gaming machines

The gaming machine addresses the monotony of consecutive effects by varying special effects and gaming states based on lottery results and power supply changes, enhancing player engagement.

JP7789440B2Active Publication Date: 2025-12-22NEWGIN KK
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Patent Information

Application Number
JP2025061150
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2025-12-22
Estimated Expiration
2041-07-16

AI Technical Summary

Technical Problem

Conventional gaming machines with multiple types of unit effects result in consecutive execution of the same effect content, leading to a decrease in player interest.

Method used

A gaming machine that executes variable games based on lottery results, incorporating effect execution and control means to vary special effects after initialization conditions are met, allowing different effect content for subsequent special effects, and transitioning to different gaming states based on power supply changes or win conditions.

Benefits of technology

Increases player interest by providing diverse gaming experiences through varied special effects and gaming states.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving interest to a game.SOLUTION: A Pachinko game machine can execute a script performance. A jackpot is hit before a script performance of special frequency is executed after an initialization condition is satisfied, and thereafter when controlled in the same game state, in the case where the script performance of special frequency is finished after the initialization condition is satisfied, before a new jackpot is hit, the next script performance can be executed with a performance content different from the performance content of the script performance of special frequency after the initialization condition is satisfied.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] In conventional gaming machines, when a jackpot display result is displayed in a variable game, a jackpot game advantageous to the player is awarded. Some such pachinko gaming machines execute effects composed of multiple types of unit effects (for example, Patent Document 1). The pachinko gaming machine described in Patent Document 1 is capable of executing a first SU effect composed of multiple steps. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-073390 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such gaming machines, when an effect made up of multiple types of unit effects is executed, the same effect content is executed consecutively, which may result in a decrease in interest in the game. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that can execute a variable game based on the result of a winning lottery and can execute various effects, and is equipped with an effect execution means that can execute effects and an effect control means that controls the effect execution means, and the effects include special effects, and when the special effects of a special number of times end after an initialization condition is met, the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, and when a win occurs before the special effect of the special number of times is executed after the initialization condition is met, and thereafter, the same gaming state is maintained. The gist of the invention is that when the initialization condition is met, the new initialization condition is not met, and thereafter, the special effect of the special number of times ends after the initialization condition is met, so that the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, and the special effect of the special number of times can be executed with any of a plurality of types of effect content, and the initialization conditions include an initialization condition that can be met when the power supply is cut off and then power supply is started, and an initialization condition that can be met when the game state changes without a win being obtained for a predetermined period of time.

[0006] A gaming machine that solves the above problem is a gaming machine that can execute a variable game based on the result of a winning lottery and can execute various effects, and is equipped with an effect execution means that can execute effects and an effect control means that controls the effect execution means, and the effects include special effects, and when the special effects of a special number of times end after an initialization condition is met, the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, and when a win occurs before the special effect of the special number of times is executed after the initialization condition is met, and thereafter, when the gaming machine is controlled to the same gaming state, the initial effect is newly executed. The initialization condition is not met, and then the special effect of the special number of times ends after the initialization condition is met, so that the next special effect of the special number of times can be executed with effect content different from that of the special effect of the special number of times, and the next special effect of the special number of times can be executed with effect content different from that of the special effect of the special number of times among multiple types of effect content, and the initialization conditions include an initialization condition that can be met when power supply is cut off and then power supply is started, and an initialization condition that can be met when the game state changes without a win for a predetermined period of time. [Effects of the Invention]

[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 3] FIG. 10 is an explanatory diagram showing an example of a presentation mode for dialogue presentation. [Figure 4] FIG. 10 is an explanatory diagram showing the types of characters and dialogue content in dialogue presentations. [Figure 5] 10 is a flowchart showing a first line performance determination process. [Figure 6]FIG. 10 is an explanatory diagram showing how a character is determined in a dialogue presentation. [Figure 7] 10 is a flowchart showing a second line performance determination process. [Figure 8] 10(a) to 10(c) are timing charts showing an example of a specific flow of a performance when a dialogue performance is executed. DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment embodied in a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0010] As shown in Fig. 1, a pachinko gaming machine 10 as a gaming machine is equipped with a launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 also has a speaker Sp as audio output means for outputting sound. The pachinko gaming machine 10 is also equipped with a decorative lamp La that performs light-emitting effects using a light-emitting element (not shown). The decorative lamp La can perform light-emitting effects by turning on, blinking, and extinguishing the light-emitting element (not shown).

[0011] The pachinko gaming machine 10 includes a gaming board YB. A gaming area YBa, which is substantially circular in front view, is defined on the front side of the gaming board YB. In this embodiment, gaming balls launched by operating a launch handle HD reach the gaming area YBa.

[0012] The pachinko gaming machine 10 is equipped with an information display device 11. For example, the information display device 11 is disposed in a position on the gaming board YB that is visible to the player. The information display device 11 notifies various information indicating the control status of the pachinko gaming machine 10.

[0013] The information display device 11 is equipped with a first special symbol display unit 11a. The first special symbol display unit 11a is capable of executing a first special symbol change game in which predetermined symbols are variably displayed and the first special symbol is finally fixed and stopped. In the following explanation, the first special symbol change game is abbreviated to "first special game." The information display device 11 is equipped with a second special symbol display unit 11b. The second special symbol display unit 11b is capable of executing a second special symbol change game in which predetermined symbols are variably displayed and the second special symbol is finally fixed and stopped. In the following explanation, the second special symbol change game is abbreviated to "second special game." Furthermore, the first special game and the second special game are collectively referred to as "special games." The special symbols are symbols for notifying the result of a jackpot determination (jackpot lottery) described below.

[0014] In this specification, "variable display" refers to a state in which the type of displayed symbol changes over time. In this specification, "determined stop display" refers to a state in which symbols are definitively displayed as stopped symbols and the type of displayed symbol does not change. In this specification, "determined stop display" and "derivation" have the same meaning. In this embodiment, the special symbols include at least a jackpot symbol as a jackpot display result and a loss symbol as a loss display result. In this embodiment, if a jackpot is determined in the jackpot determination, a jackpot symbol is displayed in the special game, whereas if a loss is determined in the jackpot determination, a loss symbol is displayed in the special game. In this embodiment, a special game can be executed based on the result of the jackpot determination. Therefore, a player can recognize a jackpot when a jackpot symbol is displayed as a fixed stop symbol in the special game, and a player can recognize a loss when a loss symbol is displayed as a fixed stop symbol in the special game.

[0015] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed prior to the first special game. In this embodiment, if a jackpot is determined in the jackpot determination, the jackpot symbol is displayed as a fixed stop in the special game, and the jackpot game is awarded after the special game ends. In this embodiment, the jackpot game is an extremely advantageous state for the player because the player can win a large number of prize balls and other benefits.

[0016] The information display device 11 is equipped with a first special hold display unit 11c. The first special hold display unit 11c displays information that allows the user to recognize the number of first special games whose execution has been suspended because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of first special games that have been suspended is referred to as the "first special hold number." The information display device 11 is equipped with a second special hold display unit 11d. The second special hold display unit 11d displays information that allows the user to recognize the number of second special games whose execution has been suspended because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of second special games that have been suspended is referred to as the "second special hold number." For example, the maximum values ​​of the first special hold number and the second special hold number are each "4." The hold conditions for a special game can also be understood as the conditions for starting a special game (so-called start conditions).

[0017] The information display device 11 is equipped with a normal symbol display unit 11e. The normal symbol display unit 11e is capable of executing a normal symbol variation game in which predetermined symbols are variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for announcing the result of a normal win determination (normal win lottery). In the following explanation, the normal symbol variation game will be abbreviated to "normal game." The normal symbols in this embodiment include at least a normal win symbol and a normal loss symbol. When a normal win symbol is displayed as a fixed stop in the normal game, the player can recognize a normal win. When a normal loss symbol is displayed as a fixed stop in the normal game, the player can recognize a normal loss.

[0018] In this embodiment, if a normal win is determined in the normal win determination, the normal win symbol is displayed as a fixed stop in the normal game, and after the normal game ends, the normal win game is awarded. In this embodiment, the normal win game is advantageous to the player because it makes it easier for the player to fulfill the reservation conditions for the special game.

[0019] The information display device 11 is equipped with a normal hold display section 11f. The normal hold display section 11f displays information that allows the user to recognize the number of normal games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following explanation, the number of normal games that are on hold will be referred to as the "normal hold number." For example, the maximum normal hold number is 4.

[0020] The pachinko gaming machine 10 is equipped with an effect display device 12 that executes effects. The effect display device 12 is, for example, a liquid crystal display type display device. The effect display device 12 may be an organic EL display type display device, or may be a display device configured to include a projector and a screen. The effect display device 12 is equipped with an image display unit GH that displays an image. That is, in this embodiment, the effect display device 12 functions as an effect execution means that executes effects. The effect display device 12 is capable of executing, as one of its effects, an effect (hereinafter referred to as a display effect) that displays an image (picture) that resembles a predetermined character or letter.

[0021] The pachinko gaming machine 10 is provided with a first start opening 13 as a winning opening that is open to the gaming area YBa below the effect display device 12 on the gaming board YB. The first start opening 13 is always open so that gaming balls can enter. In the following description, the entry of a gaming ball into a winning opening may be referred to as "winning." The pachinko gaming machine 10 is provided with a first start sensor SE1 that detects a gaming ball that has entered the first start opening 13 (shown in FIG. 2). For example, the first start sensor SE1 is provided in a passage (not shown) through which the gaming ball that has entered the first start opening 13 passes. In this embodiment, when a gaming ball is detected by the first start sensor SE1, a hold condition for the first special game may be established, and a payout condition for prize balls is also established.

[0022] The pachinko gaming machine 10 is provided with a second start opening 14 as a winning opening that opens into the gaming area YBa, located on the gaming board YB below and to the right of the effect display device 12. The pachinko gaming machine 10 is also provided with a first variable member 15 on the gaming board YB that can be moved between a permissive state (open state) and a restrictive state (closed state). The permissive state is a state in which a gaming ball can be inserted into the second start opening 14 or is easily inserted. The restrictive state is a state in which a gaming ball cannot be inserted into the second start opening 14 or is difficult to insert. The pachinko gaming machine 10 is provided with a first actuator AC1 that operates the first variable member 15 (shown in FIG. 2). The first variable member 15 is moved to the permissive state during normal winning games.

[0023] The pachinko gaming machine 10 also includes a second start sensor SE2 (shown in FIG. 2) that detects a gaming ball that has entered the second start opening 14. For example, the second start sensor SE2 is provided in a passage (not shown) through which the gaming ball that has entered the second start opening 14 passes. In this embodiment, when a gaming ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for prize balls is also established.

[0024] The pachinko gaming machine 10 is provided with a jackpot opening 16 on the gaming board YB, below and to the left of the second starting opening 14, which opens into the gaming area YBa. The pachinko gaming machine 10 is provided with a second variable member 17 on the gaming board YB, which is operable between a permissive state (open state) and a restrictive state (closed state). The second variable member 17 is a so-called jackpot opening door. The permissive state is a state in which a gaming ball can enter the jackpot opening 16 or is easy to enter. The restrictive state is a state in which a gaming ball cannot enter the jackpot opening 16 or is difficult to enter. The pachinko gaming machine 10 is provided with a second actuator AC2 (shown in FIG. 2) that operates the second variable member 17. The second variable member 17 is operated to the permissive state during a jackpot game.

[0025] The pachinko gaming machine 10 is equipped with a count sensor SE3 (shown in FIG. 2) that detects gaming balls that have entered the large prize opening 16. For example, the count sensor SE3 is provided in a passage (not shown) through which gaming balls that have entered the large prize opening 16 pass. In this embodiment, when a gaming ball is detected by the count sensor SE3, a condition for paying out a prize ball is met.

[0026] The pachinko gaming machine 10 has a gate 18 through which a gaming ball can pass (enter) on the gaming board YB to the right of the effect display device 12. The gate 18 has a gate sensor SE4 (shown in FIG. 2) that detects a gaming ball passing through the gate 18. In this embodiment, when a gaming ball is detected by the gate sensor SE4, a hold condition for the normal game can be established.

[0027] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the probability of winning a jackpot in a jackpot lottery (hereinafter referred to as jackpot probability) to a high probability, a ball entry assist function that assists in ball entry of a game level into the second starting hole 14, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0028] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."

[0029] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning on a normal electric device, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states with different game ball entry rates into the second starting hole 14. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state with a higher ball entry rate than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. Therefore, the high ball entry rate state is an advantageous state for the player.

[0030] For example, the high ball entry rate state can be achieved by executing one of the three auxiliary controls described below, which can be selected arbitrarily, or by combining multiple controls. The first auxiliary control is a control that shortens the variable time of the normal game compared to the low ball entry rate state. The second auxiliary control is a control that varies the probability of winning a normal win in the normal win lottery (hereinafter referred to as the normal win probability) to a higher probability than in the low ball entry rate state. The second auxiliary control may be a control that does not conduct a normal win lottery in the low ball entry rate state, but conducts a normal win lottery with a predetermined winning probability in the high ball entry rate state. The third auxiliary control is a control that lengthens the total opening time of the first variable member 15 in one normal win game compared to the low ball entry rate state. As the third auxiliary control, it is preferable to perform at least one of the following controls: a control to increase the number of times the first variable member 15 is opened in one normal winning game compared to when the ball entry rate is low; and a control to make the opening time of the first variable member 15 in one normal winning game longer than when the ball entry rate is low.

[0031] The time-saving function (hereinafter referred to as the time-saving function) will be described. The pachinko gaming machine 10 has a plurality of variable time states in which the variable time (average variable time) of the special game is different. The plurality of variable time states include a long variable time state and a short variable time state in which the average variable time of at least the second special game is shorter than that of the long variable time state. When the time-saving function is activated, the variable time state transitions from the long variable time state to the short variable time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. In this embodiment, the time-saving function is activated in conjunction with the ball-going assistance function. In other words, the time-saving function is activated together with the ball-going assistance function and is deactivated together with the ball-going assistance function.

[0032] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all inactive. The first advantageous state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all inactive. The second advantageous state is a game state in which the probability variable function is not inactive, but the ball entry assist function and the time-saving function are inactive. In this embodiment, the normal state corresponds to the first game state, and the first advantageous state and the second advantageous state correspond to the second game state, which is more advantageous to the player than the first game state.

[0033] Next, a jackpot in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment is provided with a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols can be understood as types of jackpots. For example, the plurality of types of jackpot symbols are classified into a specific symbol group and a non-specific symbol group. A type of jackpot game is determined for each of the plurality of types of jackpot symbols.

[0034] In a jackpot game, a predetermined effect is first performed for a predetermined opening time. In this embodiment, for example, an opening effect that notifies the start of a jackpot game is performed as the predetermined effect. In a jackpot game, after the opening time has elapsed, a round game is performed in which the jackpot entry port 16 is opened. The round game is performed up to a predetermined upper limit number of times. One round game ends when a first end condition, in which a predetermined upper limit number of game balls enters the ball, or a second end condition, in which a predetermined upper limit time has elapsed, is met. In a round game, a round effect is performed. Then, in a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined ending time. In this embodiment, for example, an ending effect that notifies the end of a jackpot game is performed as the predetermined effect. The jackpot game ends as the ending time has elapsed.

[0035] Depending on the type of jackpot, the number of rounds in the jackpot game, the upper limit time for rounds, the game state controlled after the jackpot game, etc. vary. For example, after the end of a jackpot game based on a specific symbol, the game is controlled to the second advantageous state, while after the end of a jackpot game based on a non-specific symbol, the game is controlled to the first advantageous state.

[0036] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the effect display device 12 is capable of executing an effect pattern change game in which effect patterns are variably displayed in multiple columns and ultimately a combination of effect patterns is derived. In the following explanation, the effect pattern change game is abbreviated to "effect game." The effect patterns are symbols (decorative symbols) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is performed by variably displaying (scrolling) the first, second, and third symbol columns in a predetermined direction.

[0037] The effect game starts with the start of the special game and ends with the end of the special game. Specifically, in the effect game, effect symbols are temporarily displayed in a stopped state in each of the first to third symbol columns (hereinafter referred to as "temporary stop display"), and then the effect symbols temporarily displayed in each symbol column are fixed and stopped to determine a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. When a jackpot symbol (jackpot display result) is derived in the special game, a jackpot symbol combination (jackpot display result) based on the effect symbols is also derived in the effect game. For example, a jackpot symbol combination based on the effect symbols is a symbol combination in which the effect symbols in all columns are the same. Furthermore, when a losing symbol (loss display result) is derived in the special game, a losing symbol combination (loss display result) based on the effect symbols is also derived in the effect game. For example, a losing combination of effect symbols is a combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns. In the following description, the special game and the effect game may be collectively referred to as a "variable game."

[0038] Furthermore, in the effect game of this embodiment, it is possible to execute a reach effect. The reach effect of this embodiment is an effect that is performed in a state in which the same effect symbol is temporarily stopped and displayed in specific columns (in this embodiment, the first and second columns) among all the symbol columns in the effect game. In the following explanation, a combination of effect symbols in which the same effect symbol is temporarily stopped and displayed in specific columns among all the symbol columns may be referred to as a "reach symbol combination."

[0039] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Figure 2, the pachinko gaming machine 10 is provided with a main control board 30 on the back side (rear) of the game board YB. The main control board 30 performs various processes and outputs control signals (control commands) according to the results of the processes. The pachinko gaming machine 10 is also provided with a sub-control board 31 on the back side (rear) of the game board YB. The sub-control board 31 executes predetermined processes based on the control signals input from the main control board 30.

[0040] First, the main control board 30 will be described in detail. The main control board 30 includes a main control CPU 30a, a main control ROM 30b, and a main control RAM 30c. The main control CPU 30a executes a main control program to perform various processes.

[0041] The main control ROM 30b stores a main control program, a determination value used in a predetermined lottery, etc. The main control ROM 30b also stores a plurality of variation patterns. The variation pattern is information that can specify the variation time from the start of the special game to the end of the special game.

[0042] The variation patterns of this embodiment include a jackpot variation pattern that is determined when a jackpot is determined in the jackpot determination, and a miss variation pattern that is determined when a jackpot is not determined in the jackpot determination. In the jackpot variation pattern, the effect content for the effect game is determined to be the effect content that ultimately derives a jackpot symbol combination. In the miss variation pattern, the effect content for the effect game is determined to be the effect content that ultimately derives a miss symbol combination without going through a reach effect, or after going through a reach effect. In this way, the variation pattern of this embodiment is information that can identify part or all of the effect to be executed during the execution of the effect game.

[0043] The main control RAM 30c is configured to be able to store various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 30c includes, for example, flags, counters, and timers. The main control board 30 is also configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.

[0044] The main control CPU 30a is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 30a is configured to be able to input the detection signals output by each sensor when it detects a gaming ball. The main control CPU 30a is connected to the information display device 11 (first special symbol display unit 11a, second special symbol display unit 11b, first special hold display unit 11c, second special hold display unit 11d, normal symbol display unit 11e, normal hold display unit 11f). The main control CPU 30a is configured to be able to control the display content of the information display device 11. The main control CPU 30a is connected to the first actuator AC1 and the second actuator AC2. The main control CPU 30a is configured to be able to control the operation of each actuator.

[0045] Next, the sub-control board 31 will be described. The sub-control board 31 is connected to the main control board 30. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 30 to the sub-control board 31.

[0046] The sub-control board 31 is equipped with a sub-control CPU 31a, a sub-control ROM 31b, and a sub-control RAM 31c. The sub-control CPU 31a executes a sub-control program to perform various processes (for example, processes related to effects). The sub-control ROM 31b stores the sub-control program and judgment values ​​used in the lottery. The sub-control ROM 31b stores display effect data related to display effects, light-emitting effect data related to light-emitting effects, and audio effect data related to audio effects.

[0047] The sub-control RAM 31c is also configured to be able to store various information that is rewritten as appropriate during operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 31c includes, for example, flags, counters, and timers. The sub-control board 31 is also configured to be able to generate random numbers. The random numbers may be generated as hardware random numbers or software random numbers.

[0048] In this embodiment, the sub-control CPU 31a and the performance display device 12 are connected. The sub-control CPU 31a is configured to be able to control the display content of the performance display device 12. Specifically, in this embodiment, the sub-control CPU 31a is able to control the performance display device 12 to display various images based on the display performance data stored in the sub-control ROM 31b. That is, in this embodiment, the sub-control CPU 31a functions as a performance control means that controls the performances executed by the performance display device 12, and also functions as a performance determination means that determines the performances to be executed by the performance display device 12. The sub-control CPU 31a and the decorative lamp La are connected. The sub-control CPU 31a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 31a and the speaker Sp are connected. The sub-control CPU 31a is configured to be able to control the sound output mode from the speaker Sp.

[0049] The pachinko gaming machine 10 of this embodiment is capable of storing and retaining (backing up) various pieces of information stored in the sub-control RAM 31c after the power supply to the pachinko gaming machine 10 is cut off.

[0050] Next, various processes (controls) executed in the pachinko gaming machine 10 will be described. The main control CPU 30a of the main control board 30 executes various processes such as special symbol input process and special symbol start process based on the main control program. The main control CPU 30a executes various processes such as special symbol input process and special symbol start process at predetermined control cycles (for example, every 4 ms).

[0051] First, the special symbol input process will be described. In the special symbol input process, the main control CPU 30a determines whether a gaming ball has entered the first start hole 13. At this time, the main control CPU 30a determines that a gaming ball has entered the first start hole 13 by inputting a detection signal from the first start sensor SE1. When a gaming ball has entered the first start hole 13, the main control CPU 30a determines whether the first special reserve number stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). When the first special reserve number is less than the upper limit number, the main control CPU 30a updates the first special reserve number stored in the main control RAM 30c by adding 1. At this time, the main control CPU 30a controls the information display device 11 to display the updated first special reserve number. As described above, in this embodiment, when the first special reserve number is less than the upper limit number, the reserve condition for the first special game is met by a gaming ball entering the first start hole 13.

[0052] Next, the main control CPU 30a acquires random numbers generated within the main control board 30 and stores random number information based on the acquired random numbers in the main control RAM 30c. For example, the random numbers may be jackpot random numbers, jackpot symbol random numbers, or variation pattern random numbers. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main control RAM 30c, its execution can be suspended until the execution conditions for the first special game are met. Note that the random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.

[0053] If a gaming ball has not entered the first start port 13, if the number of first special reserved balls is not less than the upper limit number, and if random number information for the first special game is stored in the main control RAM 30c, the main control CPU 30a determines whether a gaming ball has entered the second start port 14. At this time, the main control CPU 30a determines that a gaming ball has entered the second start port 14 by inputting a detection signal from the second start sensor SE2. If a gaming ball has not entered the second start port 14, the main control CPU 30a terminates the special symbol input process. On the other hand, if a gaming ball has entered the second start port 14, the main control CPU 30a determines whether the number of second special reserved balls stored in the main control RAM 30c is less than the upper limit number (4 in this embodiment). If the number of second special reserved balls is not less than the upper limit number, the main control CPU 30a terminates the special symbol input process. On the other hand, if the second special reserve number is less than the upper limit number, the main control CPU 30a updates the second special reserve number stored in the main control RAM 30c by adding 1. At this time, the main control CPU 30a controls the information display device 11 to display the updated second special reserve number. In this way, in this embodiment, if the second special reserve number is less than the upper limit number, the reserve condition for the second special game is met by a game ball entering the second start hole 14.

[0054] Next, the main control CPU 30a acquires random numbers generated within the main control board 30 and stores random number information based on the acquired random numbers in the main control RAM 30c. At this time, the main control CPU 30a stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 30c, its execution can be suspended until the execution conditions for the second special game are met. Thereafter, the main control CPU 30a ends the special symbol input process.

[0055] Next, the special symbol start process will be described. First, the main control CPU 30a determines whether the execution conditions for the special game are met. In this determination, the main control CPU 30a determines that the execution conditions are met when neither a jackpot game nor a special game is in progress, while it determines that the execution conditions are not met when a jackpot game or a special game is in progress. If the execution conditions are not met, the main control CPU 30a ends the special symbol start process.

[0056] On the other hand, if the execution condition is met, the main control CPU 30a acquires the second special reserve number stored in the main control RAM 30c and determines whether the acquired second special reserve number is greater than 0 (zero). If the second special reserve number is greater than 0, the main control CPU 30a starts the second special game. On the other hand, if the second special reserve number is 0, the main control CPU 30a acquires the first special reserve number and determines whether the acquired first special reserve number is greater than 0. If the first special reserve number is greater than 0, the main control CPU 30a starts the first special game. On the other hand, if the first special reserve number is 0, the main control CPU 30a ends the special symbol start processing without starting the special game. As a result, the pachinko gaming machine 10 of this embodiment does not execute the first special game and the second special game simultaneously, and executes the second special game preferentially.

[0057] When starting the second special game, the main control CPU30a subtracts 1 from the second special reserve number to update it, and controls the information display device 11 to display the second special reserve number after subtraction.

[0058] Next, the main control CPU 30a acquires the random number information for the second special game that was stored first from the main control RAM 30c. Then, the main control CPU 30a performs a jackpot determination using the value of the jackpot random number identified from the acquired random number information. The jackpot determination corresponds to a jackpot lottery to determine whether or not a jackpot has occurred. For example, the jackpot determination may be made based on whether or not the value of the random number matches a jackpot determination value. Alternatively, for example, the jackpot determination may be made based on whether or not the value obtained by adding the value of the random number and the jackpot determination value exceeds a predetermined value.

[0059] If a jackpot is determined in the jackpot determination, the main control CPU 30a performs jackpot variation processing. In the jackpot variation processing, the main control CPU 30a determines a jackpot symbol for a special symbol based on the value of a jackpot symbol random number identified from the acquired random number information. This determined jackpot symbol becomes the final stop symbol derived in the special game. Furthermore, when the main control CPU 30a determines a jackpot symbol for a special symbol, it determines a jackpot variation pattern from among multiple types of jackpot variation patterns by conducting a variation pattern determination lottery based on the value of a variation pattern random number identified from the acquired random number information. On the other hand, if a jackpot is not determined in the jackpot determination, the main control CPU 30a performs a loss variation processing. In the loss variation processing, the main control CPU 30a determines a loss symbol for a special symbol. This determined loss symbol becomes the final stop symbol derived in the special game. In addition, when the main control CPU 30a determines a losing special pattern, it determines a losing variation pattern from among multiple types of losing variation patterns by conducting a variation pattern determination lottery based on the value of the variation pattern random number identified from the acquired random number information.

[0060] Furthermore, when starting the first special game, the main control CPU 30a performs the same control for the first special game as the control for the second special game described above. That is, the main control CPU 30a subtracts the number of first special reserved balls, determines whether there is a jackpot, and performs jackpot fluctuation processing or loss fluctuation processing based on the result of the jackpot determination. After that, the main control CPU 30a ends the special symbol start processing.

[0061] Then, after the special symbol start process is completed, the main control CPU 30a executes a special game by performing a process separate from the special symbol start process. Specifically, the main control CPU 30a controls the display content of the information display device 11 to start the variation of the first special symbol or the second special symbol. The main control CPU 30a also sets information (hereinafter referred to as a special symbol designation command) specifying the special symbol determined in the special symbol start process in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 31 in a predetermined output process. The main control CPU 30a also sets information (hereinafter referred to as a variation pattern designation command) specifying a variation pattern and instructing the start of an effect game in the output buffer. The main control CPU 30a also measures the variation time determined for the variation pattern determined in the special symbol start process. The main control CPU 30a then controls the information display device 11 so that the special symbol determined in the special symbol start process is derived after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special pattern start processing has elapsed, the main control CPU 30a sets information (hereinafter referred to as the all pattern stop command) for deriving a combination of performance patterns in the output buffer.

[0062] Next, the big win processing performed by the main control CPU 30a will be described. In the jackpot processing, the main control CPU 30a specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. After the jackpot special game ends, the main control CPU 30a starts control to award the specified jackpot game and outputs predetermined control information.

[0063] When the special game resulting from a jackpot ends, the main control CPU 30a first starts measuring the opening time and generates a command (hereinafter referred to as the opening command) that instructs the execution of an opening effect, and sets this command in the output buffer. After the opening time has elapsed, the main control CPU 30a performs processing to execute a round game. Specifically, the main control CPU 30a controls the second actuator AC2 so that the special prize opening 16 is opened during the round game. After starting the round game, if the first or second end condition is met, the main control CPU 30a closes the special prize opening 16, thereby ending the round game. The main control CPU 30a repeatedly performs this processing to execute the round game until the maximum number of round games set for the jackpot game has been completed. Each time a round game starts, the main control CPU 30a generates a command (hereinafter referred to as the round command) that instructs the execution of a round effect, and sets this command in the output buffer. Then, when the final round of play is completed, the main control CPU 30a generates a command to execute an ending performance (hereinafter referred to as an ending command) and sets it in the output buffer. When the ending time has elapsed, the main control CPU 30a ends the big win game.

[0064] Next, a process for transitioning the gaming state will be described. In this embodiment, the main control CPU 30a executes the following process to realize a gaming state control means for controlling the gaming state.

[0065] When the main control CPU 30a ends a jackpot game based on a specific symbol, it sets a high probability flag in the main control RAM 30c, thereby controlling the game to a high probability state. On the other hand, when the main control CPU 30a ends a jackpot game based on a non-specific symbol, it does not set a high probability flag in the main control RAM 30c. In other words, the main control CPU 30a controls the game to a low probability state. When the main control CPU 30a starts a jackpot game and the high probability flag is set, it erases the high probability flag. In other words, the main control CPU 30a controls the game to a low probability state during the jackpot game.

[0066] Furthermore, when a jackpot game ends, the main control CPU 30a sets an activation flag in the main control RAM 30c to control the system to a high ball entry rate state. The main control CPU 30a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main control RAM 30c each time a special game is started after a jackpot game based on a non-specific symbol ends. The main control CPU 30a erases the activation flag stored in the main control RAM 30c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. That is, the main control CPU 30a controls the system to a low ball entry rate state when the activation number of special games ends after a jackpot game based on a non-specific symbol ends. When a jackpot game starts and the activation flag is set, the main control CPU 30a erases the activation flag. That is, the main control CPU 30a controls the system to a low ball entry rate state during a jackpot game. The main control CPU 30a controls the ball to a short fluctuation time state when controlling the ball to a high ball scoring rate state, and controls the ball to a long fluctuation time state when controlling the ball to a low ball scoring rate state.

[0067] When the main control CPU 30a shifts the gaming state, it generates a gaming state command that can identify the current gaming state and outputs the command to the sub-control CPU 31a. In addition to the above-mentioned processes, the main control CPU 30a also performs the following processes. For example, the main control CPU 30a also performs processes related to normal symbols and processes related to errors. The normal symbol processes include inputting a detection signal from the gate sensor SE4 and starting a normal symbol variation game.

[0068] Next, a description will be given of various processes executed by the sub-control CPU 31a of the sub-control board 31 based on the sub-control program. When a control signal is input from the main control CPU 30a, the sub-control CPU 31a executes various processes in accordance with the control signal.

[0069] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 31a inputs a special symbol designation command and a variation pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game. Specifically, when the sub-control CPU 31a inputs a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the special symbol designated by the input special symbol designation command. When a jackpot symbol of a special symbol is designated, the sub-control CPU 31a determines a symbol combination of the effect symbols for the jackpot. As a result, in the effect game of this embodiment, when a jackpot is determined in the jackpot determination, a jackpot display result is derived. Furthermore, when a losing symbol of a special symbol is designated, the sub-control CPU 31a determines a combination of effect symbols to be derived in the effect game based on the variation pattern designated by the variation pattern designation command. Specifically, when a losing variation pattern that can be identified as executing a reach effect is designated, the sub-control CPU 31a determines a losing symbol combination for the reach. In this embodiment, a losing symbol combination for a reach is a combination of effect symbols in which the effect symbols in specific columns (for example, the first and second columns) are the same and the effect symbols in other columns (for example, the third column) are different. Also, when a loss variation pattern that can specify that a reach effect will not be executed is specified, the sub-control CPU31a determines a losing symbol combination for a normal loss. In this embodiment, a losing symbol combination for a normal loss is a combination of effect symbols in which the effect symbols in all columns are different.

[0070] Furthermore, when the sub-control CPU 31a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. The process of determining the effect to be executed will be described in detail later. Thereafter, the sub-control CPU 31a controls the effect display device 12 to start the variable display of the effect symbols of each symbol column. That is, the sub-control CPU 31a starts the effect game. Specifically, the sub-control CPU 31a controls the effect display device 12 to variably display three columns of effect symbols. The sub-control CPU 31a also controls the execution of various effects whose execution has been determined. Next, after starting the effect game, the sub-control CPU 31a temporarily stops the display of the effect symbols of each symbol column when a predetermined timing arrives, and then, triggered by the input of the stop all symbols command, causes the fixed stop display of the effect symbols of each symbol column. The sub-control CPU 31a may also stop and display the effect symbols of each symbol row after the lapse of the variable time set for the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.

[0071] Next, the processing related to the big win game will be explained. When an opening command is input, the sub-control CPU 31a controls the group of performance devices to execute an opening performance. In this embodiment, the group of performance devices includes the performance display device 12, decorative lamps La, and speakers Sp. When a round command is input, the sub-control CPU 31a controls the group of performance devices to execute a round performance. When an ending command is input, the sub-control CPU 31a controls the group of performance devices to execute an ending performance.

[0072] The pachinko gaming machine 10 of this embodiment is configured to be able to execute various effects related to the variable game during execution of the variable game, based on the result of the big win lottery.

[0073] Next, processing related to the gaming state will be described. When the sub-control CPU 31a receives a game status command from the main control CPU 30a, the sub-control CPU 31a stores information that identifies the game status determined from the received game status command in a predetermined storage area in the sub-control RAM 31c, thereby enabling the sub-control CPU 31a to identify the current game status.

[0074] The following describes the effects that can be performed in the pachinko gaming machine 10 of this embodiment. The effects that can be executed by the pachinko gaming machine 10 of this embodiment include dialogue effects. In this embodiment, the dialogue effects are effects that can be executed before the start of the reach effect during the execution of the variable game. In this embodiment, the dialogue effects correspond to special effects.

[0075] In this embodiment, the dialogue presentation is a presentation that shows one of a plurality of types of characters and one of a plurality of types of dialogue content. As a specific example, the dialogue presentation in this embodiment is a presentation that displays a character image showing the character and a dialogue image showing the dialogue content. In the following description, the character shown in the dialogue presentation may be simply referred to as the "character in the dialogue presentation," and the dialogue content shown in the dialogue presentation may be simply referred to as the "dialogue content in the dialogue presentation."

[0076] An example of a presentation mode for dialogue presentation will be described below with reference to FIG. As shown in FIG. 3, the dialogue effect is executed after a predetermined time has elapsed since the variable display of the effect symbols has begun on the image display unit GH. The predetermined time here refers to the time before a reach is formed in the variable game. Then, on the image display unit GH, a character image 101 and a dialogue image 101a are displayed. For example, in FIG. 3, the character image 101 is an image that resembles a rabbit's face. Also, for example, in FIG. 3, the dialogue image 101a is an image in which the word "Hello!" is written in black letters in a white window.

[0077] Next, the characters and the content of the lines shown in the dialogue presentation will be described. In this embodiment, the content of the lines corresponds to the first information in the dialogue presentation. Also, in this embodiment, the characters correspond to the second information in the dialogue presentation.

[0078] As shown in Figure 4, in this embodiment, there are multiple types of characters that can be determined as characters in the dialogue presentation. Specifically, there are four types of characters that can be determined as characters in the dialogue presentation of this embodiment: Character A, Character B, Character C, and Character D. In addition, there are multiple types of dialogue content that can be determined as dialogue content in the dialogue presentation. Specifically, there are ten types of dialogue content that can be determined as dialogue content in the dialogue presentation of this embodiment: Dialogue Content A1, Dialogue Content A2, Dialogue Content B1, Dialogue Content B2, Dialogue Content C1, Dialogue Content C2, Dialogue Content D1, Dialogue Content D2, Dialogue Content Y, and Dialogue Content Z.

[0079] In this embodiment, the line content that can be determined as the line content in a line presentation varies depending on the character in the line presentation. For example, if the character in the line presentation is character A, the line content that can be determined as the line content in the line presentation is four types: line content A1, line content A2, line content Y, and line content Z. Also, if the character in the line presentation is character B, the line content that can be determined is four types: line content B1, line content B2, line content Y, and line content Z. Furthermore, if the character in the line presentation is character C, the line content that can be determined is four types: line content C1, line content C2, line content Y, and line content Z. When the character in the dialogue performance is character D, there are four types of dialogue content that can be determined: dialogue content D1, dialogue content D2, dialogue content Y, and dialogue content Z.

[0080] As described above, some of the dialogue content in this embodiment can only be determined when a specific character is determined as the character in the dialogue effect. For example, dialogue content A1 and dialogue content A2 can be determined when character A is determined, but cannot be determined when characters B to D are determined. Furthermore, some of the dialogue content in this embodiment can be determined regardless of which character is determined as the character in the dialogue effect. For example, dialogue content Y and dialogue content Z can be determined regardless of which of characters A to D is determined.

[0081] The control for executing the dialogue presentation will be described below. The sub-control CPU 31a, upon input of the variation pattern designation command, performs a dialogue effect execution lottery to determine whether or not to execute a dialogue effect.

[0082] If the dialogue effect execution lottery is not won, the sub-control CPU31a controls so that the dialogue effect is not executed during the execution of the variation game corresponding to the input variation pattern designation command. On the other hand, if the dialogue effect execution lottery is won, the sub-control CPU31a executes a first dialogue effect determination process to determine the character in the dialogue effect. In this embodiment, the first dialogue effect determination process determines the character in a special number of dialogue effects (for example, four times) (hereinafter referred to as a series of dialogue effects). In this embodiment, a series of dialogue effects can also be understood as an effect composed of a special number of dialogue effects. In other words, in this embodiment, a series of dialogue effects corresponds to a specific effect. Also, in this embodiment, each of the dialogue effects that make up a series of dialogue effects corresponds to a unit effect.

[0083] As shown in Fig. 5, the sub-control CPU 31a determines whether or not the character in the current line performance is undetermined in the first line performance determination process (step S201). In the process of step S201, the sub-control CPU 31a determines that the character in the current line performance is undetermined if the sub-control RAM 31c does not store information that can identify the character in the current line performance. On the other hand, in the process of step S201, the sub-control CPU 31a determines that the character in the current line performance has been determined (not undetermined) if the sub-control RAM 31c stores information that can identify the character in the current line performance. In the following description, the information that can identify the character in the line performance will be simply referred to as "character information."

[0084] If the character for the current line performance is not yet determined (step S201: NO), the sub-control CPU 31a ends the first line performance determination process. On the other hand, if the character for the current line performance is yet to be determined (step S201: YES), the sub-control CPU 31a determines whether or not information capable of identifying the character for the immediately preceding line performance (hereinafter referred to as final character information) is stored in the sub-control RAM 31c (step S202). As will be described in detail later, in the first line performance determination process of this embodiment, characters for each of the special number of line performances that make up a series of line performances are determined. For this reason, in this embodiment, the final character information can be understood as information capable of identifying the character for the final line performance of the series of line performances executed immediately before.

[0085] If the sub-control CPU 31a determines that the final character information is stored in the sub-control RAM 31c (step S202: YES), it determines a character for the first dialogue performance of the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the final character information.Then, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as first character information) in the sub-control RAM 31c (step S203).

[0086] On the other hand, if the sub-control CPU 31a determines that the final character information is not stored in the sub-control RAM 31c (step S202: NO), it determines a character for the first dialogue performance among the series of dialogue performances from among characters that can be determined as characters for the dialogue performances.Then, the sub-control CPU 31a stores information that can identify the determined character in the sub-control RAM 31c as first character information (step S204).

[0087] After storing the first character information in the sub-control RAM 31c, the sub-control CPU 31a determines a character for the second dialogue performance of the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the first character information. Thereafter, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as second character information) in the sub-control RAM 31c (step S205).

[0088] Next, the sub-control CPU 31a determines a character for the third dialogue performance among the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the first and second character information. Thereafter, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as third character information) in the sub-control RAM 31c (step S206).

[0089] Thereafter, the sub-control CPU 31a determines a character for the fourth dialogue performance among the series of dialogue performances from among characters that can be determined as characters for the dialogue performances based on the first to third character information. Thereafter, the sub-control CPU 31a stores information that can identify the determined character (hereinafter referred to as fourth character information) in the sub-control RAM 31c (step S207).

[0090] Then, the sub-control CPU 31a deletes the final character information from the sub-control RAM 31c (step S208). After that, the sub-control CPU 31a ends the first line effect determination process.

[0091] In this embodiment, among the various types of information stored in the sub-control RAM 31c, character information for the dialogue effects is configured to be erased without being stored when the power supply is interrupted. Therefore, in this embodiment, for example, when the first dialogue effect determination process is executed after the power supply to the pachinko gaming machine 10 is started, character information that can identify the character for the current dialogue effect is not stored. That is, in the process of step S201 in the first first dialogue effect determination process after the power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a determines that the character for the current dialogue effect has not been determined. Therefore, in the first first dialogue effect determination process after the power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a determines the characters for the special dialogue effects that constitute the series of dialogue effects. In other words, the sub-control CPU 31a determines the characters for the special dialogue effects between the time when the power supply to the pachinko gaming machine 10 is started and the time when the first dialogue effect is executed.

[0092] Furthermore, according to this, if the power supply is cut off after the character for the special number of line performances has been determined in the first line performance determination process and before the special number of line performances are executed, the character information that can identify the character determined in the first line performance determination process will be erased. Therefore, in this embodiment, if the power supply is subsequently resumed and the first line performance determination process is executed again, the sub-control CPU31a will again determine the character for the special number of line performances by lottery in the first line performance determination process.

[0093] Furthermore, in the first line performance determination process of this embodiment, character information capable of identifying a character in the special number of line performances that make up a series of line performances is stored in the sub-control RAM 31c. The character information stored in the sub-control RAM 31c is erased each time the second line performance determination process, which will be described later, is executed. Here, the second line performance determination process is executed each time it is determined that a line performance will be executed. For this reason, in this embodiment, after determining a character in the special number of line performances that make up a series of line performances, the sub-control CPU 31a determines in step S201 that the character in the current line performance has been determined (not undetermined) until the special number of line performances are executed. On the other hand, after determining a character in the special number of line performances that make up a series of line performances, and after the special number of line performances have been executed, if it is again determined that a line performance will be executed, the sub-control CPU 31a determines in step S201 that the character in the current line performance is undetermined.

[0094] As a result, in the first line performance determination process, when the sub-control CPU 31a of this embodiment has determined characters for the special number of line performances that make up a series of line performances, after the series of line performances has ended, the sub-control CPU 31a will determine characters for the special number of line performances that make up the next series of line performances. In particular, in this embodiment, when a series of line performances has ended, the sub-control CPU 31a determines characters for the special number of line performances that make up the next series of line performances when it is determined that the first line performance in the next series of line performances will be executed.

[0095] As described above, in the first line performance determination process, the sub-control CPU 31a determines the characters for the second to fourth line performances based on the characters for the first line performance in steps S205 to S207. That is, the sub-control CPU 31a determines the characters for the first line performance among the special number of line performances that make up the series of line performances, and then determines the characters for a predetermined number of line performances different from the first line performance among the special number of line performances that make up the series of line performances, based on the characters for the first line performance. In particular, in this embodiment, the sub-control CPU 31a determines the characters for all line performances from the first line performance onwards among the special number of line performances that make up the series of line performances, based on the characters for the first line performance among the special number of line performances that make up the series of line performances.

[0096] Here, a determination manner when determining a character for each line effect in the first line effect determination process will be described. As shown in Fig. 6, in this embodiment, there are four types of characters, characters A to D, that can be determined as characters in the dialogue performance. Therefore, the final character information stores character information that can identify any one of characters A to D. In other words, the final dialogue performance of the series of dialogue performances executed immediately before the series of dialogue performances for which a character is determined in the current first dialogue performance determination process is executed in a manner that indicates any one of the multiple types of characters.

[0097] Furthermore, there are four types of characters, characters A to D, that can be determined as the character in the first dialogue performance of a series of dialogue performances. In other words, in this embodiment, the type of character that can be determined as the character in a dialogue performance is the same for the first dialogue performance of a series of dialogue performances and the final dialogue performance of the immediately preceding series of dialogue performances. When determining the character for the first dialogue performance of a series of dialogue performances, the sub-control CPU 31a determines a character from among characters A to D that is different from a character that can be identified from the final character information. Specifically, the sub-control CPU 31a acquires a predetermined random number and determines the character for the first dialogue performance of the series of dialogue performances based on whether the value of the acquired random number matches any of the determination values ​​for character content lottery in the dialogue performances stored in the sub-control ROM 31b. At this time, the sub-control CPU 31a uses different determination values ​​for character content lottery depending on the character that can be identified from the final character information, thereby controlling so as not to determine the same character as a character that can be identified from the final character information.

[0098] Here, in this embodiment, the final character information is information that can identify a character in the final (last) dialogue performance of the immediately preceding series of dialogue performances. Therefore, the character in the first dialogue performance of the series of dialogue performances is determined based on the character in the final dialogue performance of the immediately preceding series of dialogue performances. In other words, in this embodiment, it can be said that the first dialogue performance of the series of dialogue performances is determined based on the final dialogue performance of the immediately preceding series of dialogue performances. In particular, the sub-control CPU 31a determines a character that is different from the character in the final dialogue performance of the immediately preceding series of dialogue performances as the character in the first dialogue performance of the series of dialogue performances.

[0099] Furthermore, there are four types of characters, characters A to D, that can be determined as characters in the second to fourth dialogue presentations of the series. That is, in this embodiment, the types of characters that can be determined as characters in dialogue presentations are the same for any of the first to fourth dialogue presentations of the series. When determining a character for the second dialogue presentation of the series, the sub-control CPU 31a determines a character from among characters A to D that is different from a character that can be identified from character information for the first presentation. Furthermore, when determining a character for the third dialogue presentation of the series, the sub-control CPU 31a determines a character from among characters A to D that is different from both a character that can be identified from character information for the first presentation and a character that can be identified from character information for the second presentation. Then, when determining the character for the fourth dialogue performance in the series of dialogue performances, the sub-control CPU 31a determines a character from among characters A to D that is different from any of the characters that can be identified from the character information of the first performance, the characters that can be identified from the character information of the second performance, and the characters that can be identified from the character information of the third performance.

[0100] Due to the above-described character determination mode, when determining characters for the special number of dialogue effects that make up a series of dialogue effects, the sub-control CPU 31a determines characters for each dialogue effect so that the same character does not appear twice. Therefore, in this embodiment, the same character does not appear twice in the special number of dialogue effects that make up a series of dialogue effects. Furthermore, when determining characters for the special number of dialogue effects that make up a series of dialogue effects, the sub-control CPU 31a determines characters for each dialogue effect so that the same character does not appear twice in succession. Therefore, in this embodiment, the same character does not appear twice in the special number of dialogue effects that make up a series of dialogue effects.

[0101] In addition, in this embodiment, different characters are shown in the special number of dialogue effects that make up the series of dialogue effects. That is, in this embodiment, it can be said that the special number of dialogue effects that make up the series of dialogue effects are different types of dialogue effects. Therefore, in this embodiment, it can be said that the series of dialogue effects is made up of multiple types of dialogue effects.

[0102] In particular, in this embodiment, the sub-control CPU 31a determines the characters in the dialogue effects by a predetermined lottery in the order in which the dialogue effects are executed for the special number of dialogue effects that make up the series of dialogue effects. In other words, in this embodiment, the multiple types of dialogue effects that make up the series of dialogue effects are executed in the execution order determined by the lottery.

[0103] Furthermore, in the first dialogue effect determination process of this embodiment, the sub-control CPU 31a determines which of the multiple types of characters will be used in the dialogue effect, regardless of the content of the variation game in which the dialogue effect is executed. In particular, the sub-control CPU 31a determines the character in the dialogue effect in the order in which the dialogue effect is executed for the special number of dialogue effects that make up a series of dialogue effects, regardless of the content of the variation game in which the dialogue effect is executed. In other words, in this embodiment, the sub-control CPU 31a determines the execution order of the multiple types of dialogue effects, regardless of the content of the variation game in which the dialogue effect is executed.

[0104] In this embodiment, the sub-control CPU 31a determines characters for the first to fourth dialogue presentations in a series of dialogue presentations in a first dialogue presentation determination process that is executed when it is determined that the first dialogue presentation will be performed in the series of dialogue presentations. That is, in this embodiment, the sub-control CPU 31a determines characters for the second to fourth dialogue presentations before determining the content of the variable game in which the second to fourth dialogue presentations in the series of dialogue presentations will be performed.

[0105] Furthermore, when the sub-control CPU 31a ends the first line performance determination process, it executes a second line performance determination process for determining the content of the line to be displayed in the line performance. As shown in FIG. 7, in the second line performance determination process, the sub-control CPU 31a acquires the variation pattern designated by the input variation pattern designation command (step S301).

[0106] Next, the sub-control CPU 31a acquires the character information of the youngest number of times from the character information stored in the sub-control RAM 31c (step S302). For example, when the sub-control RAM 31c stores character information for the first to fourth times, the sub-control CPU 31a acquires character information for the first time. Also, for example, when the sub-control RAM 31c stores character information for the third and fourth times, the sub-control CPU 31a acquires character information for the third time.

[0107] Next, the sub-control CPU 31a determines the line content for the current line performance by conducting a predetermined lottery based on the acquired variation pattern and the acquired character information (step S303). Specifically, the sub-control CPU 31a identifies line content that can be determined as the line content for the current line performance based on the character identified from the acquired character information, and determines one of the line content that can be determined. For example, when the sub-control CPU 31a identifies character A from the acquired character information, it determines one of line content A1, line content A2, line content Y, and line content Z.

[0108] In addition, when determining one of the determinable dialogue contents, the sub-control CPU31a determines the dialogue contents so that the expectation that the variable game being executed will be a jackpot (hereinafter referred to as the jackpot expectation) will be different depending on the type of dialogue content. Specifically, the sub-control CPU31a determines the dialogue contents at different determination rates when the acquired variation pattern is a jackpot variation pattern and when it is a loss variation pattern.

[0109] For example, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation rate is the same regardless of whether line content A1 or line content A2 is determined. On the other hand, when the sub-control CPU 31a identifies character A from the acquired character information, if line content Y or line content Z is determined, it determines the line content so that the jackpot expectation rate is higher than when line content A1 and line content A2 are determined. In particular, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation rate is higher when line content Z is determined than when line content Y is determined. In other words, when the sub-control CPU 31a identifies character A from the acquired character information, it determines the line content so that the jackpot expectation rate increases in the following order: line content A1, A2 < line content Y < line content Z.

[0110] Similarly, when the sub-control CPU 31a identifies character B from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content B1, B2 < line content Y < line content Z. Furthermore, when the sub-control CPU 31a identifies character C from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content C1, C2 < line content Y < line content Z. Furthermore, when the sub-control CPU 31a identifies character D from the acquired character information, it determines the line content so that the likelihood of a jackpot increases in the order of line content D1, D2 < line content Y < line content Z.

[0111] In this way, in the second line effect determination process of this embodiment, the sub-control CPU 31a determines the line content in the line effect according to the content of the variable game in which the line effect is executed.

[0112] Next, the sub-control CPU 31a determines whether the acquired character information is the fourth character information in the series of dialogue effects (step S304). That is, the sub-control CPU 31a determines whether the current dialogue effect is the final dialogue effect in the special number of dialogue effects that make up the series of dialogue effects.

[0113] If the sub-control CPU 31a determines that the acquired character information is the fourth character information (step S304: YES), it stores the acquired character information in the sub-control RAM 31c as the final character information (step S305). Then, the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c (step S306). Thereafter, the sub-control CPU 31a ends the second line performance determination process.

[0114] On the other hand, if it is determined that the acquired character information is not the fourth character information (step S304: NO), the sub-control CPU 31a deletes the acquired character information from the sub-control RAM 31c without storing the acquired character information in the sub-control RAM 31c as the final character information (step S306).Then, the sub-control CPU 31a ends the second line performance determination process.

[0115] In this embodiment, the sub-control CPU 31a can also perform control to erase character information stored in the sub-control RAM 31c when a jackpot game ends. Specifically, if the game state at the time of a jackpot game is different from the game state after the jackpot game, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the jackpot game ends. On the other hand, if the game state at the time of a jackpot game is the same as the game state after the jackpot game, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c when the jackpot game ends.

[0116] Next, the sub-control CPU 31a controls the execution of a dialogue performance in a manner showing the character determined in the first dialogue performance determination process and the dialogue content determined in the second dialogue performance determination process. As a result, in this embodiment, the dialogue performance can be executed in the performance display device 12.

[0117] Next, an example of a specific flow of a performance when a dialogue performance is executed will be described with reference to FIG. As shown in FIG. 8(a), the sub-control CPU 31a determines to execute a dialogue effect upon the start of the first variable game since the start of power supply to the pachinko gaming machine 10. The dialogue effect determined to be executed here is the first dialogue effect since the start of power supply. In this case, since the character for the current dialogue effect has not been determined, the sub-control CPU 31a determines the characters for the series of dialogue effects in the first dialogue effect determination process. In this example, it is assumed that, of the series of dialogue effects, character A is determined as the character for the first dialogue effect, character B is determined as the character for the second dialogue effect, character C is determined as the character for the third dialogue effect, and character D is determined as the character for the fourth dialogue effect. In FIG. 8(a), the characters for the first to fourth dialogue effects determined in the first dialogue effect determination process are shown as "A → B → C → D." Furthermore, brackets [A] to [D] indicate the type of character in the dialogue presentation executed in the running variable game. Then, in the second dialogue presentation determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the first dialogue presentation in a series of dialogue presentations. Then, the sub-control CPU 31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the first dialogue presentation.

[0118] Next, it is assumed that the sub-control CPU31a decides to execute a dialogue presentation when the next variable game starts. The dialogue presentation decided to be executed here is the second dialogue presentation since the power supply started. In this case, the sub-control CPU31a does not newly determine a character for the dialogue presentation in the first dialogue presentation determination process because the character for the current dialogue presentation has already been determined (in this example, character B). Then, in the second dialogue presentation determination process, the sub-control CPU31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the second dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the second dialogue presentation.

[0119] Thereafter, the sub-control CPU 31a decides to execute a dialogue presentation when the next variable game starts. The dialogue presentation decided to be executed here is the third dialogue presentation since the power supply was started. In this case, the sub-control CPU 31a does not newly determine a character for the dialogue presentation in the first dialogue presentation determination process because the character for the current dialogue presentation has already been determined (in this example, character C). Then, in the second dialogue presentation determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the third dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU 31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the third dialogue presentation.

[0120] Also, assume that the sub-control CPU 31a does not determine whether to execute a dialogue effect when the next variable game starts. In this case, the sub-control CPU 31a does not execute the first dialogue effect determination process and the second dialogue effect determination process, and does not execute a dialogue effect.

[0121] Furthermore, it is assumed that the sub-control CPU 31a has decided to execute a dialogue presentation when the next variable game starts. The dialogue presentation decided to be executed here will be the special dialogue presentation since the start of power supply. In this case, since the character for the current dialogue presentation has already been decided (in this example, character D), the sub-control CPU 31a does not newly decide the character for the dialogue presentation in the first dialogue presentation decision process. Then, the sub-control CPU 31a decides the dialogue content for the current dialogue presentation in the second dialogue presentation decision process. In this case, the current dialogue presentation is the fourth dialogue presentation in the series of dialogue presentations, and is the final dialogue presentation of the series of dialogue presentations. Thereafter, in the second dialogue presentation decision process, the sub-control CPU 31a stores character information that can identify the character in the current dialogue presentation as final character information, and then deletes the character information that can identify the character in the current dialogue presentation. Then, the sub-control CPU 31a controls the execution of the dialogue performance in a manner that indicates the character and the dialogue content in the fourth dialogue performance, thereby completing the series of dialogue performances.

[0122] Thereafter, if a variation game starts after the series of dialogue presentations has ended, the sub-control CPU 31a does not decide to execute a dialogue presentation at the start of the variation game. In this case, the sub-control CPU 31a does not execute the first dialogue presentation determination process and the second dialogue presentation determination process. In other words, even if a variation game starts after the series of dialogue presentations has ended, if the sub-control CPU 31a does not decide to execute a dialogue presentation at the start of the variation game, it does not determine the character in the next series of dialogue presentations.

[0123] Then, when a variation game starts after the series of dialogue effects has ended, the sub-control CPU 31a decides to execute a dialogue effect upon the start of the variation game. The dialogue effect decided to be executed here is the next dialogue effect for the special number of times since power supply started. In this case, since the character for the current dialogue effect has not been determined, the sub-control CPU 31a determines the character for the next series of dialogue effects in the first dialogue effect determination process. At this time, the sub-control CPU 31a determines a character for the first dialogue effect of the next series of dialogue effects that is different from the character for the final dialogue effect of the immediately preceding series of dialogue effects. In other words, when the special number of dialogue effects has ended since power supply started, the sub-control CPU 31a can control the execution of the next dialogue effect for the special number of times to show a character different from the character for the special number of dialogue effects. In this example, it is assumed that character B is determined as the character in the first dialogue performance of the next series of dialogue performances, character C as the character in the second dialogue performance, character D as the character in the third dialogue performance, and character A as the character in the fourth dialogue performance. Note that in FIG. 8(a), the characters in the first to fourth dialogue performances determined in the first dialogue performance determination process are shown as "B → C → D → A." Then, in the second dialogue performance determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue performance and deletes character information that can identify the character in the current dialogue performance. In this case, the current dialogue performance is the first dialogue performance of the next series of dialogue performances. The sub-control CPU 31a then controls the dialogue performance to be executed in a manner that indicates the character and dialogue content of the first dialogue performance.

[0124] In this way, when the sub-control CPU 31a in this embodiment stores character information capable of identifying a character in a series of dialogue effects in the sub-control RAM 31c in the first dialogue effect determination process, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c even when a variation game in which no dialogue effects are executed is subsequently executed. Then, when the execution of a dialogue effect is subsequently determined, the sub-control CPU 31a executes the dialogue effect based on the character information stored before the variation game in which no dialogue effects are executed is executed. In other words, in this embodiment, a series of dialogue effects can be executed across multiple variation games, including a variation game in which no dialogue effects are executed.

[0125] Furthermore, although not shown, in this embodiment, if the execution of a dialogue effect is not determined with the start of the first variation game after the power supply is started, the sub-control CPU 31a does not determine the characters in the series of dialogue effects with the start of the first variation game. After that, the sub-control CPU 31a determines the characters in the series of dialogue effects when the execution of a dialogue effect is first determined after the power supply is started.

[0126] As shown in FIG. 8(b), it is assumed that the sub-control CPU 31a determines to execute a dialogue presentation upon the start of the variable game in a state controlled to the second advantageous state. Also, it is assumed that the character for the current dialogue presentation has not been determined at this time. In this case, the sub-control CPU 31a determines the character for the series of dialogue presentations in the first dialogue presentation determination process. In this example, it is assumed that the character for the series of dialogue presentations has been determined, similarly to the example shown in FIG. 8(a). Also, in the second dialogue presentation determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the first dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU 31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the first dialogue presentation.

[0127] Furthermore, while the sub-control CPU 31a is still controlled to the second advantageous state, it is assumed that the sub-control CPU 31a determines to execute a dialogue presentation at the start of the next variable game. In this case, since the character for the current dialogue presentation has already been determined (in this example, character B), the sub-control CPU 31a does not newly determine a character for the dialogue presentation in the first dialogue presentation determination process. Then, in the second dialogue presentation determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the second dialogue presentation in the series of dialogue presentations. The sub-control CPU 31a then controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the second dialogue presentation.

[0128] In this example, a jackpot display result is derived in a variable game in which the second dialogue effect in the series of dialogue effects is executed, and then a jackpot game is awarded. As described above, in this embodiment, the jackpot game is controlled to a normal state (a low probability state and a low ball entry rate state). Also, in this example, after the jackpot game ends, the game is controlled to the second advantageous state, similar to before the jackpot game was awarded. That is, in this example, it is assumed that the game state at the time of the jackpot and the game state after the jackpot are the same. In this case, the sub-control CPU 31a does not erase character information that can identify a character in the series of dialogue effects determined in the first dialogue effect determination process before the jackpot game is awarded. That is, in this embodiment, when the game state at the time of the jackpot and the game state after the jackpot are the same, the sub-control CPU 31a does not erase character information even if the game state changes with the awarding or end of the jackpot game.

[0129] In this case, when the sub-control CPU31a determines to execute a dialogue effect upon the start of the next variable game in a state controlled to the second advantageous state after the end of the jackpot game, the character for the current dialogue effect has already been determined (in this example, character C). Therefore, the sub-control CPU31a does not newly determine a character for the dialogue effect in the first dialogue effect determination process. Then, in the second dialogue effect determination process, the sub-control CPU31a determines the dialogue content for the current dialogue effect and deletes character information that can identify the character for the current dialogue effect. In this case, the current dialogue effect is the third dialogue effect in the series of dialogue effects. Then, the sub-control CPU31a controls the dialogue effect to be executed in a manner that indicates the character and dialogue content for the third dialogue effect.

[0130] Furthermore, it is assumed that the sub-control CPU 31a has decided to execute a dialogue presentation when the next variable game starts. In this case, since the character for the current dialogue presentation has already been determined (character D in this example), the sub-control CPU 31a does not newly determine a character for the dialogue presentation in the first dialogue presentation determination process. Then, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation in the second dialogue presentation determination process. In this case, the current dialogue presentation is the fourth dialogue presentation in the series of dialogue presentations, and is the final dialogue presentation of the series of dialogue presentations. Thereafter, in the second dialogue presentation determination process, the sub-control CPU 31a stores character information that can identify the character in the current dialogue presentation as final character information, and then deletes the character information that can identify the character in the current dialogue presentation. Then, the sub-control CPU 31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content of the fourth dialogue presentation. This marks the end of the series of dialogue presentations.

[0131] Thus, in this embodiment, when the sub-control CPU 31a stores character information capable of identifying a character in a series of dialogue effects in the sub-control RAM 31c, it does not erase the character information if the game state is the same before and after the jackpot, even if a jackpot occurs before the special dialogue effects are executed. Then, when the sub-control CPU 31a subsequently determines to execute a dialogue effect, it executes the dialogue effect based on the character information stored before the jackpot. In other words, in this embodiment, a series of dialogue effects can be executed across multiple variable games including the jackpot game.

[0132] After the series of dialogue effects has ended, the sub-control CPU 31a controls the dialogue effects in the same manner as in the example shown in Fig. 8(a). That is, when the sub-control CPU 31a determines to execute a dialogue effect in association with the start of a variable game after the series of dialogue effects has ended, it determines the character to be used in the next series of dialogue effects in the first dialogue effect determination process. At this time, the sub-control CPU 31a determines a character different from the character in the final dialogue effect of the immediately preceding series of dialogue effects as the character to be used in the first dialogue effect of the next series of dialogue effects. As a result, if a jackpot occurs before the execution of a special number of dialogue effects and the game state is the same before and after the jackpot, the sub-control CPU 31a executes the next dialogue effect of the special number of times in a manner showing a character different from the character in the special number of dialogue effects when the total number of dialogue effects before and after the jackpot reaches the special number.

[0133] Furthermore, although not shown, the sub-control CPU 31a erases the character information stored in the sub-control RAM 31c when the game state is different before and after the jackpot game, triggered by the end of the jackpot game. Therefore, the sub-control CPU 31a determines the characters to be used in the series of dialogue effects in the first dialogue effect determination process, triggered by the decision to execute dialogue effects when the variable game starts after the end of the jackpot game.

[0134] In this embodiment, the sub-control CPU 31a does not erase the character information stored in the sub-control RAM 31c when the game state changes without a jackpot being awarded. For example, after determining the characters for a series of dialogue effects in the first dialogue effect determination process, the game state changes without a jackpot being awarded before the series of dialogue effects ends. In this case, when the execution of a dialogue effect is subsequently determined, the sub-control CPU 31a executes the dialogue effect based on character information that can identify the character determined before the game state changed. In other words, in this embodiment, when the game state changes without a jackpot being awarded, the series of dialogue effects can be executed across the variable games before and after the game state change.

[0135] As shown in FIG. 8(c), it is assumed that the sub-control CPU 31a has decided to execute a dialogue presentation upon the start of the variable game. At this time, it is assumed that the character for the current dialogue presentation has not yet been determined. In this case, the sub-control CPU 31a determines the character for the series of dialogue presentations in the first dialogue presentation determination process. In this example, it is assumed that the character for the series of dialogue presentations has been determined, similarly to the example shown in FIG. 8(a). Furthermore, in the second dialogue presentation determination process, the sub-control CPU 31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the first dialogue presentation in the series of dialogue presentations. The sub-control CPU 31a then controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the first dialogue presentation.

[0136] Also, suppose that the sub-control CPU31a decides to execute a dialogue presentation when the next variable game starts. In this case, since the character for the current dialogue presentation has already been determined (character B in this example), the sub-control CPU31a does not newly determine a character for the dialogue presentation in the first dialogue presentation determination process. Then, in the second dialogue presentation determination process, the sub-control CPU31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character for the current dialogue presentation. In this case, the current dialogue presentation is the second dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content for the second dialogue presentation.

[0137] In this example, after the end of the variation game in which the second dialogue effect was executed and during the interval before the next variation game was executed, the power supply to the pachinko gaming machine 10 was cut off, and then the power supply was resumed. As described above, in this embodiment, the character information in the dialogue effect is configured to be erased without being stored when the power supply is interrupted. Therefore, when the variation game is started after the power supply is resumed and the sub-control CPU 31a determines to execute a dialogue effect upon the start of the variation game, the sub-control CPU 31a re-determines the characters in the series of dialogue effects in the first dialogue effect determination process. For example, in this example, character D is determined as the character in the first dialogue effect, character A is determined as the character in the second dialogue effect, character B is determined as the character in the third dialogue effect, and character C is determined as the character in the fourth dialogue effect. In Figure 8(c), the characters in the first to fourth dialogue presentations determined in the first dialogue presentation determination process are shown as "D → A → B → C." Then, in the second dialogue presentation determination process, the sub-control CPU31a determines the dialogue content for the current dialogue presentation and deletes character information that can identify the character in the current dialogue presentation. In this case, the current dialogue presentation is the first dialogue presentation in the series of dialogue presentations. Then, the sub-control CPU31a controls the dialogue presentation to be executed in a manner that indicates the character and dialogue content in the first dialogue presentation.

[0138] After determining the characters in the series of dialogue presentations, the sub-control CPU 31a controls the dialogue presentations in the same manner as the example shown in FIG. 8(a). With this type of control, if the power supply is cut off after the sub-control CPU 31a in this embodiment has determined the characters in a series of dialogue performances and before the special number of dialogue performances are executed, the sub-control CPU 31a will re-determine the characters in the series of dialogue performances when it is determined that the next dialogue performance will be executed.

[0139] The effects of this embodiment will be described. (1) In the first line performance determination process of this embodiment, when determining the characters in the line performances that make up a series of line performances, the character in the first line performance of the next series of line performances is determined based on the character in the final line performance of the immediately preceding series of line performances. Therefore, in this embodiment, the immediately preceding series of line performances and the next series of line performances are related to each other, allowing the player to enjoy the game.

[0140] (2) In particular, the sub-control CPU 31a of this embodiment determines the characters in the special number of dialogue effects in one first dialogue effect determination process. This allows the player to be aware of the special number of dialogue effects as a series of dialogue effects. Furthermore, this embodiment can prevent the character in the first dialogue effect of a series of dialogue effects from being the same as the character in the final (special number) dialogue effect of the immediately preceding series of dialogue effects. This prevents dialogue effects showing the same character from appearing consecutively when a series of dialogue effects comes to an end, thereby preventing a decrease in interest in the dialogue effects.

[0141] (3) In the first dialogue effect determination process of this embodiment, after a series of dialogue effects has ended, the characters in the dialogue effects that constitute the next series of dialogue effects are determined. Therefore, in this embodiment, it is possible to simplify the control when a dialogue effect is executed, compared to, for example, a gaming machine that determines the characters in the dialogue effect each time the execution of the dialogue effect is determined.

[0142] (4) In particular, when a series of dialogue presentations has ended, the sub-control CPU 31a of this embodiment determines the character to be used in the next series of dialogue presentations in the first dialogue presentation determination process that is executed when it is determined that the next series of dialogue presentations will be performed. Therefore, in this embodiment, it is possible to simplify the control when a series of dialogue presentations has ended, compared to, for example, when the character to be used in the next series of dialogue presentations is determined when a series of dialogue presentations has ended.

[0143] (5) In the first dialogue effect determination process, the sub-control CPU 31a determines the character in the dialogue effect regardless of the content of the variable game being executed. Therefore, in this embodiment, the dialogue effect can be enjoyed in a manner in which a predetermined character is displayed regardless of the content of the variable game being executed.

[0144] (6) In addition, the dialogue content shown in the dialogue effects of this embodiment includes multiple types of dialogue content that indicate the same jackpot expectation. Therefore, in this embodiment, while the dialogue content is determined according to the content of the variable game being executed, the dialogue effects can be diversified to entertain the player.

[0145] (7) The dialogue content shown in the dialogue effect of this embodiment includes dialogue content that can be determined on the condition that a specific character has been determined as the character in the dialogue effect, and dialogue content that can be determined regardless of which character has been determined as the character in the dialogue effect. This allows the player to enjoy the dialogue effect with dialogue content that corresponds to the determined character, while determining some dialogue content regardless of the determined character, thereby diversifying the combinations of characters and dialogue content and entertaining the player.

[0146] (8) In particular, the dialogue content that can be determined regardless of which character is determined as the character in the dialogue effect is configured to be dialogue content that has a high probability of winning compared to dialogue content that can be determined on the condition that a predetermined character is determined as the character in the dialogue effect. As a result, in this embodiment, it is possible to make it easier for the player to recognize which dialogue content has a high probability of winning, and even if no dialogue content with a high probability of winning is determined, it is possible to prevent the player from being disappointed by allowing the player to enjoy the dialogue effect with dialogue content that matches the character.

[0147] (9) In particular, in the first dialogue effect determination process, the sub-control CPU 31a determines the characters in the multiple dialogue effects that make up the series of dialogue effects, regardless of the content of the executed variation game. Therefore, in this embodiment, the multiple dialogue effects can be entertained by the player in various execution orders, regardless of the content of the executed variation game.

[0148] (10) Of the characters and dialogue content shown in the dialogue presentation, the dialogue content is determined according to the content of the variation game being executed, while the characters are determined regardless of the content of the variation game being executed. Therefore, in the dialogue presentation of this embodiment, the dialogue content allows the player to guess the content of the variation game, but the player can be entertained by showing a variety of characters regardless of the content of the variation game.

[0149] (11) In this embodiment, the series of dialogue effects can be executed across multiple variable games including a jackpot game. Therefore, in this embodiment, even if a jackpot game is awarded after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed with related effects spanning before and after the jackpot game, thereby increasing the player's interest.

[0150] (12) In particular, in this embodiment, if a jackpot occurs before the end of a series of dialogue effects after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed across multiple variable games that include the jackpot game, provided that the game state at the time of the jackpot and the game state after the jackpot are the same. Thus, in this embodiment, if the gameplay does not change significantly before and after the jackpot game, a series of dialogue effects can be executed with related effects that extend before and after the jackpot game, thereby increasing the player's interest.

[0151] (13) In addition, in this embodiment, if a jackpot occurs after a character in a series of dialogue effects is determined but before the series of dialogue effects ends, and if the game state at the time of the jackpot is different from the game state after the jackpot, the character in the series of dialogue effects is re-determined after the jackpot game ends, triggered by the determination to execute the dialogue effects after the jackpot game ends. Thus, in this embodiment, if the gameplay changes significantly before and after the jackpot game, the series of dialogue effects can be executed with the newly determined effect content after the jackpot game ends, which can prevent the player from feeling uncomfortable when a series of dialogue effects is executed with related effect content despite the change in gameplay.

[0152] (14) There are multiple types of characters that can be determined as characters in the final dialogue performance of a series of dialogue performances, including characters A to D. Accordingly, in this embodiment, the final dialogue performance of a series of dialogue performances can be entertained by a variety of performance contents.

[0153] (15) Similarly, there are multiple types of characters that can be determined as the character for the first dialogue performance in a series of dialogue performances, including characters A to D. Accordingly, in this embodiment, the first dialogue performance in a series of dialogue performances can be entertained by a variety of performance contents.

[0154] (16) The characters that can be determined as characters in the first dialogue performance of a series of dialogue performances include characters that can be determined as characters in the final dialogue performance of the series of dialogue performances. Therefore, the first dialogue performance of a series of dialogue performances can be entertained by a variety of performance contents.

[0155] (17) In the first dialogue presentation determination process, the sub-control CPU 31a determines a character for a predetermined number of dialogue presentations in the series of dialogue presentations, which is different from the first dialogue presentation, based on the character for the first dialogue presentation in the series of dialogue presentations. Therefore, in this embodiment, the character for the first dialogue presentation in the series of dialogue presentations is related to the character for the predetermined number of dialogue presentations, which is different from the first dialogue presentation, and this can entertain the player.

[0156] (18) In particular, in the first dialogue effect determination process, the sub-control CPU 31a determines characters for all dialogue effects from the first dialogue effect onward in the series of dialogue effects based on the characters for the first dialogue effect in the series of dialogue effects. Therefore, in this embodiment, the entire series of dialogue effects is related to each other, which can entertain the player.

[0157] (19) In the first dialogue effect determination process, the sub-control CPU 31a determines characters in each dialogue effect that constitutes a series of dialogue effects so that the same character does not appear consecutively. This prevents the player from getting bored with the dialogue effects, which would otherwise occur if the same character appears consecutively in multiple dialogue effects within the series of dialogue effects.

[0158] (20) In addition, in the first dialogue effect determination process, the sub-control CPU 31a determines characters in each dialogue effect that constitutes a series of dialogue effects so that the same character does not appear twice. This prevents the player from getting bored with the dialogue effects due to the same character being shown multiple times in the series of dialogue effects.

[0159] (21) If the power supply to the pachinko gaming machine 10 is cut off after the characters in a series of dialogue effects have been determined and before the series of dialogue effects are completed, the sub-control CPU 31a determines the characters in the series of dialogue effects again when the execution of the dialogue effects is determined after the power supply is resumed. Thus, in this embodiment, after the power supply to the pachinko gaming machine 10 is resumed, the player can enjoy the series of dialogue effects again from the beginning, thereby increasing the player's interest.

[0160] (22) In this embodiment, the series of dialogue effects can be executed across multiple variation games, including variation games in which no dialogue effects are executed. Therefore, in this embodiment, even if a variation game in which no dialogue effects are executed is executed after a character in the series of dialogue effects is determined, the series of dialogue effects can be executed with related effects across the variation games in which no dialogue effects are executed, thereby enhancing the player's interest.

[0161] This embodiment can be modified and implemented as follows. This embodiment and the following modified examples can be implemented in combination with each other within the scope of technical compatibility.

[0162] The presentation mode of the dialogue presentation may be changed as appropriate. For example, in the dialogue presentation, the character and the dialogue content may be configured to be displayed in a manner different from the display of the image. As an example, the character and the dialogue content may be displayed by audio output from the speaker Sp. In this case, the dialogue content may be displayed by the content of the audio output from the speaker Sp. Furthermore, the character may be displayed by the voice quality of the audio output from the speaker Sp. In this case, the character displayed in the dialogue presentation corresponds to the voice actor who utters the predetermined lines.

[0163] The timing of the execution of the dialogue effect does not have to be the time before a reach is formed in the variation game. For example, the sub-control CPU 31a may control the dialogue effect so that it can be executed after a reach is formed in the variation game. Also, the sub-control CPU 31a may control the dialogue effect so that it can be executed in a variation game in which a reach is not formed.

[0164] The manner in which a character in a series of dialogue presentations is determined in the first dialogue presentation determination process may be changed as appropriate. For example, the sub-control CPU 31a may be capable of determining the character in the final dialogue presentation in the immediately preceding series of dialogue presentations as the character in the first dialogue presentation in the series of dialogue presentations. The sub-control CPU 31a may also be capable of determining the same character as the character in any of a plurality of non-consecutive dialogue presentations in the series of dialogue presentations. That is, dialogue presentations in which a predetermined character is displayed may be executed repeatedly in the series of dialogue presentations. The sub-control CPU 31a may also be capable of determining the same character as the character in any of a plurality of consecutive dialogue presentations in the series of dialogue presentations. That is, dialogue presentations in which a predetermined character is displayed may be executed consecutively in the series of dialogue presentations. In this case, the series of dialogue presentations may all be executed in the same manner.

[0165] In the first line performance determination process, the sub-control CPU 31a may determine characters in some of the second to fourth line performances based on the characters in the first line performance. In other words, the sub-control CPU 31a may determine characters in some of the multiple line performances that make up a series of line performances based on the characters in the first line performance of the series.

[0166] The type of character that can be determined as a character in a dialogue presentation may differ depending on the number of dialogue presentations in a series of dialogue presentations. For example, the sub-control CPU 31a may be able to determine a specific character as a character in the first dialogue presentation of a series of dialogue presentations, but may not be able to determine a specific character as a character in the fourth dialogue presentation of the series. In this case, even if a specific character has not been determined as a character in the first to third dialogue presentations of the series of dialogue presentations, the sub-control CPU 31a will not determine a specific character as a character in the fourth dialogue presentation. Furthermore, the type of character that can be determined as a character in a predetermined number of dialogue presentations in a series of dialogue presentations may be only one type. In other words, the sub-control CPU 31a may determine a predetermined type of character as a character in a predetermined number of dialogue presentations in a series of dialogue presentations.

[0167] The dialogue content that can be determined as dialogue content in a dialogue effect does not have to include dialogue content that can be determined regardless of which character is determined as the character in the dialogue effect. In other words, the dialogue content that can be determined as dialogue content in a dialogue effect may only be dialogue content that is dedicated to each character. In this case, the sub-control CPU 31a may vary all of the dialogue content that can be determined depending on the type of character determined as the character in the dialogue effect in the second dialogue effect determination process.

[0168] The dialogue content that can be determined as dialogue content in a dialogue effect does not have to include dialogue content that can only be determined when a specific character is determined as the character in the dialogue effect. In other words, the dialogue content that can be determined as dialogue content in a dialogue effect may only be dialogue content that is common to all characters. In this case, the sub-control CPU 31a may set all determinable dialogue content to be the same in the second dialogue effect determination process, regardless of the type of character determined as the character in the dialogue effect.

[0169] In the dialogue presentation, the information indicating the probability of a jackpot in the variable game currently being played may be changed as appropriate. For example, in the dialogue presentation, the probability of a jackpot may be indicated according to the color of the dialogue image instead of or in addition to the dialogue content.

[0170] The number of dialogue effects that determine a character in the first dialogue effect determination process may be changed as appropriate. In other words, the number of dialogue effects that constitute a series of dialogue effects may be changed as appropriate. Furthermore, the number of dialogue effects that determine a character in the first dialogue effect determination process may be determined each time the first dialogue effect determination process is executed. For example, in the first dialogue effect determination process, the sub-control CPU 31a may determine a character in a first number of dialogue effects that constitute a series of dialogue effects, and may determine a character in a second number of dialogue effects that are different from the first number, that constitute a series of dialogue effects.

[0171] In the first dialogue effect determination process, the sub-control CPU 31a may determine characters for some or all of the dialogue effects constituting the series of dialogue effects according to the content of the executed variation game. In this case, the sub-control CPU 31a may determine characters for the series of dialogue effects according to the content of the held variation game in addition to the content of the executed variation game. In this case, the main control CPU 30a may pre-determine the content of the variation game when the variation game is held, and output information capable of identifying the result of the pre-determination to the sub-control CPU 31a.

[0172] In the first line presentation determination process, the sub-control CPU 31a may change the order in which characters are shown in multiple line presentations that make up a series of line presentations, depending on the content of the variable game being executed.

[0173] The types of characters that can be determined as characters in a dialogue performance may be changed as appropriate. For example, the number of types of characters that can be determined as characters in a dialogue performance does not have to be the same as the number of dialogue performances that make up a series of dialogue performances. For example, a series of dialogue performances may be composed of four dialogue performances, but five or more types of characters that can be determined as characters in the dialogue performances. In this case, some characters may not be determined as characters in the series of dialogue performances. Also, for example, a series of dialogue performances may be composed of four dialogue performances, but three or fewer types of characters that can be determined as characters in the dialogue performances. In this case, a given character may be determined multiple times as a character in the series of dialogue performances.

[0174] The probability of a jackpot in a dialogue effect may differ depending on the combination of characters and dialogue content. For example, the sub-control CPU 31a may determine the dialogue content in a dialogue effect so that the probability of a jackpot is higher when a dialogue effect is executed in a manner in which character B and dialogue content Y are displayed than when a dialogue effect is executed in a manner in which character A and dialogue content Y are displayed.

[0175] The sub-control CPU 31a may determine both the character and the content of the dialogue in the series of dialogue effects in the first dialogue effect determination process. In this case, the dialogue effects do not indicate the probability of a jackpot. In this case, the sub-control CPU 31a does not need to execute the second dialogue effect determination process.

[0176] In the second line effect determination process, the sub-control CPU 31a may determine the line content in the line effect regardless of the content of the variable game being executed. The contents determined in the first and second line presentation determination processes may be changed as appropriate. For example, the sub-control CPU 31a may determine the content of lines in a series of line presentations in the first line presentation determination process, and may determine the characters in the line presentations in the second line presentation determination process.

[0177] When a series of dialogue presentations has ended, the sub-control CPU 31a may determine the characters to be used in the next series of dialogue presentations before the execution of the next series of dialogue presentations is determined. For example, the sub-control CPU 31a may determine the next series of dialogue presentations when a series of dialogue presentations has ended.

[0178] When power supply to the pachinko gaming machine 10 is started, the sub-control CPU 31a may determine the characters in the series of dialogue effects before it is determined that a dialogue effect will be executed with the start of a variation game. For example, the sub-control CPU 31a may determine the characters in the series of dialogue effects even if it is not determined that a dialogue effect will be executed with the start of the first variation game after power supply to the pachinko gaming machine 10 is started. In other words, the sub-control CPU 31a may determine the characters in the series of dialogue effects with the start of the first variation game after power supply to the pachinko gaming machine 10 as a trigger, regardless of whether it is determined that a dialogue effect will be executed with the start of the variation game. Also, for example, the sub-control CPU 31a may determine the characters in the series of dialogue effects with the start of power supply to the pachinko gaming machine 10 as a trigger. In other words, the sub-control CPU 31a may determine the characters in a series of dialogue presentations when power supply to the pachinko game machine 10 is started, regardless of whether a variable game has started after power supply was started.

[0179] The character information in the series of dialogue effects may be stored and held even when the power supply to the pachinko gaming machine 10 is cut off. In this case, if the sub-control CPU 31a decides to execute the dialogue effects after the power supply is resumed, the dialogue effects may be executed based on the stored character information. In other words, the series of dialogue effects may be executed before and after the power supply to the pachinko gaming machine 10 is stopped. Furthermore, the character information in the series of dialogue effects may be erased by operating a predetermined operation means. For example, the character information may be erased when the power supply to the pachinko gaming machine 10 is resumed while the predetermined operation means is being operated.

[0180] The sub-control CPU 31a may not erase the character information stored in the sub-control RAM 31c when a jackpot occurs before the end of a series of dialogue effects after determining a character in the series of dialogue effects, even if the game state at the time of the jackpot differs from the game state after the jackpot. In other words, the sub-control CPU 31a may execute a series of dialogue effects across multiple variable games that include the jackpot game, even if the game state at the time of the jackpot differs from the game state after the jackpot game, when a jackpot occurs before the end of a series of dialogue effects after determining a character in the series of dialogue effects.

[0181] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when a jackpot game is awarded, regardless of whether the game status is the same before and after the jackpot game. In other words, the sub-control CPU 31a may not execute a series of dialogue effects across multiple variable games that include the jackpot game.

[0182] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the game state changes without a jackpot being awarded. For example, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the game state changes from the second advantageous state to the normal state when the number of times the special game has been executed reaches the number of times it has been activated. In this case, when the game state changes without a jackpot being awarded, the series of dialogue effects will not be executed across the variable games before and after the change in game state.

[0183] The sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c if the execution of a dialogue effect is not determined at the start of a variation game. In other words, a series of dialogue effects may not be executed across multiple variation games, including variation games in which no dialogue effects are executed.

[0184] After determining a character for a series of dialogue effects, if the sub-control CPU 31a transitions to a standby state in which neither a variable game nor a jackpot game is being executed before the series of dialogue effects ends, the sub-control CPU 31a may or may not erase the character information stored in the sub-control RAM 31c. If the character information is not erased, the sub-control CPU 31a will be able to execute the series of dialogue effects across multiple variable games that include the standby state. If the character information is erased, the sub-control CPU 31a will not execute the series of dialogue effects across multiple variable games that include the standby state. Furthermore, after determining a character for a series of dialogue effects, if the sub-control CPU 31a transitions to a standby state before the series of dialogue effects ends, the sub-control CPU 31a may erase the character information stored in the sub-control RAM 31c when the standby state has continued for a predetermined period of time.

[0185] The present invention may be embodied in a gaming machine (a so-called type 1 / type 2 mixed machine) that awards a jackpot game when a gaming ball is detected by a specific sensor. The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 30 and the sub-control board 31. The functions of the main control board 30 may also be realized by dividing them into multiple boards. The main control CPU 30a may be composed of multiple CPUs mounted on a single board.

[0186] The type of jackpot may be changed as appropriate. For example, some or all of the upper limit number of rounds in a jackpot game, the opening time of the jackpot opening, and the number of times the jackpot opening is performed may be changed.

[0187] The present invention may be embodied in a gaming machine having multiple big prize slots. The first special game and the second special game may be played in accordance with the order in which the game balls enter the starting holes 13, 14, or may be played simultaneously in parallel. The second special game may also be omitted.

[0188] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the image display unit GH. In this embodiment, the gaming machine is a pachinko gaming machine, but is not limited to this and may be configured as a slot machine. [Explanation of symbols]

[0189] YB...Game board YBa...Game area La...Decorative lamp Sp...Speaker GH...Image display unit 10...Pachinko game machine 11...Information display device 11a...First special symbol display unit 11b...Second special symbol display unit 11c...First special hold display unit 11d...Second special hold display unit 11e...Normal symbol display unit 11f...Normal hold display unit 12...Performance display device (performance execution means) 13...First start port 14...Second start port 15...First variable member 16...Big prize port 17...Second variable member 18...Gate 30...Main control board 30a...Main control CPU 30b...Main control ROM 30c...Main control RAM 31...Sub-control board 31a...Sub-control CPU (performance control means, performance determination means) 31b...Sub-control ROM 31c...Sub-control RAM SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor AC1...First actuator AC2...Second actuator 101...Character image 101a...Dialogue image A~D...Character A1...Dialogue content A2...Dialogue content B1...Dialogue content B2...Dialogue content C1...Dialogue content C2...Dialogue content D1...Dialogue content D2...Dialogue content Y...Dialogue content Z...Dialogue content

Claims

1. In a gaming machine capable of executing a variable game based on the result of a winning lottery and executing various effects, a performance execution means capable of executing a performance; a performance control means for controlling the performance execution means, The effects include special effects, When the initialization condition is satisfied and the special effect of the special number of times ends, the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, A win occurs after the initialization condition is established and before the special effect of the special number of times is executed, and thereafter, when the game is controlled to the same gaming state, the initialization condition is not established again, and thereafter, the special effect of the special number of times ends after the initialization condition is established, so that the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, The special effect of the special number of times can be executed with any one of a plurality of types of effect contents, The initialization conditions include an initialization condition that can be met when the power supply is cut off and then power supply is started again, and an initialization condition that can be met when the game state changes without a win being obtained for a predetermined period of time.

2. In a gaming machine capable of executing a variable game based on the result of a winning lottery and executing various effects, a performance execution means capable of executing a performance; a performance control means for controlling the performance execution means, The effects include special effects, When the initialization condition is satisfied and the special effect of the special number of times ends, the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, A win occurs after the initialization condition is established and before the special effect of the special number of times is executed, and thereafter, when the game is controlled to the same gaming state, the initialization condition is not established again, and thereafter, the special effect of the special number of times ends after the initialization condition is established, so that the next special effect of the special number of times can be executed with effect content different from the effect content of the special effect of the special number of times, The special effect following the special number of times can be executed with a different effect content from the effect content of the special effect of the special number of times among a plurality of types of effect content, The initialization conditions include an initialization condition that can be met when the power supply is cut off and then power supply is started again, and an initialization condition that can be met when the game state changes without a win being obtained for a predetermined period of time.

Citation Information

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