suggestion image (see Figure 8(H)) and sometimes does not change, but in other embodiments, a configuration may be adopted in which when the first possibility suggestion image is displayed, the first possibility suggestion image always changes to the second possibility suggestion image.
[0199] Furthermore, in this embodiment, a case will be described in which the first possibility suggestion image changes to the second possibility suggestion image as a result of the execution of a group preview, but the trigger effect is not limited to the group preview, and may be other effects such as a character dialogue preview that shows a predetermined character appearing and saying a line such as "It's changing!" Furthermore, with regard to the trigger effect, it is also possible to adopt a configuration in which true trigger effect and false trigger effect are provided, and when a true trigger effect is executed, the first possibility suggestion image changes to the second possibility suggestion image, and when a false trigger effect is executed, the first possibility suggestion image does not change to the second possibility suggestion image.
[0200] In addition, in this embodiment, an example is described in which the first possibility suggestion image is made invisible by a group preview and then the second possibility suggestion image is displayed, but for example, a configuration may be adopted in which a specified character appears while the first possibility suggestion image is still visible, and when this character utters a line such as "It's changing!", the first possibility suggestion image being displayed is changed to the second possibility suggestion image.
[0201] Furthermore, in this embodiment, a case will be described in which the first possibility suggestion image changes to the second possibility suggestion image in response to the execution of an effect not based on a player's operation (in this embodiment, a group preview). In contrast, in other embodiments, for example, while the first possibility suggestion image is displayed, a first button operation prompting effect is executed to prompt the player to operate the first effect button 35 (by single press, repeated press, or long press), and the first possibility suggestion image may be changed to the second possibility suggestion image in response to the first button 35 being operated during the validity period of this first button operation prompting effect. In this case, it is conceivable to adopt a configuration in which the first possibility suggestion image is not changed to the second possibility suggestion image unless the first effect button 35 is operated during the validity period, or a configuration in which the first possibility suggestion image is changed to the second possibility suggestion image in response to the expiration of the validity period if the first effect button 35 is not operated.
[0202] In other embodiments, it is also possible to adopt a configuration in which, when the first possibility suggestion image changes to the second possibility suggestion image, the probability of a highly reliable effect (for example, a cut-in effect that displays the cut-in image with the highest jackpot reliability among multiple cut-in images) being executed is higher than when the first possibility suggestion image does not change to the second possibility suggestion image.
[0203] Furthermore, in this embodiment, an example has been described in which a rainbow-colored possibility suggestion image showing the number 100% is displayed to not only ensure that the suggestion effect will be executed, but also to definitively notify that a winning notification effect will be executed. However, for example, even if the display color of the possibility suggestion image is not rainbow-colored, a configuration may be adopted in which the winning notification effect will be executed even if a possibility suggestion image (first possibility suggestion image or second possibility suggestion image) showing a number that is reminiscent of a jackpot, such as "33%" or "77%", is displayed.
[0204] Furthermore, in this embodiment, an example is described in which the larger the number indicated by the first possibility suggestion image or the second possibility suggestion image, the higher the probability of the suggestion effect being executed; however, in other embodiments, a configuration may be adopted in which the smaller the number indicated by the first possibility suggestion image or the second possibility suggestion image, the higher the probability of the suggestion effect being executed.
[0205] Furthermore, in this embodiment, an example is given in which the degree of possibility that a suggestive effect (in this embodiment, an SPSP reach) will be executed is expressed by both the size and display color of the numbers shown in the first possibility suggestive image and the second possibility suggestive image, but in other embodiments, the degree of possibility that a suggestive effect will be executed may be expressed based on either the size or display color of the numbers.
[0206] Furthermore, the first possibility suggestion image, which suggests that there is a first degree of possibility that the suggestive effect will be executed, and the second possibility suggestion image, which suggests that there is a second degree of possibility that the suggestive effect will be executed, are not limited to images that express these possibilities numerically, but may, for example, suggest the degree of possibility that the suggestive effect will be executed based on the number of specified display objects, or may suggest the degree of possibility that the suggestive effect will be executed based on the accumulation of marks on a gauge shown by a gauge image in which multiple marks light up in sequence.
[0207] Furthermore, in this embodiment, the first possibility suggestion image and the second possibility suggestion image are both displayed during a period in which two SP first half reaches are simultaneously executed. However, the display timing of these possibility suggestion images is not limited to the timing exemplified in this embodiment and may be other timing. For example, the first possibility suggestion image and the second possibility suggestion image may be displayed during a normal reach. Furthermore, for example, after the first possibility suggestion image is displayed during a normal reach, a change effect may be generated during the execution period of two SP first half reaches, and the second possibility suggestion image may be displayed during different reach effects.
[0208] [About the production mode] In the gaming machine 1 of this embodiment, multiple normal presentation modes including a first normal presentation mode and a second normal presentation mode are provided as presentation modes when the game is controlled in the normal game state, and the first normal presentation mode and the second normal presentation mode have the following characteristics.
[0209] That is, when the effect is controlled in the first normal effect mode, an effect pattern consisting of only numbers without character images is displayed in the effect pattern display area 73 (see FIG. 2). On the other hand, when the effect is controlled in the second normal effect mode, an effect pattern consisting of numbers and character images is displayed in the effect pattern display area 73 (see FIGS. 10 and 11). When the effect is controlled in the second normal effect mode, the effect symbols are: a 1 symbol consisting of a character image representing the number "1" and character A; a 2 symbol consisting of a character image representing the number "2" and character B; a 3 symbol consisting of a character image representing the number "3" and character C; a 4 symbol consisting of a character image representing the number "4" and character D; a 5 symbol consisting of a character image representing the number "5" and character E; a 6 symbol consisting of a character image representing the number "6" and character F; a 7 symbol consisting of a character image representing the number "7" and character G; an 8 symbol consisting of a character image representing the number "8" and character H; and a 9 symbol consisting of a character image representing the number "9" and character I, which are displayed in the effect symbol display area 73. Figure 10(A) illustrates a state in which the 3 symbol, 6 symbol, and 2 symbol have stopped in the second normal effect mode.
[0210] Also, when the effects are controlled in the first normal effect mode, three rows of symbols (left, middle, and right) are displayed horizontally in the effect symbol display area 73 (see FIG. 2) so that a portion of the row of symbols in which the numbers "1" to "9" are written vertically consecutively from bottom to top is displayed. Then, as the variable display of the first special symbol begins in the normal gaming state, the three rows of symbols are scrolled so that these rows of symbols scroll from top to bottom. In this way, the variable mode of the effect symbols when the effects are controlled in the first normal effect mode is a downward scroll.
[0211] On the other hand, when the effect is controlled in the second normal effect mode, in the effect symbol display area 73, three symbol rows (top row, middle row, and bottom row) are displayed vertically so that a part of the symbol row of the effect symbols in which the above-mentioned symbols 1 to 9 are written horizontally consecutively from left to right is displayed (for example, see FIG. 10(A)). Then, as the variable display of the first special symbol in the normal game state begins, the scrolling display of the three symbol rows begins so that these symbol rows scroll from right to left (for example, see FIG. 10(B)). In this way, the variable mode of the effect symbols when the effect is controlled in the second normal effect mode is a left-scrolling mode.
[0212] [Step-by-step performance of the first performance pattern] Next, referring to Fig. 10, the step-by-step presentation of the first presentation pattern performed when the presentation is controlled in the second normal presentation mode in the normal game state will be described. Here, Fig. 10 is a screen diagram showing a specific example of the step-by-step presentation of the first presentation pattern. The step-by-step presentation in this embodiment is a presentation that develops stepwise up to a predetermined stage (three stages in this embodiment) and any stage below that predetermined stage, and the presentation of each stage is configured as a presentation that displays a presentation image showing a predetermined character speaking lines (for example, see Figs. 10(C) to (E)).
[0213] 10(A) illustrates a state in which three effect symbols showing a spread of "362" have actually stopped to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss." Specifically, the state is illustrated in which a 3 symbol (consisting of the number "3" and a character image representing the character C) included in the lower row of symbols has actually stopped in the lower left area of the effect symbol display area 73, a 6 symbol (consisting of the number "6" and a character image representing the character F) included in the middle row of symbols has actually stopped in the central area of the effect symbol display area 73, and a 2 symbol (consisting of the number "2" and a character image representing the character B) included in the upper row of symbols has actually stopped in the upper right area of the effect symbol display area 73.
[0214] When a losing symbol is stopped and displayed as the first special symbol, and a predetermined determination time (0.6 seconds in this embodiment) has elapsed since the effect symbol showing the "362" scatter pattern as described above has stopped, the main CPU 81 executes a first special symbol determination corresponding to the earliest reserved icon displayed in the reserved icon display area 71. In response to this, the sub-control board 90 executes a process by the sub-CPU 91 based on the determination result of the first special symbol determination by the main CPU 81 to determine whether or not to execute a staged effect, and if so, what kind of effect pattern to execute. Here, a specific example of a staged effect executed when it is determined to execute a staged effect of the first effect pattern that develops up to the third stage will be described.
[0215] When the first special pattern determination corresponding to the first reserved icon displayed in the reserved icon display area 71 (see FIG. 10(A)) is executed, this reserved icon shifts from the reserved icon display area 71 to the icon display area 72, and the three pattern rows displayed in three vertical rows start to scroll leftward (see FIGS. 10(A) and (B)). In this way, when the three pattern rows, the top row, middle row, and bottom row, start to scroll left, the bottom row of pattern rows temporarily becomes hidden, and the first stage of the stage presentation starts (see FIG. 10(C)).
[0216] (First stage production) In the first stage of the effect, as exemplified in Fig. 10(C), an effect display is produced that shows the character E asking the question "What do you think?". Along with this, the voice of the character E saying "What do you think?" is output from the speaker 38. In this first stage of the effect, a character image representing the character E that constitutes the five symbols displayed in the second normal effect mode is used. This gives the player the impression that the five symbols are speaking, and it is possible to obtain a high effect of the effect.
[0217] In addition to the production in the first stage, in the production of each stage, character images that make up each production symbol of 1 to 9 symbols displayed in the second normal production mode are used (see, for example, FIGS. 10(D) and (E)). Therefore, it is not necessary to separately prepare character images for stage production, and it is possible to suppress an increase in the manufacturing cost of the gaming machine 1.
[0218] When the production in the first stage illustrated in FIG. 10(C) is being performed, the following symbol columns are in a non-display state, and the symbol columns in the upper row and the middle row are each in a state where they are scrolled at high speed, so that the production symbols constituting each symbol column cannot be clearly visually recognized. And, no number is added to the character E displayed in the production of the first stage. For this reason, while suppressing the occurrence of a problem that a player may misrecognize that 5 symbols have stopped in the lower left area in the symbol display area 73, it is possible to give the player an impression that 5 symbols constituted by a character image representing the character E are performing production.
[0219] (Production in the second stage) When a predetermined time has elapsed since the start of the production in the first stage, in addition to the following symbol column, the symbol column in the upper row becomes non-displayed, and the production in the second stage starts (see FIG. 10(D)). In this production in the second stage, as illustrated in FIG. 10(D), with the character E who appeared in the production in the first stage being displayed, a production display representing a state where the character C utters a line "Just one more time!" is performed. Along with this, the voice of the character C saying "Just one more time!" is output from the speaker 38. In this production in the second stage, a character image representing the character C that makes up 3 symbols displayed in the second normal production mode is used. For this reason, it is possible to give the player an impression as if 3 symbols are uttering a line. Note that this production in the second stage is a production suggesting that a so-called pseudo continuous production is being executed.
[0220] (Production in the third stage) When a predetermined time has elapsed since the start of the second stage performance, the third stage performance begins (see FIG. 10(E)). In this third stage performance, as exemplified in FIG. 10(E), character E, who appeared in the first and second stage performances, and character C, who appeared in the second stage performance, are displayed, and a performance display is performed in which character E utters the line, "Hohen is coming too!". In response to this, the voice of character E saying, "Hohen is coming too!" is output from speaker 38. Note that this third stage performance is a performance that suggests that an icon change performance will be executed for the icon in question.
[0221] So far, we have explained the stage presentation that progresses up to the maximum third stage, with reference to Figures 10(C) to (E). However, there are also cases where the stage presentation ends at the second stage without progressing to the third stage, or where the stage presentation ends at the first stage without the second stage or later being executed.
[0222] 10(C)-(E) is executed, the following effect is then performed: When the third-stage effect ends, the effect image for the third-stage effect is erased from the display screen 70, and the top and bottom symbol rows are displayed again, and the high-speed left-scrolling display of the top, middle, and bottom three rows is resumed (see FIG. 10(F)).
[0223] As the high-speed scrolling display of the three columns resumes, the icon change effect suggested by the third stage effect is executed (see FIGS. 10(E) to (F)). Specifically, as exemplified in FIGS. 10(E) to (F), an icon change effect is executed in which the normal icon in question, which has a display color of white, is changed to a special icon (e.g., a green icon in question). Note that if a special icon is already being displayed as the icon in question when the third stage effect is being executed, an icon change effect is executed in which the special icon is changed to a special icon with a higher display color.
[0224] Next, when a predetermined time has elapsed since the high-speed scrolling of the three symbol rows has resumed, for example, the scrolling speed of the bottom symbol row gradually decreases, and a 1 symbol (comprised of a character image representing character A and the number "1") included in the bottom symbol row pseudo-stops in the lower left area of the effect symbol display area 73 (see FIG. 10(G)). Then, the scrolling speed of the top symbol row gradually decreases, and a 1 symbol (comprised of a character image representing character A and the number "1") included in the top symbol row pseudo-stops in the upper right area of the effect symbol display area 73 (see FIG. 10(H)). This results in a state where a reach is achieved with a 1 symbol.
[0225] In this case, the normal reach described above would normally be initiated based on FIG. 6(E) and the like, but if the execution of a pseudo consecutive reach is suggested by the stage effect (in the example shown in FIG. 10, the second stage effect: see FIG. 10(D)), the following effect is performed. That is, while the two 1 symbols forming the reach are pseudo-stopped, a middle symbol consisting only of numbers without any character image attached comes to a pseudo-stop in the central area of the display screen 70, and then rotates (spins) clockwise around the vertical direction of the gaming machine 1 (see FIG. 10(H)). FIG. 10(H) illustrates an example in which a 2 symbol is temporarily displayed as the middle symbol rotates. This middle symbol changes to a middle symbol representing a number incremented by "1" with each rotation, such as a 2 symbol, a 3 symbol, and a 4 symbol. Here, since the execution of a pseudo consecutive effect is suggested, the middle symbol changes to symbol 7, and this symbol 7 stops pseudo-stopping in the central area of the effect symbol display area 73 without changing to symbol 8 (see Figure 10 (I)).
[0226] This middle 7 symbol is a performance symbol that functions as a pseudo consecutive symbol to notify the execution of a pseudo consecutive performance, and after the middle 7 symbol has pseudo-stopped in the middle row for a predetermined time, the left scrolling of the three rows of symbols resumes, and the pseudo second consecutive variable performance begins.
[0227] [Step-by-step performance of the second performance pattern] Next, the step-by-step performance of the second performance pattern that is performed when the performance is controlled in the second normal performance mode in the normal game state will be described with reference to Fig. 11. Here, Fig. 11 is a screen diagram showing a specific example of the step-by-step performance of the second performance pattern.
[0228] Figure 11(A), like Figure 10(B), illustrates the situation immediately after the left scrolling of three pattern rows begins in the second normal presentation mode, following the start of the variable display of the first special pattern in the normal game state.
[0229] As described above, in the gaming machine 1 of this embodiment, a "probability variable symbol" and a "normal symbol" are prepared as first special symbols that indicate that the result of the first special symbol determination in the normal game state is a jackpot. When a "probability variable symbol" is displayed as a stopped symbol on the first special symbol display 41, the game is controlled in the probability variable game state after the jackpot game ends, and when a "normal symbol" is displayed as a stopped symbol, the game is controlled in the time-saving game state after the jackpot game ends.
[0230] On the other hand, on the display screen 70, a variable effect including a variable display of the effect symbols in accordance with the variable display of the first special symbol is performed based on the determination result of the first special symbol determination by the main CPU 81. This variable effect includes a "first variable effect" and a "second variable effect." In this embodiment, nine effect symbols, namely, 1 symbol, 2 symbol, 3 symbol, 4 symbol, 5 symbol, 6 symbol, 7 symbol, 8 symbol, and 9 symbol, are prepared as the effect symbols displayed on the display screen 70, regardless of whether a character image is added. The "first variable effect" refers to a reach effect (hereinafter also referred to as a "normal reach") that is performed when a reach is achieved with any of the even-numbered symbols (2 symbol, 4 symbol, 6 symbol, or 8 symbol) among these nine effect symbols. In addition, the "second variable effect" is a reach effect (hereinafter also referred to as a "probable variable reach") that is performed when a reach is achieved with any odd numbered symbol (1, 3, 5, 7, or 9) among the nine effect symbols mentioned above.
[0231] When a "probability variable symbol" is displayed on the first special symbol display 41 and the game is controlled in the probability variable game state (an example of a "second game state") after the jackpot game ends, the sub-CPU 91 executes a winning notification effect in the first variable effect or the second variable effect. Here, when executing a winning notification effect in the second variable effect, for example, a probability variable reach is performed when a reach is established with three symbols, and three effect symbols representing the double digits "333" are pseudo-stopped at the end of this probability variable reach, and as the "probability variable symbol" is displayed as the first special symbol, a winning notification effect is executed in which these three effect symbols are actually stopped. In this way, by executing a winning notification effect in which three common odd-numbered symbols are pseudo-stopped and then actually stopped, the player can easily recognize that he or she has won a probability variable jackpot.
[0232] Furthermore, as described above, when the game is controlled in the variable probability game state after the jackpot game ends, the sub-CPU 91 may execute a win notification effect in the first variable game effect. For example, when a 4-symbol reach is established, a normal reach is executed, and at the end of this normal reach, three effect symbols representing the double number "444" are pseudo-stopped. As the "variable probability game symbol" is displayed as the first special symbol, a win notification effect is executed in which these three effect symbols are actually stopped. In this way, by executing a win notification effect in which three common even-number symbols are pseudo-stopped and then actually stopped, the player can feel that the game will be controlled in the time-saving game state after the jackpot game ends. However, since the game is controlled in the variable probability game state after the jackpot game ends, the sub-CPU 91 executes a so-called variable probability promotion effect during the jackpot game to notify the player that the game will be controlled in the variable probability game state after the jackpot game ends.
[0233] On the other hand, when a "normal symbol" is displayed on the first special symbol display 41 and the game is controlled in a time-saving game state (an example of a "first game state") after the jackpot game ends, the sub-CPU 91 executes a win notification effect in the first variable effect. For example, when a normal reach is achieved with two symbols, a normal reach is performed, and at the end of this reach effect, three effect symbols representing the double number "222" are pseudo-stopped, and as a "normal symbol" is displayed as the first special symbol, a win notification effect is executed in which these three effect symbols are actually stopped. In this way, by executing a win notification effect in which three common even-number symbols are pseudo-stopped and then actually stopped, it is possible to clearly notify the player that the game will be controlled in a time-saving game state after the jackpot game ends.
[0234] In addition, the second variation effect is a probability variable reach that is performed when a reach is achieved with an odd number symbol, as described above. Therefore, if the game is controlled in a time-saving game state after the end of the jackpot game, the second variation effect, which is a probability variable reach, will not be executed during the variable display of the first special symbol corresponding to this jackpot game.
[0235] Returning to the explanation of Figure 11, when the second variable effect, which is a probability variable reach that is performed when a reach is achieved with odd-numbered symbols, is performed, the following effect is performed. That is, when a predetermined time has passed since the three symbol rows displayed in three vertical rows start to scroll leftward (see Figure 11(A)), the lower symbol row temporarily becomes hidden, and the first stage of the stage effect begins (see Figure 11(B)).
[0236] (First stage production) In the first stage effect, as exemplified in FIG. 11(B), an effect display is performed showing the character F asking the question, "Is this a normal reach?" That is, as the first variable effect image for the first variable effect, which is a normal reach, an effect image showing the character F uttering the line, "Is this a normal reach?" is displayed on the display screen 70. In response to this, the voice of the character F saying, "Is this a normal reach?" is output from the speaker 38. In this first stage effect, a character image representing the character F constituting the 6 symbols displayed in the second normal effect mode is used. This gives the player the impression that the 6 symbols are uttering the line, and a high effect of the effect can be obtained. Note that, as is clear from the content of the line spoken by the character F, this first stage effect is an effect suggesting that a reach effect may be executed when a reach is achieved with an even number symbol.
[0237] (Second stage production) When a predetermined time has elapsed since the start of the first stage performance, the upper row of symbols in addition to the lower row of symbols are hidden, and the second stage performance begins (see FIG. 11(C)). In this second stage performance, as exemplified in FIG. 11(C), character F, who appeared in the first stage performance, remains displayed, and a performance display is performed in which character A is uttering the line, "It's a probability variable reach!" In other words, as a second variable performance image for the second variable performance, which is a probability variable reach, a performance image is displayed on the display screen 70 in which character A (the same as that attached to the 1 symbol) is uttering the line, "It's a probability variable reach!" In this second stage performance, a character image representing character A constituting the 1 symbol displayed in the second normal performance mode is used. This makes it possible to give the player the impression that the 1 symbol is uttering the line. As is clear from the dialogue of character A, this second stage presentation is a presentation that definitively notifies the player that a reach presentation will be executed when a reach is achieved using odd-numbered symbols.
[0238] (Third stage production) When a predetermined time has elapsed since the start of the second stage performance, the third stage performance begins (see FIG. 11(D)). In this third stage performance, as exemplified in FIG. 11(D), character F, who appeared in the first and second stage performances, and character A, who appeared in the second stage performance, are displayed, and a performance display is performed showing character F uttering the line, "It's hot!". Along with this, the voice of character F saying, "It's hot!" is output from speaker 38. Note that this third stage performance is intended to suggest that there is a relatively high possibility that a winning notification performance will be executed.
[0239] In this way, when the third stage of the stage performance is executed, thereafter, in the same manner as described above based on FIG. 10(F), the upper and lower symbol rows are displayed again, and the high-speed left scrolling display of the three symbol rows, the upper, middle, and lower rows, is resumed (see FIG. 11(E)). Then, when a predetermined time has elapsed since the high-speed left scrolling display of the three symbol rows is resumed, for example, the scrolling speed of the lower symbol row gradually decreases, and the 7 symbol (composed of a character image representing the character G and the number "7") included in the lower symbol row comes to a pseudo-stop in the lower left area of the performance symbol display area 73 (see FIG. 11(F)). Then, the scrolling speed of the upper symbol row gradually decreases, and the 7 symbol (composed of a character image representing the character G and the number "7") included in the upper symbol row comes to a pseudo-stop in the upper right area of the performance symbol display area 73 (see FIG. 11(G)). This results in a reach with the 7 symbol being established (see Figure 11(H)). Figure 11(H) also shows an example of a reach line containing the words "Super Hot!" superimposed on the bottom left 7 symbol and the top right 7 symbol, corresponding to the third stage of the stage presentation (here, a presentation that displays a presentation image suggesting a relatively high probability of winning: see Figure 11(D)).
[0240] As shown in FIG. 11(H), when a reach is achieved with a 7 symbol, a normal reach (see FIG. 6(E)) is executed, and a winning notification effect may be executed at the end of this normal reach. Furthermore, the effect of achieving a reach with a 7 symbol is an effect that is more likely to result in a winning notification effect being executed than a normal reach or a probability variable reach with other odd symbols. Therefore, the possibility of a loss notification effect being executed at the end of a normal reach is extremely low, and if a winning notification effect is not executed at the end of a normal reach, the normal reach develops into an SP reach (the first SP first half reach or the second SP first half reach exemplified in FIG. 6(G)), and a winning / losing notification effect (a winning notification effect or a loss notification effect) is executed in any of these SP first half reach, first SP second half reach, second SP second half reach, and SPSP reach.
[0241] While the first variable effect image for a normal reach is displayed in the first stage of the effect shown in FIG. 11, the first variable effect image may be displayed in the second or third stage of the effect. When the first variable effect image is displayed in the third stage of the effect, the second variable effect image for a probability variable reach is not displayed (i.e., the execution of a normal reach is confirmed). Furthermore, when the first variable effect image for a normal reach is displayed in the first or second stage of the stage effect, the second variable effect image for a probability variable reach may not be displayed thereafter. For example, the gaming machine 1 of this embodiment is provided with a presentation pattern in which a second stage presentation is performed after the first stage presentation, depicting character A uttering the line "That's right!", which affirms character F's line in the first stage presentation, "Is this a normal reach?" (see FIG. 11(B)). In this case, the development to a normal reach is confirmed when the second stage presentation is performed. For this reason, in the third stage performance, the second variable performance image regarding the probability variable reach will not be displayed.
[0242] 11 illustrates a case where the first variable effect image relating to a normal reach is displayed in the first stage effect, and the second variable effect image relating to a probability variable reach is displayed in the second stage, which is the stage following the first stage, but after the first variable effect image is displayed in the first stage effect, the second variable effect image relating to a probability variable reach may be displayed in the third stage effect. In such a case, in the second stage effect, an effect may be performed that displays an effect image (for example, see FIG. 10(D)) suggesting that a pseudo consecutive effect will be executed, or an effect may be performed that displays an effect image (for example, see FIG. 10(E)) suggesting that an icon change effect targeting the icon will be executed.
[0243] Also, Figure 11 shows an example of a case where the second variable effect image for a special reach is displayed in the third stage effect, but this second variable effect image may be displayed in the first stage effect or in the second stage effect, and when the second variable effect image is displayed in the first stage effect, the first variable effect image for a normal reach is not displayed.
[0244] (Regarding gaming machine 1 capable of executing staged performance) The gaming machine 1 of this embodiment capable of executing the step-by-step presentation of the second presentation pattern explained based on FIG. 11 can be understood as the following gaming machine.
[0245] A determination means (for example, the main CPU 81 that executes the jackpot determination process in step S308 of FIG. 16) that determines whether or not to execute a special game (for example, a jackpot game) that is advantageous to the player; A symbol display control means (main CPU 81 that executes the processing of steps S311 and S315 in FIG. 16) that causes a predetermined special symbol display means (for example, the first special symbol display 41) to variably display a special symbol (for example, the first special symbol) and then stops and displays a special symbol that indicates the determination result of the determination means; When a special symbol indicating that the special game is to be executed is stopped and displayed on the special symbol display means, a special game execution means (main CPU81 that executes the big prize opening opening / closing control process in step S6 of FIG. 13) that executes the special game; After the special game ends, a game control means (e.g., main CPU 81) controls the game in one of a plurality of game states including a first game state (e.g., time-shortened game state) and a second game state (e.g., probability variable game state) that is more advantageous to the player than the first game state; A performance control means (for example, a sub-CPU 91) for controlling the performance, The performance control means Based on the determination result of the determination means, a variation effect including a variation display of a performance pattern accompanying the variation display of the special pattern and a notification effect (for example, a winning notification effect) that notifies that the special game will be executed can be executed. The variable performance includes a first variable performance (for example, a reach performance performed when a reach is established with an even numbered symbol: a normal reach) and a second variable performance different from the first variable performance (for example, a reach performance performed when a reach is established with an odd numbered symbol: a probability variable reach), The performance control means When the game is controlled in the second game state (for example, a probability variable game state) after the end of the special game, the notification performance is executed in the first variation performance or the second variation performance, When the game is controlled in the first game state (for example, a time-saving game state) after the end of the special game, the notification effect is executed in the first variable performance, while the notification effect is not executed in the second variable performance, A gaming machine characterized in that, when the second variation effect is executed, an image display effect is executed in which a first variation effect image (e.g., see Figure 11(B)) relating to the first variation effect is displayed and then a second variation effect image (e.g., see Figure 11(C)) relating to the second variation effect is displayed.
[0246] According to this gaming machine, when a notification effect is executed in the first variation effect, there are times when the game is controlled in the first game state after the special game ends and times when the game is controlled in the second game state, whereas when a notification effect is executed in the second variation effect, there are times when the game is controlled in the second game state after the special game ends, and times when the game is controlled in the first game state. In contrast, when the second variation effect is executed, there are times when the first variation effect image is displayed before the second variation effect image is displayed (see Figures 11(B) to (C)). Therefore, it is possible to make a player who predicted that a notification effect might be executed in the first variation effect look forward to the notification effect being executed in the second variation effect, and a high presentation effect can be obtained.
[0247] (Other configurations related to the first and second variable performance images) The following configuration may be adopted for the first and second variable performance images. That is, in this embodiment, an example will be described in which an image display effect in which a first variable effect image is displayed followed by a second variable effect image is performed in the normal game state. However, not only in the normal game state, but also in the probability variable game state (or the time-limited game state), an image display effect similar to that exemplified in this embodiment may be performed based on the determination result of the second special symbol determination. For example, if a normal jackpot occurs in the probability variable game state, in which a "normal symbol" is displayed on the second special symbol display 42, after the jackpot game ends, the game will be controlled in the time-limited game state rather than the probability variable game state. Therefore, an effect in which a first variable effect image is displayed for a reach effect performed when a reach is achieved with an even number symbol suggests that the probability variable game state may end, and can be said to be a major crisis for the player. In contrast to this, in the probability variable game state, by displaying such a first variable effect image and then performing an image display effect in which a second variable effect image (related to a probability variable reach that occurs when a reach with an odd numbered symbol is established) is displayed, it is possible to give the player at least a sense of relief that the probability variable will not end, and it is possible to execute a highly entertaining effect that can make the player feel a sense of impatience at first, and then a sense of relief.
[0248] 11(B)-(C), an example will be described in which an image display effect is executed in which the display of the first variable effect image related to a normal reach is terminated and then a second variable effect image related to a probability variable reach is displayed. In contrast to this, in other embodiments, an image display effect may be executed in which the second variable effect image is displayed while the first variable effect image is still displayed. Also, an image display effect may be executed in which the first variable effect image is changed to the second variable effect image.
[0249] Furthermore, in this embodiment, an example is described in which a line spoken by a specified character (see, for example, Figure 11 (B)) is displayed as the first variable effect image for a normal reach, but the first variable effect image is not limited to this, and may be other effect images, such as an effect image representing a card containing the number "2" that is reminiscent of a normal reach (a card that corresponds to a normal reach that is made when a reach with two symbols is established), or an effect image representing a normal character that corresponds to a normal reach.
[0250] Furthermore, in this embodiment, an example is described in which a line spoken by a specified character (see, for example, Figure 11 (C)) is displayed as the second variable effect image related to a special rate reach, but the second variable effect image is not limited to this, and may be other effect images, such as an effect image representing a card containing the number "7" that is reminiscent of a special rate reach (a card corresponding to a special rate reach that is performed when a reach with a 7 symbol is established), or an effect image representing a special rate character corresponding to a special rate reach.
[0251] In addition, in this embodiment, a first variable effect image (e.g., see FIG. 11(B)), a second variable effect image (e.g., see FIG. 11(C)), an effect image suggesting that a pseudo consecutive effect will be executed (e.g., see FIG. 10(D)), an effect image suggesting that an icon change effect will be executed (e.g., see FIG. 10(E)), and an effect image suggesting that the reliability of a jackpot is relatively high (e.g., see FIG. 11(D)) are displayed regardless of the operation by the player. In contrast, in other embodiments, a configuration may be adopted in which one of these effect images is displayed in response to the operation of the first effect button 35 by the player. When such a configuration is adopted, for example, a total operation count determination effect is performed to determine the total number of operations that can be accepted by the player's operation of the first effect button 35. This total operation count determination effect is configured, for example, as an effect in which a button mark imitating the first effect button 35 is displayed together with the total number of operations, such as "x1," "x2," or "x3," to the right of the button mark.
[0252] Here, when a total operation count determination effect is performed that displays the button mark and the total number of times "x1" is pressed, one valid period is set. Then, during this valid period, a first button operation prompt effect is executed that prompts the player to press the first effect button 35, and in response to the first effect button 35 being pressed during the valid period, a first stage of effect is executed and the staged effect ends with the first stage. Also, when a total operation count determination effect that displays the button mark and the total number of times "x2" is pressed is performed, two intermittent valid periods are set. Then, during each of these two valid periods, a first button operation prompt effect is executed that prompts the player to press the first effect button 35, and in response to the first effect button 35 being pressed during the first valid period, the first stage of effect is executed, and in response to the first effect button 35 being pressed during the second valid period, the second stage of effect is executed and the staged effect ends with the second stage.
[0253] Furthermore, when a total operation count determination effect is performed that displays the total number of button mark and "x3" operations, three intermittent valid periods are set. Then, during each of these three valid periods, a first button operation prompt effect is performed to prompt the player to operate the first effect button 35. A first stage effect is performed in response to the first effect button 35 being operated during the first valid period, a second stage effect is performed in response to the first effect button 35 being operated during the second valid period, and a third stage effect is performed in response to the first effect button 35 being operated during the third valid period, and the stage effect ends at the third stage, which is the upper limit.
[0254] By implementing such a total number of operations determination effect and implementing the effects of each stage of the stage effect in response to the player's operation of the first effect button 35, the greater the total number of operations notified by the total number of operations determination effect, the higher the stage effect will progress to, and the more likely it will be that a second variable effect image relating to a guaranteed hit reach (see, for example, Figure 11(C)) or an effect image suggesting a relatively high probability of a jackpot (see, for example, Figure 11(D)) will be displayed.
[0255] Therefore, by executing a total operation count determination effect that notifies the player that the total number of operations is relatively high, it is possible to increase the player's opportunities to operate the first effect button 35, and it is also possible to effectively increase the player's anticipation for the winning notification effect to be executed, thereby providing the player with strong motivation to operate the first effect button 35.
[0256] The RAM configuration of the main control board 80 for realizing the effects described with reference to FIGS. 6 to 11 and the processing performed by each control board will be described below.
[0257] [Main RAM83 configuration example] 12 is an explanatory diagram for explaining the memory areas of the main RAM 83 and the information stored in each memory area. As illustrated in FIG. 12(A), the main RAM 83 is provided with a determination memory area 830, a special symbol 1 / first reserve memory area 831, a special symbol 1 / second reserve memory area 832, a special symbol 1 / third reserve memory area 833, and a special symbol 1 / fourth reserve memory area 834 as memory areas for storing acquired information, etc., acquired when a gaming ball enters the first starting hole 21. The main RAM 83 is also provided with the determination memory area 830, a special symbol 2 / first reserve memory area 835, a special symbol 2 / second reserve memory area 836, a special symbol 2 / third reserve memory area 837, and a special symbol 2 / fourth reserve memory area 838 as memory areas for storing acquired information, etc., acquired when a gaming ball enters the second starting hole 22.
[0258] The determination memory area 830 is a memory area that stores various information used in the special symbol determination when the special symbol determination is actually executed. The special symbol 1·first reserved memory area 831 through the special symbol 1·fourth reserved memory area 834 are memory areas that store various information related to the first special symbol determination, and the special symbol 2·first reserved memory area 835 through the special symbol 2·fourth reserved memory area 838 are memory areas that store various information related to the second special symbol determination. If both the first special symbol determination and the second special symbol determination are pending, the second special symbol determination is consumed with priority over the first special symbol determination. Therefore, when a pending special symbol determination is executed, various information stored in the special symbol 2·first reserved memory area 835 is shifted to the determination memory area 830 if the second special symbol determination is pending, and various information stored in the special symbol 1·first reserved memory area 831 is shifted to the determination memory area 830 if only the first special symbol determination is pending.
[0259] As illustrated in Figure 12(B), reserved memory areas 831 to 838 are areas for storing information for reserving the right to determine a special pattern, and each area includes an area for storing a jackpot random number obtained by the main CPU 81, an area for storing a pattern random number, an area for storing a reach random number, an area for storing a variable pattern random number, and an area for storing pre-determination information, which is information indicating the pre-determination result.
[0260] Here, the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number are as described above. The preliminary determination information is information obtained by the preliminary determination process (see FIG. 15) described below based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number. Specifically, the preliminary determination information includes winning start gate information, information indicating whether the determination result of the special symbol determination is a jackpot or not, information indicating the type of jackpot if a jackpot is determined, information indicating the variation pattern of the special symbol, and information indicating the gaming status of the gaming machine 1. Here, the winning start gate information is information indicating whether the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number stored in the same reserved memory area were acquired as a result of the gaming ball entering the first start gate 21 or as a result of the gaming ball entering the second start gate 22. The pre-determination information including these pieces of information is stored in the same reserved memory area as the jackpot random number, pattern random number, reach random number, and variation pattern random number used in the pre-determination process.
[0261] In the gaming machine 1, each time a gaming ball enters the first starting hole 21, the five pieces of information explained based on Fig. 12(B) are stored in one of the special chart 1·first holding memory area 831 to the special chart 1·fourth holding memory area 834, starting from the special chart 1·first holding memory area 831. Also, each time a gaming ball enters the second starting hole 22, the above five pieces of information are stored in one of the special chart 2·first holding memory area 835 to the special chart 2·fourth holding memory area 838, starting from the special chart 2·first holding memory area 835.
[0262] For example, when information is stored in the determination memory area 830 and no information is stored in any of the special symbol 1·first reserve memory area 831 to the special symbol 1·fourth reserve memory area 834, if a gaming ball enters the first starting hole 21, five pieces of information relating to the first special symbol determination newly acquired in response to the winning are stored in the special symbol 1·first reserve memory area 831. Also, for example, when five pieces of information are stored in each of the determination memory area 830, the special symbol 1·first reserve memory area 831, and the special symbol 1·second reserve memory area 832, if a gaming ball enters the first starting hole 21, five pieces of information relating to the first special symbol determination newly acquired in response to the winning are stored in the special symbol 1·third reserve memory area 833.
[0263] In addition, when the information stored in the special symbol 1·first reserved memory area 831 is shifted to the judgment memory area 830 when the first special symbol judgment is executed, the information stored in the reserved memory areas related to the first special symbol judgment from the special symbol 1·second reserved memory area 832 onwards is shifted to the special symbol 1·first reserved memory area 831 side. For example, when information is stored in each of the special symbol 1·first reserved memory area 831 to the special symbol 1·third reserved memory area 833, and the information stored in the special symbol 1·second reserved memory area 832 is shifted to the special symbol 1·first reserved memory area 831, and the information stored in the special symbol 1·third reserved memory area 833 is shifted to the special symbol 1·second reserved memory area 832.
[0264] Such information shift processing is also performed in the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838, in which information related to the second special symbol determination is stored. In addition, in the gaming machine 1 of this embodiment, when both the first special symbol determination and the second special symbol determination are reserved, that is, when information is stored in both the special symbol 1·first reserved memory area 831 and the special symbol 2·first reserved memory area 835, the shift processing for the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838 is performed preferentially before the shift processing for the special symbol 1·first reserved memory area 831 to the special symbol 1·fourth reserved memory area 834.
[0265] Incidentally, even if a gaming ball enters the first start slot 21 or the second start slot 22 during the variable display of a special symbol or during a jackpot game and various random numbers are obtained, it is not possible to immediately perform a special symbol determination or a variable display of the special symbol. For this reason, when various random numbers are obtained under such circumstances, the main CPU 81 stores the obtained various random numbers, etc. in one of the reserved memory areas 831 to 838 as information reserving the right to determine the special symbol, as described above. On the other hand, when a special symbol is not variable displayed, a special symbol determination is not reserved, and a jackpot game is not being played, the main CPU 81 directly stores the various random numbers, etc. obtained in response to the entry into the start slot into the determination memory area 830.
[0266] [Interrupt processing by the main control board 80] Next, the interrupt processing executed by the main control board 80 will be described with reference to Fig. 13. Here, Fig. 13 is a flowchart illustrating the interrupt processing executed by the main control board 80. During normal operation, except for special cases such as when the power is turned on or off, the main control board 80 repeatedly executes the series of processes illustrated in Fig. 13 at regular intervals (for example, 4 milliseconds). Note that the processing of the main control board 80, which will be described based on the flowcharts from Fig. 13 onwards, is performed in accordance with commands issued by the main CPU 81 based on a program stored in the main ROM 82.
[0267] First, the main CPU 81 executes a random number update process to update the various random numbers, such as the jackpot random number, the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number (step S1). The jackpot random number, the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number are incremented by "1" each time the process of step S1 is performed. Note that a loop counter is used as the counter for performing the process of step S1, and after each random number reaches a preset maximum value, it is reset to "0" and updated.
[0268] Following the processing of step S1, the main CPU 81 executes a sensor detection process (step S2) including a process of acquiring various random numbers in response to input of detection signals from the first start port sensor 211, the second start port sensor 221, and the gate sensor 251. This sensor detection process will be described in detail later with reference to FIG.
[0269] Following the processing of step S2, the main CPU 81 executes a special symbol determination, variably displays the special symbol on the first special symbol display device 41 or the second special symbol display device 42, and then executes a special symbol process (step S3), including a process of statically displaying the special symbol indicating the determination result of the special symbol determination. This special symbol process will be described in detail later with reference to FIG. 16.
[0270] Following the processing of step S3, the main CPU 81 performs a normal pattern determination, and then performs normal pattern processing, including processing to cause the normal pattern display 43 to display a normal pattern in a variable manner and then to display a normal pattern indicating the result of the normal pattern determination in a stationary manner (step S4).
[0271] Following the processing of step S4, if the main CPU 81 determines, as a result of the normal pattern determination, that the second start port 22 should be opened, it executes a second start port opening / closing control process to control the second start port solenoid 222 that operates the opening / closing member 23 to open and close the second start port 22 (step S5).
[0272] Following the processing of step S5, if the main CPU 81 determines that a "jackpot" has occurred in the jackpot determination process executed in the special pattern processing of step S3, it executes a large prize opening opening opening control process (step S6) that controls the first large prize opening solenoid 262 (or the second large prize opening solenoid 282) to open or close the first large prize opening 26 (or the second large prize opening 28).
[0273] Following the process of step S6, the main CPU 81 executes a prize ball process for controlling the payout of prize balls according to winning game balls (step S7).
[0274] Following the processing of step S7, the main CPU 81 executes a transmission process to transmit to the sub-control board 90 various commands and information necessary to determine the performance content that were set (stored) in the main RAM 83 in the processing steps prior to step S7 (step S8).
[0275] [Sensor detection processing by main control board 80] Fig. 14 is a detailed flowchart of the sensor detection process in step S2 of Fig. 13. As exemplified in Fig. 14, following the random number update process of step S1, the main CPU 81 determines whether or not the gate sensor 251 has detected the passage of a gaming ball through the gate 25, based on the presence or absence of an input of a detection signal from the gate sensor 251 (step S201). Here, when it is determined that the gate sensor 251 has detected the passage of a gaming ball through the gate 25 (step S201: YES), it determines whether or not the reserved number F of normal symbol determination stored in the main RAM 83 is less than the preset maximum reserved number Fmax of normal symbol determination ("4" in this embodiment) (step S202).
[0276] If the main CPU 81 determines that the reserved number F is less than "4" (step S202: YES), it updates the reserved number F to a value incremented by "1" (step S203), and obtains the value of the normal pattern random number, which is updated each time the random number update process of step S1 is performed, at the time when the passing of the game ball through gate 25 is detected, and stores it in a specified area of the main RAM 83 (step S204).
[0277] On the other hand, when the main CPU 81 executes the processing of step S204, when it determines that the gate sensor 251 has not detected the passage of a gaming ball through the gate 25 (step S201: NO), or when it determines that the reserved number F is not less than "4" (step S202: NO), it determines whether or not the second start hole sensor 221 has detected the entry of a gaming ball into the second start hole 22 based on the presence or absence of an input of a detection signal from the second start hole sensor 221 (step S206). Here, when it determines that the second start hole sensor 221 has detected the entry of a gaming ball into the second start hole 22 (step S206: YES), it determines whether or not the reserved number T2 of the second special symbol determination stored in the main RAM 83 is less than the preset maximum reserved number T2max of the second special symbol determination ("4" in this embodiment) (step S207).
[0278] If the main CPU 81 determines that the reserved number T2 is less than "4" (step S207: YES), it updates the reserved number T2 to a value incremented by "1" (step S208), and obtains the values of the timing at which the entry of a game ball into the second starting port 22 is detected for the jackpot random number, pattern random number, reach random number, and variable pattern random number, which are updated each time the random number update process of step S1 is performed (step S209).
[0279] In this way, various random numbers related to the second special symbol determination are obtained in response to the establishment of the acquisition condition that the entry of a gaming ball into the second starting hole 22 is detected when the reserved number T2 is less than the maximum reserved number T2max. When various random numbers are obtained in a situation where the second special symbol determination and the variable display of the second special symbol can be immediately executed, these random numbers are stored directly in the determination memory area 830, and when various random numbers are obtained in a situation where they cannot be immediately executed, these random numbers are stored in any of the areas of the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838.
[0280] When the main CPU 81 executes the processing of step S209, it determines whether or not the current state is a high base state (step S210). A time-shortening game flag is stored in the main RAM 83. This time-shortening game flag is a flag that is set to "OFF" when the operation of the opening / closing member 23 is controlled to create a low base state in which it is difficult for a game ball to enter the second starting hole 22, and is set to "ON" when the operation of the opening / closing member 23 is controlled to create a high base state in which it is easy for a game ball to enter the second starting hole 22. In step S210, the main CPU 81 determines whether or not the current state is a high base state based on whether or not this time-shortening game flag is set to "ON."
[0281] When the main CPU 81 determines that the current state is the high base state (step S210: YES), that is, when the time-saving game flag is set to "ON," it executes a pre-determination process for preserving the second special symbol determination (step S211). Specifically, prior to the execution of the jackpot determination process (see FIG. 17) and the variation pattern selection process (see FIG. 18), which will be described later, based on the various random numbers acquired in response to the game ball entering the second starting hole 22, the main CPU 81 pre-determines whether or not a jackpot will occur based on the various random numbers acquired in the process of step S209, and pre-determines which variation pattern will be selected as the variation pattern of the second special symbol when the second special symbol determination is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same reserved memory area where the jackpot random numbers used in the pre-determination process are stored.
[0282] In addition, when a game ball enters the second starting hole 22 while the number of reserved symbols T2 for the second special symbol determination is "0" and there is no jackpot game or special symbol variable display, various random numbers acquired in response to the winning are directly stored in the determination memory area 830, and the second special symbol determination based on these random numbers is immediately executed. In this case, the second special symbol determination is not reserved, so the pre-determination process for the second special symbol determination is not performed. This pre-determination process will be described in detail later with reference to FIG. 15.
[0283] When the main CPU 81 executes the process of step S211 or determines that the game is not in a high base state (step S210: NO), it sets a hold command for the second special symbol determination in the main RAM 83 (step S212). This hold command is a command notifying that the second special symbol determination has been put on hold, and is transmitted to the sub-control board 90 by the transmission process of step S8. Note that, when the process of step S212 is performed without performing the preliminary determination process of step S211, a hold command not including preliminary determination information is transmitted to the sub-control board 90. On the other hand, when the process of step S212 is performed after the preliminary determination process of step S211, a hold command including preliminary determination information is transmitted to the sub-control board 90.
[0284] On the other hand, when the main CPU 81 executes the processing of step S212, when it determines that the second start hole sensor 221 has not detected the entry of a gaming ball into the second start hole 22 (step S206: NO), or when it determines that the reserve number T2 of the second special symbol determination is not less than "4" (step S207: NO), it determines whether or not the first start hole sensor 211 has detected the entry of a gaming ball into the first start hole 21 based on the presence or absence of an input of a detection signal from the first start hole sensor 211 (step S214). Here, when it determines that the first start hole sensor 211 has detected the entry of a gaming ball into the first start hole 21 (step S214: YES), it determines whether or not the reserve number T1 of the first special symbol determination stored in the main RAM 83 is less than the preset maximum reserve number T1max of the first special symbol determination ("4" in this embodiment) (step S215).
[0285] If the main CPU 81 determines that the reserved number T1 is less than "4" (step S215: YES), it updates the reserved number T1 to a value incremented by "1" (step S216), and obtains the values of the timing at which the entry of a game ball into the first starting port 21 is detected for the jackpot random number, pattern random number, reach random number, and variable pattern random number, which are updated each time the random number update process of step S1 is performed (step S217).
[0286] In this way, various random numbers related to the first special symbol determination are obtained in response to the establishment of the acquisition condition that the entry of a gaming ball into the first starting hole 21 is detected when the reserved number T1 is less than the maximum reserved number T1max. When various random numbers are obtained in a situation where the first special symbol determination and the variable display of the first special symbol can be performed immediately, these random numbers are stored directly in the determination memory area 830, and when various random numbers are obtained in a situation where they cannot be performed immediately, these random numbers are stored in any of the areas of the special symbol 1·first reserved memory area 831 to the special symbol 1·fourth reserved memory area 834.
[0287] When the main CPU 81 executes the process of step S217, it determines whether the current state is a high base state (step S218), similar to the process of step S210. Here, if it is determined that the current state is not a high base state (step S218: NO), i.e., if the time-saving game flag is set to "OFF," it executes a pre-determination process for holding the first special symbol determination (step S219). Specifically, prior to executing the jackpot determination process (see FIG. 17) and the variation pattern selection process (see FIG. 18), which will be described later, based on various random numbers acquired in response to the game ball entering the first starting hole 21, the main CPU 81 executes a pre-determination process for determining whether or not a jackpot will occur based on the various random numbers acquired in the process of step S217, and for determining in advance which variation pattern will be selected as the variation pattern of the first special symbol when the first special symbol determination is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same reserved memory area where the jackpot random numbers, etc. used in the pre-determination process are stored.
[0288] In addition, when a game ball enters the first starting hole 21 while the number of reserved symbols T1 for the first special symbol determination is "0" and there is no jackpot game or special symbol variable display, various random numbers acquired in response to the winning are directly stored in the determination memory area 830, and the first special symbol determination based on these random numbers is immediately executed. In this case, the first special symbol determination is not reserved, and therefore the pre-determination process for the first special symbol determination is not performed. This pre-determination process will be described in detail later with reference to FIG. 15.
[0289] When the main CPU 81 executes the process of step S219 or determines that the game is in a high base state (step S218: YES), the main CPU 81 sets a hold command for the first special symbol determination in the main RAM 83 (step S220). This hold command is a command notifying that the first special symbol determination has been put on hold, and is transmitted to the sub-control board 90 by the transmission process of step S8. Note that, when the process of step S220 is performed without performing the preliminary determination process of step S219, a hold command not including preliminary determination information is transmitted to the sub-control board 90. On the other hand, when the process of step S220 is performed after the preliminary determination process of step S219, a hold command including preliminary determination information is transmitted to the sub-control board 90.
[0290] [Preliminary Determination Process by Main Control Board 80] The preliminary determination process executed by the main control board 80 will be described below with reference to Fig. 15. Fig. 15 is a detailed flowchart of the preliminary determination process in steps S211 and S219 in Fig. 14. Note that, here, the preliminary determination process performed when the right to determine the first special symbol is reserved will be described as an example, but the same preliminary determination process is also performed when the right to determine the second special symbol is reserved, except that the random numbers and tables used are different.
[0291] When the main CPU 81 determines in the process of step S210 of FIG. 14 that the game is in a high base state (step S210: YES), or when the main CPU 81 determines in the process of step S218 of FIG. 14 that the game is not in a high base state (step S218: NO), the main CPU 81 executes a jackpot determination process (step S2191). Specifically, when the game is in a low-probability state (which corresponds to the "normal game state" in this embodiment), a low-probability jackpot random number table is read from the main ROM 82 and set in the main RAM 83. On the other hand, when the game is in a high-probability state (which corresponds to the "probability variable game state" in this embodiment), a high-probability jackpot random number table is read from the main ROM 82 and set in the main RAM 83. Then, based on whether the jackpot random number acquired in the process of step S209 of FIG. 14 (or the process of step S217 of FIG. 14) matches any of the winning values stored in the jackpot random number table set in the main RAM 83, it determines whether a jackpot will be determined at the start of the variation.
[0292] Next, the main CPU 81 determines whether or not it is determined that a jackpot has occurred at the start of the fluctuation based on the determination result of step S2191 (step S2192). If it is determined that a jackpot has occurred at the start of the fluctuation (step S2192: YES), the main CPU 81 reads out a jackpot fluctuation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S2193).
[0293] On the other hand, when the main CPU 81 determines that it is not determined that a jackpot has occurred at the start of the variation (step S2192: NO), it determines whether or not a reach effect will be performed during the variation (step S2194). Specifically, it determines whether or not a reach random number obtained together with the jackpot random number used in the jackpot determination process of step S2191 matches the winning value of the reach random number stored in the main ROM 82.
[0294] When it is determined that a reach effect is to be performed (step S2194: YES), the main CPU 81 reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S2195).
[0295] Incidentally, if the result of the first special symbol determination is a "miss" and no reach effect is produced during the variation, the variation pattern of the first special symbol is determined based on the number of reserved first special symbol determinations at the start of the variation. The number of reserved first special symbol determinations may differ before and after the reserved first special symbol determination is consumed. Therefore, the variation pattern of the special symbol obtained before the first special symbol determination is consumed may differ from the variation pattern of the special symbol selected when the first special symbol determination is actually consumed. In other words, for the right of a first special symbol determination for which no reach effect is produced during the variation, it may not be possible to obtain the correct variation pattern of the first special symbol prior to the first special symbol determination.
[0296] Therefore, when the main CPU 81 determines that no reach effect will be performed (step S2194: NO), the process proceeds to step S2197 without performing the variation pattern random number determination process of step S2196, which will be described later.
[0297] When the main CPU 81 sets the jackpot fluctuation pattern selection table or the reach miss fluctuation pattern selection table, it executes a fluctuation pattern random number determination process (step S2196). Specifically, the main CPU 81 specifies the fluctuation pattern of the special symbol to be selected in the special symbol determination performed at the start of the fluctuation based on which random number value the fluctuation pattern random number acquired at the time of winning the starting hole together with the jackpot random number used in the process of step S2191 matches with among the random number values specified in the fluctuation pattern selection table set in the main RAM 83.
[0298] When the main CPU 81 executes the process of step S2196 or when it determines that a reach effect will not be performed (step S2194: NO), it generates pre-determination information and stores it in the main RAM 83 (step S2197). The area in which this pre-determination information is stored is as described above with reference to FIG. 12.
[0299] In this way, the main CPU 81 acquires the fluctuation pattern (i.e., fluctuation time) of the first special pattern (or second special pattern) based on acquired information such as a jackpot random number acquired when the game ball enters the first starting hole 21 (or the second starting hole 22) before performing the jackpot determination process and fluctuation pattern selection process based on this acquired information.
[0300] [Special pattern processing by main control board 80] Next, the special symbol processing executed by the main control board 80 will be described in detail with reference to Fig. 16. Here, Fig. 16 is a detailed flowchart of the special symbol processing in step S3 of Fig. 13.
[0301] 16, the main CPU 81 determines whether or not a jackpot game is being played based on whether or not a jackpot game flag stored in the main RAM 83 is set to "ON" (step S301). This jackpot game flag is a flag indicating whether or not a jackpot game is being played, and is set to "ON" at the start of the jackpot game and is set to "OFF" at the end of the jackpot game. Here, if it is determined that a jackpot game is being played (step S301: YES), the process proceeds to normal symbol processing in step S4.
[0302] When the main CPU 81 determines that a jackpot game is not being played (step S301: NO), it determines whether or not a special symbol is being variably displayed (step S302). Here, when it determines that a special symbol is not being variably displayed (step S302: NO), it determines whether or not the reserved number T2 of the second special symbol determination stored in the main RAM 83 is "1" or more (step S303). Here, when it determines that the reserved number T2 is "1" or more (step S303: YES), it updates the reserved number T2 to a value obtained by subtracting "1" (step S304).
[0303] When the main CPU 81 determines that the reserved number T2 is not "1" or more (step S303: NO), it determines whether the reserved number T1 of the first special symbol determination stored in the main RAM 83 is "1" or more (step S305). Here, when it determines that the reserved number T1 is "1" or more (step S305: YES), it updates the reserved number T1 to a value obtained by subtracting "1" (step S306).
[0304] When the main CPU 81 executes the processing of step S304 or the processing of step S306, it executes information shift processing (step S307). Specifically, when executing the processing of step S307 following the processing of step S304, it executes shift processing to shift the information stored in the special figure 2 / first reserve memory area 835 to the judgment memory area 830. At that time, if information is also stored in the reserve memory areas from the special figure 2 / second reserve memory area 836 onwards, it also executes shift processing to shift this information to the special figure 2 / first reserve memory area 835 side. On the other hand, when executing shift processing following the processing of step S306, it executes shift processing to shift the information stored in the special figure 1 / first reserve memory area 831 to the judgment memory area 830. At that time, if information is also stored in the reserve memory areas from the special figure 1 / second reserve memory area 832 onwards, it also executes shift processing to shift this information to the special figure 1 / first reserve memory area 831 side.
[0305] When the main CPU 81 stores the information necessary for the second special pattern determination (or first special pattern determination), such as the jackpot random number and the pattern random number, in the determination memory area 830 by the shift processing of step S307, it executes the jackpot determination processing of step S308 and the variation pattern selection processing of step S309 based on this information.
[0306] In addition, when the game ball enters the first start hole 21 (or the second start hole 22) while the number of reserved balls T1 for the first special symbol determination and the number of reserved balls T2 for the second special symbol determination are both "0" and not during a jackpot game or while a special symbol variation is not being displayed, information such as the jackpot random number and the symbol random number acquired in response to the winning is directly stored in the determination memory area 830. In such a case, the jackpot determination process and the variation pattern selection process are executed without executing the shift process of step S307.
[0307] The main CPU 81 executes a jackpot determination process based on the random number stored in the determination storage area 830 (step S308). By executing this jackpot determination process, it is determined whether or not a jackpot has occurred, and if it has been determined that a jackpot has occurred, the type of jackpot (jackpot symbol) is determined. Then, setting information for the special symbol indicating the results of these processes is set in the main RAM 83. This jackpot determination process will be described in detail later with reference to FIG. 17.
[0308] Following the big win determination process of step S308, the main CPU 81 executes a variation pattern selection process for selecting a variation pattern of the special symbol (step S309). This variation pattern selection process will be described in detail later with reference to FIG.
[0309] Following the processing of step S309, the main CPU 81 sets a fluctuation start command in the main RAM 83 (step S310), which includes the setting information of the special symbol set in the processing of step S308, information indicating whether the setting information of the special symbol is related to the first special symbol determination or the second special symbol determination, setting information of the fluctuation pattern selected in the processing of step S309, information on the gaming state of the gaming machine 1, etc. This fluctuation start command is a command that instructs the start of an effect accompanying the variable display of the special symbol, and is transmitted to the sub-control board 90 by the transmission processing of step S8. This starts a variable effect including the variable display of the effect symbol on the display screen 70.
[0310] Following the processing of step S310, the main CPU 81 starts the variable display of the special symbols based on the setting information of the variable pattern included in the variable start command set in the processing of step S310 (step S311). At that time, if the processing of steps S308 to S310 is performed with information related to the first special symbol determination stored in the determination memory area 830, the variable display of the first special symbol on the first special symbol display device 41 starts. On the other hand, if the processing of steps S308 to S310 is performed with information related to the second special symbol determination stored in the determination memory area 830, the variable display of the second special symbol on the second special symbol display device 42 starts.
[0311] Next, the main CPU 81 starts measuring the elapsed time since the variable display of the special symbol started in step S311 (step S312). When the main CPU 81 executes the process of step S312, or when it determines that the variable display of the special symbol is in progress (step S302: YES), it determines whether the elapsed time that started to be measured in the process of step S312 has reached the variable time of the variable pattern selected in the variable pattern selection process of step S309 (step S313). Here, when it is determined that the elapsed time has not reached the variable time (step S313: NO), the process proceeds to the normal symbol process of step S4.
[0312] When the main CPU 81 determines that the elapsed time has reached the variation time (step S313: YES), it sets a variation end command in the main RAM 83 to notify that the variable display of the special symbol will end (step S314). This variation end command is sent to the sub-control board 90 by the sending process in step S8. As a result, a process is performed to stop and display the performance symbol that has been variably displayed on the display screen 70 in a manner that indicates the determination result of the special symbol determination.
[0313] Following the processing of step S314, the main CPU 81 ends the variable display of the special symbol that began in the processing of step S311 (step S315). Specifically, the special symbol (jackpot symbol or losing symbol) set in the processing of step S308 is displayed in a static manner on the special symbol display device that has been displaying the variable special symbol. The static display of the special symbol continues until at least a predetermined symbol determination time (e.g., 0.6 seconds) has elapsed.
[0314] In this way, the main CPU 81 causes the first special pattern display device 41 or the second special pattern display device 42 to display a variable special pattern, and then causes the first special pattern display device 41 or the second special pattern display device 42 to display a stopped special pattern (jackpot pattern or losing pattern) indicating the determination result of the jackpot determination process.
[0315] Following the processing of step S315, the main CPU 81 resets the elapsed time that began to be measured in the processing of step S312 (step S316), and executes a special symbol stop processing including a process for starting a jackpot game in the case of a jackpot (step S317). This special symbol stop processing will be described in detail later with reference to FIG.
[0316] On the other hand, when the main CPU 81 determines that the reserved number T1 of the first special symbol determination is not "1" or more (step S305: NO), it sets a winning wait command in the main RAM 83 to notify that the game is not in a jackpot game, the right to determine a special symbol is not reserved, and the game is in a winning wait state in which the special symbol is not displayed variably (step S318). Although not shown in FIG. 16, when the processing of this step S318 is executed, a winning wait state flag stored in the main RAM 83 is set to "ON." When the main CPU 81 determines that the reserved number T1 of the first special symbol determination is not "1" or more (step S305: NO), it determines whether the winning wait state flag is set to "ON." If the winning wait flag is set to "ON," the winning wait flag has already been set, and the processing proceeds to the normal symbol processing of step S4 without executing the processing of step S318.
[0317] [Jackpot Determination Processing by the Main Control Board 80] FIG. 17 is a detailed flowchart of the jackpot determination process in step S308 of FIG. 16. The main CPU 81 first performs a jackpot determination based on the jackpot random number stored in the determination memory area 830 (step S3081). Specifically, the main CPU 81 determines whether a jackpot has occurred based on whether the jackpot random number stored in the determination memory area 830 matches a preset winning value. The winning value here is the winning value of a jackpot specified in the high-probability jackpot random number table or the low-probability jackpot random number table. When a jackpot determination is performed in a high-probability state (which corresponds to the "high probability game state" in this embodiment), the winning value stored in the high-probability jackpot random number table is used. On the other hand, when a jackpot determination is performed in a low-probability state (which corresponds to the "normal game state" in this embodiment), the winning value stored in the low-probability jackpot random number table is used.
[0318] In this way, when a start condition is met, such as the acquisition information such as a jackpot random number acquired upon the game ball entering the first start port 21 or the second start port 22 being stored in the judgment memory area 830, the main CPU 81 determines whether or not to execute a jackpot game advantageous to the player based on the jackpot random number.
[0319] Following the processing of step S3081, the main CPU 81 determines whether the determination result of the jackpot determination is a "jackpot" or not (step S3082). Here, if it is determined that the determination result of the jackpot determination is not a "jackpot" (step S3082: NO), that is, if the determination result of the jackpot determination is a "miss," setting information of a miss symbol is set in the main RAM 83 (step S3083). As a result, when the processing of the above step S315 is performed, the miss symbol set here is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42. In this case, a jackpot game is not played.
[0320] On the other hand, when the main CPU 81 determines that the result of the jackpot determination is a "jackpot" (step S3082: YES), it executes a jackpot symbol selection process to select a jackpot symbol to be stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42 (step S3084). Specifically, if the symbol random number stored in the determination memory area 830 together with the jackpot random number used in the jackpot determination in step S3081 is related to the first special symbol determination, one of the jackpot symbols is selected based on which random number value of the jackpot symbol specified in the symbol determination table for the first starting gate winning is matched with the symbol random number. Also, if the symbol random number is related to the second special symbol determination, one of the jackpot symbols is selected based on which random number value of the jackpot symbol specified in the symbol determination table for the second starting gate winning is matched with the symbol random number.
[0321] Then, the main CPU 81 sets the setting information of the selected jackpot symbol in the main RAM 83 (step S3085). As a result, when the processing of the above step S315 is performed, the jackpot symbol set here is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, and then a jackpot game according to the jackpot symbol is played.
[0322] [Variation Pattern Selection Process by Main Control Board 80] Figure 18 is a detailed flowchart of the variation pattern selection process in step S309 of Figure 16. After executing the jackpot determination process in step S308 of Figure 16, the main CPU 81 determines whether the determination result in step S3081 is a jackpot or not (step S3091). If it is determined that a jackpot has occurred (step S3091: YES), the main CPU 81 reads out a variation pattern selection table for a jackpot from the main ROM 82 and sets it in the main RAM 83 (step S3092).
[0323] On the other hand, if the main CPU 81 determines that the jackpot is not reached (step S3091: NO), it determines whether or not to perform a reach effect that makes the player expect a jackpot, based on whether or not the reach random number stored in the determination storage area 830 matches the winning value (random number value corresponding to the reach effect) of the reach random number stored in the main ROM 82 (step S3093). If it determines that a reach effect will be performed (step S3093: YES), it reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S3094). Conversely, if it determines that a reach effect will not be performed (step S3093: NO), it reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S3095).
[0324] The main CPU 81 executes a fluctuation pattern random number determination process by referring to the fluctuation pattern selection table set in the main RAM 83 by the process of step S3092, the process of step S3094, or the process of step S3095 (step S3096). Specifically, when the jackpot fluctuation pattern selection table or the reach-miss fluctuation pattern selection table is set in the main RAM 83, a fluctuation pattern corresponding to the fluctuation pattern random number stored in the determination memory area 830 is read from the set fluctuation pattern selection table, thereby selecting one fluctuation pattern. Also, when the no-reach-miss fluctuation pattern selection table is set in the main RAM 83, a reserved number is identified based on the reserved number T1 of the first special symbol determination (or the reserved number T2 of the second special symbol determination) stored in the main RAM 83, and a fluctuation pattern corresponding to the identified reserved number is read from the no-reach-miss fluctuation pattern selection table, thereby selecting one fluctuation pattern. By selecting a special symbol fluctuation pattern in this way, the fluctuation time of the special symbol is inevitably determined.
[0325] When the main CPU 81 selects a variation pattern, it sets the setting information of the selected variation pattern in the main RAM 83 (step S3097). This setting information of the variation pattern is included in a variation start command together with the setting information of the symbol set in the main RAM 83 by the jackpot determination process of step S308 described above, and is transmitted to the sub-control board 90.
[0326] [Processing when special drawing is stopped by the main control board 80] Fig. 19 is a detailed flowchart of the process when the special symbol is stopped in step S317 of Fig. 16. After resetting the elapsed time by the process of step S316, the main CPU 81 determines whether or not a jackpot has occurred (step S3171), as in the process of step S3082 (see Fig. 17), as exemplified in Fig. 19. If it is determined that a jackpot has occurred (step S3171: YES), the jackpot game flag stored in the main RAM 83 is set to "ON" (step S3172).
[0327] Next, the main CPU 81 sets the probability variable game flag stored in the main RAM 83 to "OFF" (step S3173), and also sets the time-saving game flag stored in the main RAM 83 to "OFF" (step S3174). Here, the probability variable game flag is a flag that indicates whether or not the probability of being determined to be a jackpot in the special symbol determination is relatively high.
[0328] In the gaming machine 1 of this embodiment, the gaming state is controlled by the setting of the probability variable gaming flag and the time-saving gaming flag. That is, when the gaming state is controlled to the "probability variable gaming state", both the probability variable gaming flag and the time-saving gaming flag are set to "ON". When the gaming state is controlled to the "normal gaming state", both the probability variable gaming flag and the time-saving gaming flag are set to "OFF". When the gaming state is controlled to the "time-saving gaming state", the probability variable gaming flag is set to "OFF" and the time-saving gaming flag is set to "ON".
[0329] Following the processing of step S3174, the main CPU 81 sets an opening command for notifying that a jackpot game will start in the main RAM 83 (step S3175). This opening command includes information such as the type of jackpot and the opening pattern of the first big prize opening 26 (or the second big prize opening 28) during the jackpot game, and is transmitted to the sub-control board 90 by the transmission processing of step S8.
[0330] On the other hand, when the main CPU 81 determines that it is not a jackpot (step S3171: NO), it determines whether or not the probability variable game flag is set to "ON" (step S3176). Here, when it determines that the probability variable game flag is set to "ON" (step S3176: YES), that is, when the special symbol determination is being performed in a high probability state, it updates the remaining number of high probability games K stored in the main RAM 83 to a value obtained by subtracting "1" (step S3177). This remaining number of high probability games K indicates the remaining number of times that the special symbol determination will be performed in a high probability state.
[0331] Following the processing of step S3177, the main CPU 81 determines whether the remaining number of high-probability games K is "0" (step S3178). If it is determined that the remaining number of high-probability games K is "0" (step S3178: YES), the probability variable game flag is set to "OFF" (step S3179). This causes the special symbol determination to be performed in a low probability state.
[0332] When the main CPU 81 executes the processing of step S3179, when it determines that the probability variable game flag is not set to "ON" (step S3176: NO), or when it determines that the remaining number of high-probability games K is not "0" (step S3178: NO), it determines whether or not the time-shortened game flag is set to "ON" (step S3180). Here, when it determines that the time-shortened game flag is set to "ON" (step S3180: YES), it updates the remaining number of time-shortened games J stored in the main RAM 83 to a value obtained by subtracting "1" (step S3181). This remaining number of time-shortened games J indicates the remaining number of times that special symbol determination will be executed in the time-shortened state (high base state).
[0333] Following the processing of step S3181, the main CPU 81 determines whether the remaining number of times J of time-saving games is "0" (step S3182). If it is determined that the remaining number of times J of time-saving games is "0" (step S3182: YES), the time-saving game flag is set to "OFF" (step S3183). As a result, the support function that makes it easier for the game ball to enter the second starting hole 22 is no longer provided.
[0334] [Game Status Setting Process by Main Control Board 80] 20 is a flowchart illustrating the game status setting process executed at the end of a jackpot game in the main control board 80. In the gaming machine 1, the jackpot game is executed by the big prize opening / closing control process of step S6, and when the ending period of this jackpot game ends, a game status setting process is executed to set the game status of the gaming machine 1 after the jackpot game ends.
[0335] During a jackpot game, the main CPU 81 determines whether the ending period for the jackpot game has ended (step S631). If it is determined that the ending period has ended (step S631: YES), it determines whether the current jackpot is a probability variable jackpot, for example, based on the setting information of the symbol set in the main RAM 83 (step S632). If it is determined that the current jackpot is a probability variable jackpot (step S632: YES), it sets the probability variable game flag to "ON" (step S633), and sets the remaining number of high-probability games K to, for example, "10,000" (step S634). By performing the processes of steps S633 and S634, the high-probability state continues until 10,000 special symbol determinations have been performed.
[0336] Next, the main CPU 81 sets the time-saving game flag to "ON" (step S635) and sets the remaining number of time-saving games J to, for example, "10,000" (step S636). By performing the processing of these steps S635 and S636, the high base state continues until 10,000 special symbol determinations are performed. In this way, by performing a series of processing from step S633 to step S636, the game is controlled in the probability variable game state from the end of the jackpot game until 10,000 special symbol determinations are performed.
[0337] On the other hand, if the main CPU 81 determines that the current jackpot is not a probability variable jackpot (step S632: NO), that is, if the current jackpot is a normal jackpot, it sets the time-saving game flag to "ON" (step S637) as in the process of step S635, and sets the time-saving game cut count J to, for example, "100" (step S638). In this way, by performing the processes of step S637 and step S638, the game is controlled in the time-saving game state from the end of the jackpot game until 100 special symbol determinations are performed.
[0338] [Interrupt processing by the sub-control board 90] When the gaming machine 1 is powered on, the sub-CPU 91 of the sub-control board 90 sets an interrupt cycle, which is the cycle for performing the interrupt processing described below.The sub-CPU 91 then repeats a random number update process, which updates effect random numbers and the like used to determine the content of effects, at a predetermined cycle shorter than the interrupt cycle.In other words, while the gaming machine 1 is running, the sub-CPU 91 repeats the random number update process at a predetermined cycle and also repeats the interrupt process at the interrupt cycle.
[0339] The interrupt processing executed on the sub-control board 90 will be described below with reference to Figure 21. Here, Figure 21 is a flowchart illustrating the interrupt processing executed on the sub-control board 90. The sub-CPU 91 repeatedly executes the series of processes illustrated in Figure 21 at regular intervals (for example, 4 milliseconds), similar to the interrupt processing executed on the main control board 80 (see Figure 13). Note that the processing executed on the sub-control board 90, which will be described based on the flowcharts from Figure 21 onwards, is performed in accordance with commands issued by the sub-CPU 91 based on a program stored in the sub-ROM 92.
[0340] First, the sub-CPU 91 executes a command reception process (step S10) for performing processing according to a command received from the main control board 80. This command reception process will be described in detail later with reference to FIG.
[0341] Following the processing of step S10, the sub-CPU 91 determines whether the first effect button 35 or the second effect button 36 has been operated (step S40). The determination of whether the first effect button 35 has been "single pressed," "repeatedly pressed," or "long pressed" and whether the second effect button 36 has been operated is as described above. If it is determined that the first effect button 35 or the second effect button 36 has been operated (step S40: YES), an operation command notifying that fact is set in the sub-RAM 93 (step S41). This operation command includes information indicating the operation of the first effect button 35 or the second effect button 36, and is transmitted to the image / sound control board 100 and the lamp control board 120 by the command transmission processing of step S50. In response to this, the image / sound control CPU 101 and the lamp CPU 121 execute processing corresponding to the received operation command, thereby realizing a performance effect corresponding to the operation of the first effect button 35 or the second effect button 36 (i.e., an operation-responsive performance is performed).
[0342] When the sub-CPU 91 has executed the process of step S41, or when it has determined that neither the first effect button 35 nor the second effect button 36 has been operated (step S40: NO), it executes a command transmission process (step S50). Specifically, the sub-CPU 91 transmits the command set in the sub-RAM 93 by the command reception process of step S10 or the process of step S41 to the image and sound control board 100 (and the lamp control board 120). By executing this command transmission process, the image and sound control board 100 is instructed to execute an effect by displaying an image, outputting effect sounds, etc., and the lamp control board 120 is instructed to execute an effect by lighting up various lamps, moving props, etc.
[0343] Following the processing of step S50, the sub-CPU 91 executes a data transfer process (step S60). Specifically, data related to image and sound control is transmitted from the image and sound control board 100, and the data is transferred to the lamp control board 120. As a result, the lamp control board 120 controls the effects of the effecting means, such as the frame lamp 37, the panel lamp 5, and the movable decorative member 14, so as to be synchronized with the effects performed by the image display device 7 (display screen 70) and the speaker 38.
[0344] [Command reception processing by the sub-control board 90] Fig. 22 is a detailed flowchart of the command reception process in step S10 of Fig. 21. As illustrated in Fig. 22, the sub-CPU 91 first determines whether or not a command has been received from the main control board 80 (step S11). If it is determined that a command has not been received (step S11: NO), the process proceeds to step S40 described above.
[0345] If the sub-CPU 91 determines that it has received a command from the main control board 80 (step S11: YES), it determines whether or not the command is a pending command transmitted from the main control board 80 in response to the processing of step S212 or step S220 in Fig. 14 (step S12). If it is determined that the command is not a pending command (step S12: NO), the process proceeds to step S15, which will be described later.
[0346] If the sub-CPU 91 determines that the received command is a pending command (step S12: YES), it executes pending command reception processing (step S13). This pending command reception processing will be described in detail later with reference to FIG.
[0347] If the sub-CPU 91 determines that the received command is not a hold command (step S12: NO), it determines whether or not the command is a fluctuation start command sent from the main control board 80 in response to the processing of step S310 in Fig. 16 (step S15). If it is determined here that the received command is not a fluctuation start command (step S15: NO), the processing proceeds to step S17, which will be described later.
[0348] If the sub-CPU 91 determines that the received command is a fluctuation start command (step S15: YES), it executes a fluctuation start command reception process (step S16). This fluctuation start command reception process will be described in detail later with reference to FIG.
[0349] If the sub-CPU 91 determines that the received command is not a variation start command (step S15: NO), it determines whether or not the command is a variation end command sent from the main control board 80 in response to the processing of step S314 in Fig. 16 (step S17). If the sub-CPU 91 determines that the command is a variation end command (step S17: YES), it sets in the sub-RAM 93 a variation effect end command that instructs the execution of processing to end the variable display of the performance symbols and stop and display the performance symbols in a manner that shows the determination result of the special pattern determination executed at the start of the pattern variation (step S18).
[0350] This variable performance end command is sent to the image and sound control board 100 and the lamp control board 120 by the command sending process of step S50, and as a result, a special pattern indicating the result of the first special pattern determination (or second special pattern determination) is displayed in a stopped state on the first special pattern display device 41 (or second special pattern display device 42), and a performance pattern indicating the result of the first special pattern determination (or second special pattern determination) is displayed in a stopped state on the display screen 70.
[0351] If the sub-CPU 91 determines that the received command is not a variation end command (step S17: NO), it determines whether or not the command is an opening command transmitted from the main control board 80 in response to the processing of step S3175 in Fig. 19 (step S19). If it determines that the received command is an opening command (step S19: YES), it sets in the sub-RAM 93 an opening effect start command to instruct the image and sound control board 100 (and the lamp control board 120) to start an opening effect that notifies the player of the type of jackpot and encourages the player to hit the right during the opening period of the jackpot game (step S20).
[0352] On the other hand, if the sub-CPU 91 determines that the received command is not an opening command (step S19: NO), it executes other processes (step S21).
[0353] [Hold command reception processing by the sub-control board 90] Fig. 23 is a detailed flowchart of the pending command reception process in step S13 of Fig. 22. When the sub-CPU 91 determines that the command received from the main control board 80 is a pending command (step S12: YES), it executes a series of pending command reception processes exemplified in Fig. 23.
[0354] That is, the sub-CPU91 updates the number of reserved special symbol determinations stored in the sub-RAM93 to a value incremented by "1" (step S131). Specifically, when a reservation command related to the first special symbol determination is received, the sub-CPU91 updates the number of reserved first special symbol determinations to a value incremented by "1", and when a reservation command related to the second special symbol determination is received, the sub-CPU91 updates the number of reserved second special symbol determinations to a value incremented by "1".
[0355] Following the processing of step S131, the sub-CPU 91 determines whether or not the hold command received from the main control board 80 includes pre-determination information (step S132). If it is determined that the received hold command does not include pre-determination information (step S132: NO), a hold icon display command is set in the sub-RAM 93 (step S133). The hold icon display command set by the processing of step S133 is a command that instructs the display of a hold icon, and does not include setting information for an effect (for example, an icon change effect) based on the pre-determination information.
[0356] When this hold icon display command is sent to the image and sound control board 100 and the lamp control board 120 by the command sending process of step S50 in Figure 21, a white hold icon is displayed in the hold icon display area 71, but no icon change performance is performed targeting this white hold icon.
[0357] On the other hand, if the sub-CPU 91 determines that the received hold command includes pre-determination information (step S132: YES), it stores the pre-determination information in a predetermined area of the sub-RAM 93 (step S134) and executes an icon change effect lottery (step S135). Specifically, it acquires an icon change effect random number and stores it in the sub-RAM 93. This icon change effect random number is incremented by "1" each time a random number update process is performed in the sub-control board 90, and the sub-CPU 91 acquires, for example, the count value at the time the hold command is received as the icon change effect random number. Then, it determines whether or not to execute an icon change effect based on whether or not this icon change effect random number matches any of the random number values that are compared with the icon change effect random numbers stored in advance in the sub-ROM 92.
[0358] Although not shown in the figure, the sub-ROM 92 stores a table in which the preliminary determination result (whether or not a "jackpot") related to the first special symbol determination, the first special symbol variation pattern, and a random number value to be compared with the icon change effect random number are associated. The sub-CPU 91 refers to this table and determines whether or not to execute an icon change effect based on whether the acquired icon change effect random number matches either the first special symbol determination result identified from the preliminary determination information stored in the sub-RAM 93 in the process of step S134 (see FIG. 33) or the random number value associated with the first special symbol variation pattern. Note that in this table, more random number values are associated with a "jackpot" than with a "miss" related to the preliminary determination result related to the first special symbol determination. Also, the longer the variation time of the first special symbol, the more random number values are associated with the variation pattern. Therefore, in the gaming machine 1 of this embodiment, the higher the jackpot reliability, the more likely it is that an icon change effect will be executed. Conversely, the lower the jackpot reliability, the more difficult it is to execute an icon change effect.
[0359] Next, the sub-CPU 91 determines whether or not to execute an icon change effect based on the result of the lottery in step S135 (step S136), and if it determines that an icon change effect will be executed (step S136: YES), it sets icon change effect pattern information in the sub-RAM 93 as setting information for the icon change effect (step S137).
[0360] Although not shown in the figure, the sub-ROM 92 stores an icon change effect pattern selection table for selecting an icon change effect pattern. The icon change effect pattern selection table associates the determination result of the first special symbol determination, the variation pattern of the first special symbol, the number of reserved first special symbol determinations at the start of the icon change effect, the change pattern of the icon display mode, and a random number value. When the sub-CPU 91 determines to execute the icon change effect (step S136: YES), it reads the icon change effect pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93. Then, it selects one change pattern for the icon change effect by reading from the icon change effect pattern selection table set in the sub-RAM 93 a change pattern corresponding to the determination result of the first special symbol determination and the variation pattern of the first special symbol specified by the pre-determination information stored in the sub-RAM 93, the number of reserved first special symbol determinations updated in the processing of step S131, and the icon change effect random number acquired when the reservation command was received. Then, icon change effect pattern information indicating the change pattern selected in this manner is set in the sub-RAM 93.
[0361] In addition, here, we have explained an example in which the same icon change performance random number as used in the icon change performance lottery in step S135 is used when selecting the change pattern for the icon change performance, but it is also possible to select the change pattern for the icon change performance using a random number other than the icon change performance random number.
[0362] Although the example described here is one in which the lottery for determining whether to execute an icon change effect and the lottery for selecting the effect pattern of the icon change effect are separate lotteries, it is also possible to determine in a single lottery whether to execute an icon change effect and, if so, what effect pattern to use for the icon change effect. Also, the process for setting an icon change effect pattern for a reserved icon corresponding to the reserved right to determine a first special symbol has been described here, but it is also possible to set an icon change effect pattern in the same way when a second special symbol determination is reserved in a probability variable gaming state (or a time-saving gaming state), except that the tables used are different.
[0363] [Fluctuation start command reception processing by sub-control board 90] Figure 24 is a detailed flowchart of the fluctuation start command reception process in step S16 of Figure 22. When the sub-CPU 91 determines that the command received from the main control board 80 is a fluctuation start command (step S15: YES), it executes a series of fluctuation start command reception processes exemplified in Figure 24.
[0364] That is, the sub-CPU 91 acquires the value of the effect random number, which is updated as appropriate by the random number update process in the sub-control board 90, at the time of receiving the fluctuation start command from the main control board 80, and stores the value in the sub-RAM 93 (step S161). Then, it executes a fluctuation start command analysis process to analyze the received fluctuation start command (step S162).
[0365] As described above, this fluctuation start command includes the symbol setting information indicating the result of the jackpot determination process, the winning start gate information indicating whether the symbol setting information is related to the first or second special symbol determination, the special symbol fluctuation pattern setting information, and information indicating the gaming status of the gaming machine 1. Therefore, by analyzing the fluctuation start command, the type and result of the special symbol determination can be identified. That is, it is possible to determine whether it is a jackpot or a miss, and if it is a jackpot, the type of jackpot. Furthermore, by determining whether the fluctuation pattern is a miss fluctuation pattern based on the fluctuation pattern setting information, it is possible to determine whether a reach effect or a reach-not-reach effect needs to be performed. Similarly, based on the fluctuation pattern setting information, the special symbol fluctuation time can be determined. Furthermore, based on the information indicating the gaming status, the current gaming status of the gaming machine 1 can be determined.
[0366] When the sub-CPU 91 analyzes the variation start command, it executes a variation effect pattern setting process (step S163) to set a variation effect pattern for the variation effect associated with the variation display of the special symbol based on the analysis results. By executing this variation effect pattern setting process, the variation mode of the effect symbol, the presence or absence of a reach effect, the presence or absence of a pseudo consecutive effect (the presence or absence of a short variation display of the effect symbol), the type of effect symbol constituting the reach effect, the type and content of the reach effect, the content of the pseudo consecutive effect (the number of short variation displays), the type of effect symbol to be displayed, etc. are determined. In this way, by determining the type of effect symbol constituting the reach effect, it is determined whether a probability variable reach is performed when a reach is established with an odd number symbol, or a normal reach is performed when a reach is established with an even number symbol. Furthermore, by determining the type and content of the reach effect, the flow in which the reach effect will be developed is determined. This variation effect pattern setting process will be described in detail later with reference to FIG. 25.
[0367] Following the processing of step S163, the sub-CPU91 executes a notice performance pattern setting process (step S164) for setting various notice performances (for example, step-up performance, dialogue notice, group notice, cut-in, etc.) to be executed when the performance symbols are variably displayed in the variable performance pattern set in the processing of step S163. This notice performance pattern setting process will be described in detail later with reference to FIG.
[0368] Next, the sub-CPU 91 sets a variable performance start command in the sub-RAM 93 that instructs the start of a variable performance using the variable performance pattern set in the processing of step S163 and the execution of a preview performance using the preview performance pattern set in the processing of step S164 (step S166).
[0369] This variable performance start command includes at least information indicating the variable performance pattern set by the processing of step S163 and information indicating the preview performance pattern set by the processing of step S164, and is transmitted to the image and sound control board 100 and the lamp control board 120 by the command transmission processing of step S50. As a result, the variable performance and preview performance, whose performance patterns have been determined in the sub-control board 90, are realized by the image and sound control board 100 and the lamp control board 120.
[0370] Following the processing of step S166, the sub-CPU91 updates the pending number stored in the sub-RAM93 to a value minus "1" (step S167). Specifically, if the variation start command received from the main control board 80 notifies the start of the variable display of the first special symbol, the sub-CPU91 updates the pending number of the first special symbol determination to a value minus "1". On the other hand, if the variation start command received notifies the start of the variable display of the second special symbol, the sub-CPU91 updates the pending number of the second special symbol determination to a value minus "1".
[0371] [Variable performance pattern setting process by sub-control board 90] 25 is a detailed flowchart of the variable effect pattern setting process in step S163 of FIG. 24. Following the process of step S162, the sub-CPU 91 sets an effect pattern to be finally displayed (mainly stopped) on the display screen 70 in association with the stopped display of the first special symbol (or second special symbol) (step S1631). Specifically, based on the symbol setting information included in the change start command received from the main control board 80, it determines whether a special symbol indicating a jackpot (jackpot symbol) or a special symbol indicating a loss (loss symbol) will be stopped and displayed at the end of the pattern change. If it is determined that a jackpot symbol will be stopped and displayed, it sets an effect pattern to notify a jackpot (for example, an effect pattern showing a doublet) as the effect pattern to be stopped and displayed, and if it is determined that a loss symbol will be stopped and displayed, it sets an effect pattern to notify a loss. When setting the performance pattern for notifying a loss, if the loss is to be notified after a reach performance is performed, a reach loss symbol is set as the performance pattern for notifying a loss, and if the loss is to be notified without performing a reach performance, a variance symbol is set as the performance pattern for notifying a loss.
[0372] Next, the sub-CPU 91 determines whether or not it is necessary to perform a reach effect in association with the current display of the special symbol variation, based on the setting information for the special symbol variation pattern included in the received variation start command (step S1632). If it is determined that a reach effect is necessary (step S1632: YES), the sub-CPU 91 sets a reach effect variation pattern (step S1633). For example, from a reach effect variation pattern selection table in which multiple reach effect variation patterns are associated with each combination of the special symbol determination result and the special symbol variation pattern, any one variation pattern corresponding to the variation random number acquired in the processing of step S161 is read out, and information indicating the variation pattern is set in the sub-RAM 93.
[0373] On the other hand, when the sub-CPU 91 determines that it is not necessary to perform a reach effect (step S1632: NO), it sets a variable effect pattern for a no-reach effect (step S1634). For example, from a no-reach variable effect pattern selection table in which multiple types of variable effect patterns for no-reach effects are associated with each variable pattern of a special symbol, any one variable effect pattern corresponding to the effect random number acquired in the processing of step S161 is read out, and information indicating the variable effect pattern is set in the sub-RAM 93.
[0374] In the gaming machine 1 of this embodiment, the processing of step S1633 or the processing of step S1634 is performed to determine the pattern of change in which the display symbols will be displayed, which reach performance will be performed if a reach performance is performed, and the flow in which the reach performance will be developed if the reach performance is developed.
[0375] [Preview performance pattern setting process by sub-control board 90] FIG. 26 is a detailed flowchart of the preview presentation pattern setting process in step S164 of FIG. 24, illustrating the process performed when a variation start command related to the first special symbol determination is received during normal game play. Following the variation presentation pattern setting process in step S163, the sub-CPU 91 determines whether or not the game will develop into an SP first half reach, as illustrated in FIG. 26 (step S1641). Specifically, the sub-CPU 91 determines whether or not the game will develop into an SP first half reach based on whether or not the variation presentation pattern set by the variation presentation pattern setting process in step S163 is a variation presentation pattern in which the reach presentation develops from a normal reach (see FIG. 6(E)) through a period in which two SP first half reaches are simultaneously executed, to a first SP first half reach or a second SP first half reach, as illustrated in FIG. 6(G). Here, if it is determined that the game will not develop into an SP first half reach (step S1641: NO), the process proceeds to step S1648, which will be described later.
[0376] As described above, during the period when the first SP first half reach and the second SP first half reach are executed simultaneously, the first effect button operation prompt effect exemplified in Fig. 7 (S-2) or Fig. 8 (B) is executed. Also, when the second SP first half reach selection effect exemplified in Fig. 7 (S-17) is executed, the first effect button single press prompt effect exemplified in Fig. 7 (S-18) is executed, and when the second SP first half reach develops into the second SP second half reach, the first effect button rapid press prompt effect exemplified in Fig. 7 (S-23) is executed. In addition, when the first SP first half reach selection effect illustrated in Figure 7 (S-7) is executed, the first effect button single press promotion effect illustrated in Figure 7 (S-8) is executed, and when the first SP first half reach develops into the first SP second half reach, the first effect button rapid press promotion effect illustrated in Figure 7 (S-15) is executed, and when the first SP first half reach develops into the SPSP reach, the second effect button single press promotion effect illustrated in Figure 7 (S-11) is executed.
[0377] In this way, in the gaming machine 1 of this embodiment, it is determined in advance what kind of operation prompting effect is to be executed during the period in which each reach effect of the SP first half reach or higher is executed.
[0378] For this reason, when it is determined that the game will develop into the SP first half reach (step S1641: YES), the sub-CPU91 executes reach-in button performance pattern setting processing (S1642). Specifically, when a variable performance pattern indicating that the reach performance develops from the normal reach to the SP reach during the variable display of the current first special symbol is set, setting information for executing the first performance button operation prompt performance exemplified in Fig. 7 (S-2) (for example, information indicating that the type of operation prompt performance is the first performance button operation prompt performance, information indicating the valid period related to the first performance button operation prompt performance, etc.) is generated, and the generated setting information is set in the sub-RAM93.
[0379] Also, if a variable presentation pattern is set that indicates that the reach presentation will develop from a normal reach to a second SP first half reach during the variable display of this first special symbol, setting information for executing the first presentation button single press promotion presentation exemplified in Fig. 7 (S-18) (for example, information indicating that the type of operation promotion presentation is a first presentation button single press promotion presentation, information indicating the valid period for the first presentation button single press promotion presentation, etc.) is generated, and the generated setting information is set in the sub-RAM 93. Note that this setting information includes information instructing that, when the reach presentation develops from the second SP first half reach to the second SP second half reach, a success presentation (see Fig. 7 (S-21)) is executed in response to a single press of the first presentation button 35 during the valid period. On the other hand, if the reach effect does not develop from the 2nd SP first half reach to the 2nd SP second half reach, that is, if a win / loss notification effect is executed at the end of the 2nd SP first half reach, information is included that instructs the execution of a failure effect (see FIG. 7 (S-19)) in response to a single press of the first effect button 35 during the valid period. Therefore, if the image and sound control CPU 101 cannot receive an operation command from the sub-control board 90 notifying that the first effect button 35 has been single pressed even when the valid period for the first effect button single press promotion effect has expired, it is possible to execute a success effect or a failure effect at the timing when the valid period expires.
[0380] Furthermore, if a variation presentation pattern is set that indicates that the reach presentation will develop into a reach for the second SP latter half during the current variation display of the first special symbol, setting information for executing the first presentation button rapid-fire promotion presentation exemplified in Fig. 7 (S-23) (for example, information indicating that the type of operation promotion presentation is the first presentation button rapid-fire promotion presentation, and information indicating the validity period for the first presentation button rapid-fire promotion presentation) is generated, and the generated setting information is set in the sub-RAM 93. Note that if the determination result of the first special symbol determination specified based on the variation start command received from the main control board 80 is a "jackpot," the setting information includes information instructing the execution of the above-mentioned hit suggestion presentation in response to rapid pressing of the first presentation button 35 during the validity period, and if the determination result of the first special symbol determination is a "miss," the setting information includes information instructing the execution of a miss suggestion presentation in response to rapid pressing of the first presentation button 35 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 notifying that the first effect button 35 has been pressed repeatedly even when the valid period for the first effect button rapid press promotion effect has expired, it is possible to execute a win suggestion effect or a loss suggestion effect at the time when the valid period has expired.
[0381] Furthermore, if a variable presentation pattern is set indicating that the reach presentation will develop into a first SP first half reach during the variable display of the current first special symbol, setting information for executing the first presentation button single press promotion presentation exemplified in FIG. 7 (S-8) (for example, information indicating that the type of operation promotion presentation is a first presentation button single press promotion presentation, and information indicating the valid period for the first presentation button single press promotion presentation) is generated, and the generated setting information is set in the sub-RAM 93. Note that, if the set variable presentation pattern indicates that the first SP first half reach will develop into an SPSP reach, the setting information includes information instructing that a gimmick operation presentation (see FIG. 7 (S-9)) will be executed in response to a single press of the first presentation button 35 during the valid period. On the other hand, if the set variable presentation pattern indicates that the first SP first half reach will develop into a first SP second half reach, the setting information includes information instructing that a failure presentation (see FIG. 7 (S-13)) will be executed in response to a single press of the first presentation button 35 during the valid period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 notifying that the first effect button 35 has been pressed once even when the valid period for the first effect button single press promotion effect has expired, it is possible to execute a gimmick operation effect or a failure effect at the time when the valid period expires.
[0382] Furthermore, if a variation presentation pattern is set indicating that the reach presentation will develop from the first SP first half reach to the first SP second half reach during the current variation display of the first special symbol, setting information for executing the first presentation button rapid-hit promotion presentation exemplified in Fig. 7 (S-15) (for example, information indicating that the type of operation promotion presentation is the first presentation button rapid-hit promotion presentation and information indicating the validity period for the first presentation button rapid-hit promotion presentation) is generated, and the generated setting information is set in the sub-RAM 93. Note that if the determination result of the first special symbol determination specified based on the variation start command received from the main control board 80 is a "jackpot," the setting information includes information instructing that a win suggestion presentation be executed in response to rapid hitting of the first presentation button 35 during the validity period, and if the determination result of the first special symbol determination is a "loss," the setting information includes information instructing that a loss suggestion presentation be executed in response to rapid hitting of the first presentation button 35 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 notifying that the first effect button 35 has been pressed repeatedly even when the valid period for the first effect button rapid press promotion effect has expired, it is possible to execute a win suggestion effect or a loss suggestion effect at the time when the valid period has expired.
[0383] Furthermore, if a variation presentation pattern is set indicating that the reach presentation will develop from the first SP first half reach to an SPSP reach during the current display of the first special symbol variation, setting information for executing the second presentation button single press promotion presentation exemplified in Fig. 7 (S-11) (for example, information indicating that the type of operation promotion presentation is the second presentation button single press promotion presentation, and information indicating the valid period for the second presentation button single press promotion presentation) is generated, and the generated setting information is set in the sub-RAM 93. Note that if the determination result of the first special symbol determination specified based on the variation start command received from the main control board 80 is a "jackpot," the setting information includes information instructing that a win suggestion presentation be executed in response to a single press of the second presentation button 36 during the valid period, and if the determination result of the first special symbol determination is a "miss," the setting information includes information instructing that a miss suggestion presentation be executed in response to a single press of the second presentation button 36 during the valid period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 notifying that the second effect button 36 has been pressed once even when the valid period for the second effect button single press promotion effect has expired, it is possible to execute a win suggestion effect or a loss suggestion effect at the time when the valid period expires.
[0384] As is clear from the explanation so far, the sub-CPU 91 sets the presentation pattern of the button presentation that is performed during various reach presentations of SP reach or above, based on the pattern setting information indicating the judgment result of the jackpot judgment process contained in the variation start command received from the main control board 80, and the variation presentation pattern set in the variation presentation pattern setting process of step S163.
[0385] Incidentally, in the gaming machine 1 of this embodiment, as described above based on Figures 7 to 8, etc., during the period when two SP first half reaches are executed simultaneously, if the first effect button 35 is operated during the valid period related to the first effect button operation prompting effect (see Figure 7 (S-2)), the first possibility suggestion effect (see Figure 8 (D)) displaying the first possibility suggestion image will always be executed, and thereafter, as is clear from the notation in Figures 7 (S-3) to 7 (S-6), the second possibility suggestion effect (see Figure 8 (H)) displaying the second possibility suggestion image may or may not be executed.
[0386] In this way, in the gaming machine 1 of this embodiment, when the reach effect develops into the SP first half reach, at least the first possibility suggestion effect is executed, so when the processing of step S1641 judges "YES", the following processing is carried out following the processing of step S1642 to set the effect pattern of the possibility suggestion effect.
[0387] Following the processing of step S1642, the sub-CPU 91 determines whether or not the result of this first special symbol determination is a "jackpot" (step S1643), based on the symbol setting information indicating the determination result of the jackpot determination process included in the variation start command received from the main control board 80. If it is determined to be a "jackpot" (step S1643: YES), the sub-CPU 91 reads out a jackpot possibility suggestive effect pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1644), and if it is determined not to be a "jackpot" (step S1643: NO), the sub-CPU 91 reads out a miss possibility suggestive effect pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1645).
[0388] Then, the sub-CPU 91 executes a possibility suggestion presentation pattern selection process to select a presentation pattern for a possibility suggestion presentation by referring to the possibility suggestion presentation pattern selection table set in the sub-RAM 93 by the process of step S1644 or step S1645 (step S1646).
[0389] Although not shown in the figure, the determination result of the first special symbol determination, the variation pattern of the first special symbol, the effect pattern of the possibility suggestion effect, and a random number value are associated in the possibility suggestion effect selection table stored in the sub-ROM 92. In the process of step S1646, the sub-CPU 91 selects one effect pattern of the possibility suggestion effect by reading out from the possibility suggestion effect pattern selection table set in the sub-RAM 93 the effect pattern of the possibility suggestion effect that corresponds to the determination result of the first special symbol determination and the variation pattern of the first special symbol specified by the variation start command received from the main control board 80, and the effect random number obtained in the process of step S161.
[0390] The presentation patterns of the possibility suggestion presentation defined in the possibility suggestion presentation pattern selection table can be broadly classified into a first presentation pattern in which the first possibility suggestion presentation (see FIG. 7(S-2)) is executed but the second possibility suggestion presentation (see FIG. 7(S-5)) is not executed, and a second presentation pattern in which the first possibility suggestion presentation is executed and then the second possibility suggestion presentation (i.e., the first possibility suggestion image is changed to the second possibility suggestion image). A large number of first presentation patterns are prepared so that the first possibility suggestion presentation displays first possibility suggestion images of various numbers. A large number of second presentation patterns are prepared so that the numbers indicated by the first possibility suggestion presentation displayed by the first possibility suggestion presentation and the numbers indicated by the second possibility suggestion presentation are combined in various ways.
[0391] That is, the number indicated by the first possibility suggestion image does not indicate a fixed value, but may indicate 23% as exemplified in Fig. 8(D), or 10%, or may display various numbers such as 32%, 46%, etc. Many presentation patterns classified as the first presentation pattern are prepared so that the number indicated by the first possibility suggestion image may not only be 23% (see Fig. 8(D) for example) and then 63% (see Fig. 8(H)), but also many presentation patterns classified as the second presentation pattern are prepared, such as displaying the first possibility suggestion image showing 23% and then displaying the second possibility suggestion image showing 37%, or displaying the first possibility suggestion image showing 10% and then displaying the second possibility suggestion image showing 28%.
[0392] Furthermore, the numerical ranges and the display colors of the possibility suggestion images are associated in advance, such that if the number indicated by the possibility suggestion image (first possibility suggestion image or second possibility suggestion image) is within a first numerical range, the number is displayed in blue, if it is within a second numerical range, the number is displayed in green, and if it is within a third numerical range, the number is displayed in red. Therefore, by determining the value of the number indicated by the possibility suggestion image, the display color of the number is also determined.
[0393] Although the illustration of the jackpot possibility suggestion presentation pattern selection table and the miss possibility suggestion presentation pattern selection table is omitted, when the jackpot possibility suggestion presentation pattern selection table is referenced, the numbers indicated by the first possibility suggestion image and the second possibility suggestion image are both more likely to be large values than when the miss possibility suggestion presentation pattern selection table is referenced.
[0394] 26, the sub-CPU 91 sets possibility suggestion presentation pattern information indicating the possibility suggestion presentation pattern selected in the processing of step S1646 as setting information for the possibility suggestion presentation in the sub-RAM 93 (step S1647). A variable presentation start command including the possibility suggestion presentation pattern information set in the processing of step S1647 is transmitted to the image and sound control board 100, whereby the possibility suggestion presentation is performed in the presentation pattern set in the sub-control board 90.
[0395] When the sub-CPU 91 executes the process of step S1647 or determines that the game will not progress to the SP first half reach (step S1641: NO), it executes a stage effect lottery to determine whether or not to execute the stage effects described above based on FIGS. 10 and 11 during the current display of the first special symbol variation (step S1648). Specifically, a stage effect random number is acquired and stored in the sub-RAM 93. This stage effect random number is incremented by "1" each time a random number update process is performed in the sub-control board 90. The sub-CPU 91 acquires the count value at the time of receiving a variation start command related to the first special symbol determination from the main control board 80 as the stage effect random number. Then, it determines whether or not to execute the stage effect based on whether or not this stage effect random number matches any of the random number values to be compared with the stage effect random numbers previously stored in the sub-ROM 92.
[0396] Although not shown in the figure, the sub-ROM 92 stores a table in which the determination result of the first special symbol determination (whether it is a "jackpot" or not), the variation pattern of the first special symbol, and the random number value to be compared with the above-mentioned stage effect random number are associated. The sub-CPU 91 refers to this table and determines whether or not to execute stage effects based on whether the acquired stage effect random number matches either the determination result of the first special symbol determination specified based on the variation start command received from the main control board 80 or the random number value associated with the variation pattern of the first special symbol. Note that in this table, more random number values are associated with "jackpot" than with "miss" for the determination result of the first special symbol determination. Also, the longer the variation time of the first special symbol, the more random number values are associated with the variation pattern. Therefore, in the gaming machine 1 of this embodiment, the higher the jackpot reliability, the more likely it is that stage effects will be executed, and conversely, the lower the jackpot reliability, the more difficult it is to execute stage effects.
[0397] Next, the sub-CPU 91 determines whether or not to execute a step-by-step performance based on the result of the lottery in step S1648 (step S1650). If the sub-CPU 91 determines that a step-by-step performance is not to be executed (step S1650: NO), the advance notice performance pattern setting process ends, and the process proceeds to step S166.
[0398] On the other hand, when the sub-CPU 91 determines that a staged performance is to be executed (step S1650: YES), it determines whether the determination result of the first special symbol determination for this symbol variation is a "jackpot" or not (step S1651) based on whether the symbol setting information included in the variation start command received from the main control board 80 is information indicating a jackpot symbol. Here, when it determines that it is a "jackpot" (step S1651: YES), it determines whether the "jackpot" is a variable probability jackpot or not based on whether the jackpot symbol indicated by the symbol setting information is a "variable probability symbol" or not (step S1652).
[0399] When the sub-CPU 91 determines that the current "jackpot" is a probability variable jackpot (step S1652: YES), it reads out a probability variable jackpot stage presentation pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1653). On the other hand, when it determines that the current "jackpot" is not a probability variable jackpot based on the fact that the jackpot pattern indicated by the pattern setting information is a "normal pattern" (step S1652: NO), it reads out a normal jackpot stage presentation pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1654). When it determines that the result of the first special pattern determination related to the current pattern variation is not a "jackpot" based on the fact that the pattern indicated by the pattern setting information is a losing pattern (step S1651: NO), it reads out a losing stage presentation pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1655).
[0400] Then, the sub-CPU 91 executes a step-by-step performance pattern selection process (step S1656) to select a performance pattern for the step-by-step performance by referring to the step-by-step performance pattern selection table set in the sub-RAM 93 by the processing of step S1653, the processing of step S1654, or the processing of step S1655.
[0401] Although not shown in the figure, in each stage presentation pattern selection table stored in the sub-ROM 92, the variation pattern of the first special symbol, the reach type, the presentation pattern of the stage presentation, an...
Claims
[Claim 1] a determination means for determining whether or not a special game advantageous to a player is to be executed; a symbol display control means for causing a predetermined special symbol display means to variably display a special symbol and then causing a special symbol indicating the determination result of the determination means to be statically displayed; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the special symbol display means; a game control means for controlling a game in one of a plurality of game states including a first game state and a second game state that is more advantageous to the player than the first game state after the special game has ended; a performance control means for controlling the performance, The performance control means Based on the determination result of the determination means, a variation effect including a variation display of a performance pattern accompanying the variation display of the special pattern and a notification effect that notifies that the special game will be executed can be executed; The change performance includes a first change performance and a second change performance different from the first change performance, and there are times when the notification performance is executed in the first change performance and times when the notification performance is executed in the second change performance, The notification effect in the first variable effect can be executed in either case where the game is controlled in the first game state after the special game ends or where the game is controlled in the second game state, The notification effect in the second variable effect is executed when the game is controlled in the second game state after the special game ends, but is not executed when the game is controlled in the first game state after the special game ends, The performance control means When the second variation performance is executed, an image display performance can be executed in which a first variation performance image relating to the first variation performance is displayed and then a second variation performance image relating to the second variation performance is displayed in a state in which the first variation performance is not executed, and after the image display performance is executed, the second variation performance is always executed without executing the first variation performance; The image display effect is an effect that can be executed in both cases where it is determined by the determination means that the special game will be executed and where it is determined by the determination means that the special game will not be executed, The effects controlled by the effect control means include a suggestion effect, a first change effect, and a second change effect, The suggestion effect is an effect that suggests that the special game may be executed based on the determination result of the determination means, The first change effect is an effect in which a first possibility suggestion image is displayed, which suggests that the suggestion effect will be executed at a first degree, and in response to the execution of a predetermined trigger effect, the first possibility suggestion image is changed to a second possibility suggestion image, which suggests that the suggestion effect will be executed at a second degree, which is higher than the first degree; The second change effect is an effect in which the first possibility suggestion image is displayed, and in response to the execution of a predetermined trigger effect, the first possibility suggestion image is changed to a third possibility suggestion image suggesting that the possibility of the suggestion effect being executed is a third degree higher than the second degree, Although the suggestion effect is more likely to be executed in the second case in which the second change effect is executed than in the first case in which the first change effect is executed, The performance control means The gaming machine is characterized in that the suggestive presentation can be executed in any of the second case, the first case, and the third case in which neither the first change presentation nor the second change presentation is executed.
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