gaming machines
The gaming machine uses variable displays and sound effects to simulate advantageous game states, improving player engagement and excitement through dynamic visual and auditory cues.
Patent Information
- Application Number
- JP2021208209
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-22
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2041-12-22
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest through dynamic visual and auditory cues that indicate advantageous game states, leading to a need for improved interaction and excitement.
The gaming machine incorporates variable displays, sound effects, and performance controls to simulate scratch sounds and display modes that suggest advantageous game states, including first and second specific effects with varying probabilities and audio-visual feedback.
This configuration increases player engagement and interest by providing clear indicators of advantageous game states, enhancing the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing a game. [Background technology]
[0002] Traditionally, Hold change effect There was an amusement machine equipped with this. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-208919 Summary of the Invention [Problem to be solved by the invention]
[0004] Regarding the gaming machine that executes the effects described in Patent Document 1, , revised There was room for good.
[0005] The present invention has been made in view of the above circumstances. , Xing The purpose is to improve taste. [Means for solving the problem]
[0006] The gaming machine of this means comprises: A gaming machine capable of executing variable display and controlling it to an advantageous state that is advantageous to a player, A display means; a sound output means; a performance control means capable of executing a performance; and an operation means operable by a player, The performance control means an operation prompting display for prompting operation of the operation means can be displayed on the display means; A specific display corresponding to the variable display can be displayed on the display means, A specific effect can be executed that suggests whether or not the game will be controlled to the advantageous state depending on the display mode of the specific display, The specific display includes the specific display of a first mode and the specific display of a second mode having a higher rate of being controlled to the advantageous state than the first mode, As the specific effects, there are a first specific effect and a second specific effect in which the specific display of the second mode is displayed at a higher rate than the first specific effect, The performance control means When the first specific performance is executed, a sound consisting of a dialogue sound and a sound effect is generated before the first specific performance is executed. By continuously playing back sound data at short intervals, it is possible to simulate a scratch sound. The special effect sound is not output from the sound output means, When the second specific effect is executed, the special effect sound can be output from the sound output means before the second specific effect is executed, A special display can be displayed on the display means in response to the output of the special effect sound, A predetermined effect can be executed to notify the player that the game is controlled to the advantageous state. In the predetermined performance, The operation prompting display can be displayed on the display means, The special effect sound can be output from the sound output means, The special sound effect is not output from the sound output means while the operation prompting display is being displayed, The display mode on the display means changes while the special effect sound is being output. It is characterized by:
[0007] According to this configuration, It can increase interest.
[0008] Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings]
[0009] [Figure 1]1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] 10 is a front view of the pachinko gaming machine 1 at the characteristic portion 152F. [Figure 8-2] FIG. 10 is a diagram showing a winning type table. [Figure 8-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-4] An explanatory diagram showing a hit determination table and a jackpot type determination table. [Figure 8-5] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-6] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-7] 10 is a flowchart showing the start port switch passing process. [Figure 8-8] 10 is a flowchart showing normal processing of special symbols. [Figure 8-9] This is a flowchart showing the processing before the small win is released. [Figure 8-10] This is a flowchart showing the processing during small win release. [Figure 8-11] This is a flowchart showing the small win end processing. [Figure 9-1] An explanatory diagram showing the jackpot type table in feature section 05TM. [Figure 9-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 9-3](A1) and (A2) are explanatory diagrams showing the display result determination table, and (B1), (B2-1), and (B2-2) are explanatory diagrams showing the jackpot type determination table. [Figure 9-4] FIG. 10 is an explanatory diagram showing a fluctuation pattern determination table in normal mode. [Figure 9-5] FIG. 10 is an explanatory diagram showing a fluctuation pattern determination table in rush mode. [Figure 9-6] 1A is an explanatory diagram showing a sound effect type table, and FIG. 1B is an explanatory diagram showing specific examples of output modes related to sound effects. [Figure 9-7] FIG. 10 is an explanatory diagram showing a specific example of a graph relating to the impact of sound. [Figure 9-8] FIG. 10 is an explanatory diagram showing a sound effect type table. [Figure 9-9] FIG. 10 is an explanatory diagram showing a sound effect type table. [Figure 9-10] FIG. 10 is an explanatory diagram showing a specific example of complementary color contrast. [Figure 9-11] FIG. 10 is an explanatory diagram showing a specific example of a performance mode related to a movable body. [Figure 9-12] FIG. 10 is an explanatory diagram showing a specific example of a game flow. [Figure 9-13] 10 is a flowchart showing an example of a process for determining the presentation at the time of starting winning. [Figure 9-14] An explanatory diagram showing a table referenced in the process of determining the presentation at the time of starting winning. [Figure 9-15] An explanatory diagram showing a table referenced in the process of determining the presentation at the time of starting winning. [Figure 9-16] An explanatory diagram showing a table referenced in the process of determining the presentation at the time of starting winning. [Figure 9-17] An explanatory diagram showing a specific example of a presentation style related to normal change presentations. [Figure 9-18] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode relating to a change precursor presentation. [Figure 9-19] An explanatory diagram showing a specific example of a presentation style related to special change presentations. [Figure 9-20] An explanatory diagram showing a specific example of a presentation style related to special change presentations. [Figure 9-21] An explanatory diagram showing a specific example of a presentation style related to special change presentations. [Figure 9-22] An explanatory diagram showing a specific example of a presentation style related to special change presentations. [Figure 9-23] An explanatory diagram showing a specific example of a presentation style related to a predictive preview presentation of a change precursor presentation. [Figure 9-24] 10 is a flowchart showing an example of a process for determining the effects at the start of fluctuation. [Figure 9-25] 10 is a flowchart showing an example of a process for determining the effects at the start of fluctuation. [Figure 9-26] An explanatory diagram showing a table referenced in the process of determining the effects at the start of fluctuation. [Figure 9-27] An explanatory diagram showing a specific example of the development flow of the SP reach performance. [Figure 9-28] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a story SP development presentation. FIG. [Figure 9-29] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a story SP development presentation. FIG. [Figure 9-30] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a story SP development presentation. FIG. [Figure 9-31] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to CU presentation. [Figure 9-32] An explanatory diagram showing a specific example of a presentation pattern for the first normal time jackpot notification presentation. [Figure 9-33] An explanatory diagram showing a specific example of a presentation pattern for the first normal time jackpot notification presentation. [Figure 9-34] An explanatory diagram showing a specific example of a presentation pattern for the second normal time jackpot notification presentation. [Figure 9-35] An explanatory diagram showing a specific example of a presentation pattern for the second normal time jackpot notification presentation. [Figure 9-36] An explanatory diagram showing a specific example of a presentation pattern for the second normal time jackpot notification presentation. [Figure 9-37] An explanatory diagram showing a specific example of a presentation pattern for the second normal time jackpot notification presentation. [Figure 9-38]An explanatory diagram showing a specific example of a presentation pattern for the third normal time jackpot notification presentation. [Figure 9-39] An explanatory diagram showing a specific example of a presentation pattern for the third normal time jackpot notification presentation. [Figure 9-40] An explanatory diagram showing a specific example of a presentation pattern for the third normal time jackpot notification presentation. [Figure 9-41] An explanatory diagram showing a specific example of a presentation pattern for the third normal time jackpot notification presentation. [Figure 9-42] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to a revival presentation. [Figure 9-43] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to a revival presentation. [Figure 9-44] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to a revival presentation. [Figure 9-45] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode relating to a round display. [Figure 9-46] An explanatory diagram showing a specific example of the timing of executing the V stock effect. [Figure 9-47] A flowchart showing an example of a process for determining the presentation at the start of a jackpot. [Figure 9-48] An explanatory diagram showing a table referenced in the process of determining the presentation at the start of a jackpot. [Figure 9-49] An explanatory diagram showing a specific example of a presentation style for the jackpot type notification presentation. [Figure 9-50] An explanatory diagram showing a specific example of a presentation pattern when the 1st V stock presentation is not executed during a jackpot. [Figure 9-51] An explanatory diagram showing a specific example of the presentation when the first V stock is executed during the jackpot fanfare period. [Figure 9-52] An explanatory diagram showing a specific example of the presentation when the first V stock is executed during the jackpot fanfare period. [Figure 9-53] An explanatory diagram showing a specific example of the presentation when the first V stock is executed during the jackpot fanfare period. [Figure 9-54]An explanatory diagram showing a specific example of the presentation mode when the first V stock is executed during the jackpot round period. [Figure 9-55] An explanatory diagram showing a specific example of the presentation mode when the first V stock is executed during the jackpot round period. [Figure 9-56] An explanatory diagram showing a specific example of the presentation mode when the first V stock is executed during the jackpot round period. [Figure 9-57] An explanatory diagram showing a specific example of the presentation mode when the first V stock is executed during the jackpot round period. [Figure 9-58] A flowchart showing an example of a process for determining the presentation at the end of a jackpot. [Figure 9-59] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode when the rush mode presentation mode is selected. [Figure 9-60] 10 is a flowchart showing an example of a process for determining the effect when waiting for the start of fluctuation. [Figure 9-61] A flowchart showing an example of a process for determining whether or not to execute the second V stock effect at the start of fluctuation. [Figure 9-62] An explanatory diagram showing a specific example of a presentation pattern when the second V stock presentation is not executed in the time-saving state. [Figure 9-63] An explanatory diagram showing a specific example of a presentation pattern when the second V stock presentation is executed in the time-saving state. [Figure 9-64] An explanatory diagram showing a specific example of a presentation mode regarding the round display after the V stock presentation. [Figure 9-65] An explanatory diagram showing a specific example of a presentation mode related to a time-saving entry presentation. [Figure 9-66] An explanatory diagram showing a specific example of a presentation mode related to a time-saving entry presentation. [Figure 9-67] An explanatory diagram showing a specific example of a presentation mode related to a time-saving entry presentation. [Figure 9-68] An explanatory diagram showing a specific example of a presentation style related to the annihilation SP presentation. [Figure 9-69]An explanatory diagram showing a specific example of the output mode for the sound effect in the annihilation SP effect. [Figure 9-70] This is an explanatory diagram showing a specific example of a presentation style for the jackpot notification presentation when the first right hit is made. [Figure 9-71] This is an explanatory diagram showing a specific example of a presentation style for the special jackpot notification presentation when hitting the right button for the first time. [Figure 9-72] An explanatory diagram showing a specific example of a presentation style for the jackpot notification presentation when hitting the second right button. [Figure 9-73] This is an explanatory diagram showing a specific example of a presentation style for a special jackpot notification presentation when hitting the second right button. [Figure 9-74] This is an explanatory diagram showing a specific example of a presentation style for the jackpot notification presentation when hitting the third right button. [Figure 9-75] This is an explanatory diagram showing a specific example of a presentation style for a special jackpot notification presentation when hitting the third right button. [Figure 9-76] An explanatory diagram showing a playback output period table for the sound effect in the jackpot notification effect. [Figure 9-77] 10 is a time chart showing the execution timing of a series of effects in this embodiment. [Figure 9-78] 10 is a time chart showing the execution timing of a series of effects in this embodiment. [Figure 9-79] 10 is a time chart showing the execution timing of a series of effects in this embodiment. [Figure 9-80] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a series of presentations in this embodiment. [Figure 9-81] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a series of presentations in this embodiment. [Figure 9-82] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a series of presentations in this embodiment. [Figure 9-83] 10 is an explanatory diagram showing a specific example of a presentation mode relating to a series of presentations in this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0011] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0012] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.
[0013] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0014] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0015] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electroluminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0016] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0017] The screen of the image display device 5 may be provided with a display area for displaying a pending display corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display that is currently being executed. The pending display and the active display are also collectively referred to as corresponding displays corresponding to variable displays. In addition, the pending display corresponding to the variable display of the first special symbol whose execution is pending is referred to as the "first pending display," and the pending display corresponding to the variable display of the second special symbol whose execution is pending is referred to as the "second pending display." In addition, the first pending display and the second pending display are collectively referred to as the "pending display" as appropriate.
[0018] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0019] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0021] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0022] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0023] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0024] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0025] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0026] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0027] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0028] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0029] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0030] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0031] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0032] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0033] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0034] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0035] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0036] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0037] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0038] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0039] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0040] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0041] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0042] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0043] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0044] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0045] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0046] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0047] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.
[0048] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0049] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0050] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0051] In this embodiment, the time-saving state is controlled based on the display result of the special symbol variable display being a "jackpot." However, the present invention is not limited to this, and the time-saving state may be controlled based on a trigger other than the display result of the special symbol variable display being a "jackpot."
[0052] For example, a "miss with time reduction" may be provided as a display result of the special symbol variation display. When a missing symbol with time reduction is displayed, the system is controlled to time reduction state B (for example, a chance time with 7 time reductions) in which time reduction control is performed a first predetermined number of times. Also, when 500 variations occur in a low probability state without being controlled to a jackpot, the system is controlled to time reduction state C (for example, a play time with 99 time reductions) in which time reduction control is performed a second predetermined number of times. However, even if 500 variations occur again in a low probability state without being controlled to a jackpot after the end of time reduction state C, the system will not be controlled to time reduction state C again based on this.
[0053] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0054] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0055] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0056] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0057] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0058] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0059] (Progress of Effects, etc.) In the pachinko gaming machine 1, various effects (effects that notify the progress of the game or that liven up the game) are executed according to the progress of the game. These effects are explained below. Note that these effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0060] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0061] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0062] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0063] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0064] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0065] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0066] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0067] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0068] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0069] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0070] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0071] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.
[0072] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0073] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0074] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0075] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0076] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0077] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed or entered.
[0078] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0079] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0080] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0081] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0082] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0083] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0084] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), and the like, and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0085] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0086] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0087] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0088] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0089] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0090] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0091] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0092] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0093] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0094] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0095] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0096] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0097] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a process of protecting data in the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0098] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0099] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.
[0100] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.
[0101] The CPU 103 then transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.
[0102] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0103] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0104] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).
[0105] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0106] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0107] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0108] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0109] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0110] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0111] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0112] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0113] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0114] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0115] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0116] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0117] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0118] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0119] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0120] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0121] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0122] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0123] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.
[0124] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0125] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0126] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0127] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0128] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0129] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0130] After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of a performance process flag provided in the RAM 122, for example.
[0131] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0132] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0133] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0134] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0135] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0136] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0137] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0138] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0139] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0140] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0141] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0142] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0143] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0144] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0145] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0146] (Explanation of feature 152F) Next, the characteristic part 152F of this embodiment will be described. Regarding the characteristic part 152F, a technology for a pachinko game machine in which a setting value having different advantageous degrees for a player, such as the probability of winning a jackpot, can be set by a setting means will be described as follows. The game control microcomputer 100 (CPU 103) also functions as a setting means that can set one of a plurality of setting values having different advantageous degrees for a player as the setting value for the probability of winning a jackpot.
[0147] First, the setting values will be explained. The pachinko gaming machine 1 explained in this example is configured so that the probability of winning a jackpot can be changed according to the setting values by a person at the gaming parlor (such as a staff member at the gaming parlor) using a predetermined operating means such as a switch.
[0148] For example, the game control microcomputer 100 (CPU 103) executes a setting change process that allows the probability of winning a jackpot set in the pachinko gaming machine 1 to be changed in response to a setting change operation. This executes a setting change process that allows the probability of winning a jackpot to be changed by using a display result determination table corresponding to the setting value in the normal special symbol processing of the special symbol processing process. The setting value has six levels (multiple levels), for example, from 1 to 6, and the probability of winning a jackpot increases in the order of setting value 1 < setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. That is, when setting value 1 is set as the setting value, the player has the lowest advantage, and the advantage gradually increases in the order of setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. Note that the setting value need only be set to multiple levels, and is not limited to six levels. In this way, since the probability of winning a jackpot can be changed, the ball payout rate (number of balls paid out per unit time (number of winning balls)) also changes, so changing the setting value can also be said to change the ball payout rate.
[0149] For example, in the pachinko gaming machine of this embodiment, the probability of winning a jackpot changes depending on the setting value selected by the setting change operation when the power is turned on. Of the six setting values, for example, setting values 4 to 6 may be called high settings with a high probability of winning a jackpot, and setting values 1 to 3 may be called low settings with a low probability of winning a jackpot.
[0150] In addition, the probability of selecting a type of jackpot may be changed by setting values 1 to 6, just like the probability of winning a jackpot. The probability of selecting a type of variation pattern may be changed by setting values 1 to 6, just like the probability of winning a jackpot. The probability of selecting a variation pattern may be changed by setting values 1 to 6, just like the probability of winning a jackpot.
[0151] Regarding the feature section 152F, in a pachinko gaming machine capable of setting one of a plurality of setting values, when the machine is controlled to a jackpot gaming state, a reserved sequence may be executed in which reserved information determined to be controlled to a hit (jackpot or small hit) is stored in the reserved memory buffer RAM 122. Specifically, a reserved sequence refers to a series of consecutive hits (reserved consecutive wins) within the reserved information range in which the reserved information existing at the time of the jackpot occurrence contains reserved information that will be a hit in the future, and after the jackpot gaming state ends, the next hit occurs consecutively within the range of reserved information that existed at the time of the jackpot occurrence. Note that in the case of a small hit, a jackpot occurs via a small hit based on the occurrence of a V prize, so the reserved information for the small hit can be said to be reserved stored information for a hit that will be a jackpot in the future. When such a reserved sequence is executed, a notification effect may be executed to notify the player that a reserved sequence has occurred.
[0152] 8-1 is a front view of the pachinko gaming machine 1 in the characteristic portion 152F. In the pachinko gaming machine 1 in the characteristic portion 152F, the reference numerals and descriptions of the same configurations as those in the front view of the pachinko gaming machine 1 shown in FIG. 1 will be omitted, and only different parts will be described.
[0153] In the game area where the game balls that have been inserted can flow down, a first path among the paths along which the game balls flow down is mainly provided in the area to the left of the image display device 5 when viewed from the front, and a second path among the paths along which the game balls flow down, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.
[0154] Hitting a gaming ball into the left area (left gaming area) of the image display device 5 to make the gaming ball flow down the first path is called a left hit. Hitting a gaming ball into the right area (right gaming area) of the image display device 5 to make the gaming ball flow down the second path is called a right hit. The first path is a path that allows the gaming ball to flow down by hitting the gaming ball into the left side of the gaming area, so it may also be called a left hit path. Furthermore, the second path is a path that allows the gaming ball to flow down by hitting the gaming ball into the right side of the gaming area, so it may also be called a right hit path.
[0155] The first path and the second path may be separate paths, or may be paths that share a portion. The left and right game areas may be separated, for example, by the end face of the image display device 5 or the arrangement of game nails within the game area.
[0156] When a gaming ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and shot into the gaming area, if it is guided to the left gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the right gaming area. Also, when a gaming ball is guided to the right gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the left gaming area.
[0157] A winning ball device 6A having a first start winning hole formed therein is provided as a structure into which a gaming ball hit into the left gaming area of the gaming area can enter. The winning ball device 6A is disposed below the image display device 5. The winning ball device 6A is provided with a first start winning hole switch 22A for detecting a gaming ball that has entered the first start winning hole.
[0158] The structures through which game balls that are hit into the right game area of the game field can enter include a passing gate 41, a variable winning ball device 6B, and a V-determined winning device 87. The variable winning ball device 6B has a second start winning port through which game balls can enter. Furthermore, as switches for detecting game balls that have entered each of these ports, a gate switch 21 is provided inside the passing gate 41, a second start winning port switch 22B is provided inside the second start winning port, and a V-determined winning switch 87a, a V-determined winning switch 15a, and a V-determined discharge switch 15b are provided inside the V-determined winning device 87.
[0159] In the left game area, game nails are planted so that the game ball will be guided to the first start winning hole of the winning hole structure. Therefore, when aiming to have the game ball enter the first start winning hole, the player only needs to hit the game ball to the left. In the right game area, game nails are planted so that the game ball will be guided to the second start winning hole of the winning hole structure and the passing gate 41. Therefore, when aiming to have the game ball enter the second start winning hole and the passing gate 41, the player only needs to hit the game ball to the right.
[0160] The passing gate 41 is a gate structure through which a gaming ball can enter (pass). When a gaming ball passes through the passing gate 41, a normal symbol is displayed in a variable manner. The normal symbol will be described later. In the left gaming area, gaming pegs are planted so that the gaming ball is guided to the first start winning hole of the winning hole structure. Therefore, when aiming to have the gaming ball enter the first start winning hole, the player only needs to hit the gaming ball to the left. In the right gaming area, gaming pegs are planted so that the gaming ball is guided to the second start winning hole of the winning hole structure and the passing gate 41. Therefore, when aiming to have the gaming ball enter the second start winning hole and the passing gate 41, the player only needs to hit the gaming ball to the right.
[0161] The V-determining winning device 87 is a device for determining whether the game ball has V-entered, which is a condition for generating a big win when a small win occurs.
[0162] The V-determined winning device 87 is made of a transparent material, and the way the game ball passes through inside can be seen. The V-determined winning device 87 has a width at the top that allows the game ball to pass through in the front-to-back direction, and walls are provided on both sides (the front and back sides) of a passage that slopes from right to left and extends in the left-to-right direction, and a guide path along which the game ball is guided is formed. In the center of the guide path, an operating port is formed as an opening that repeatedly opens and closes for a predetermined period (for example, 0.1 second x 10 opening periods + 1 second closing period (interval period) x 9 times + 1 second ending period) when a small win occurs, allowing a total of approximately 10 or more game balls to enter during the predetermined open period. The passage of the game ball in the V-determination winning device 87 is provided with multiple protrusions that protrude alternately from both sides of the wall as deceleration means for slowing down the guided game ball, thereby creating a structure (hereinafter referred to as a deceleration structure) in which the game ball flows slowly into the passage above the operating port at the top of the V-determination winning device 87 when hit from the right.
[0163] In a small win game state, the opening control of V-determination winning device 87 is executed for a relatively long period of time until the entry of 10 game balls into V-determination winning device 87 is detected or until a predetermined period of time has elapsed. In V-determination winning device 87, the portion of the guideway where no operating port is formed forms a fixed passage called fixed portion 873. A movable portion 872 that can move back and forth on the operating port is provided at a position where the operating port can be opened and closed.
[0164] The movable part 872 is driven by the solenoid 22 and can move back and forth to open and close the operating port. When the operating port is closed due to the state of the movable part 872, the game ball can pass through the upper surfaces of the movable part 872 and the fixed part 873 as a guide path, and is guided along the guide path from the right end to the left end, dropping from the left end. When the operating port is open due to the operating state of the movable part 872, the operating port opens in the guide path, so that the game ball guided along the guide path can drop from the operating port into the inside of the V-determination winning device 87.
[0165] Inside V-determination winning device 87 (operation port), a V winning area 870 as a specific area is provided in the center of the left-right direction at the bottom of V-determination winning device 87 as a winning area where game balls entering from the operation port can win, and furthermore, a ramp is provided to guide all game balls entering from the operation port onto V winning area 870 via an inclined path. V winning area 870 has a V winning port through which game balls can enter, and can guide game balls entering from the V winning port downward.
[0166] At the top end of the winning opening (V winning opening) of V winning area 870, a plate-like opening / closing member (not shown) is provided that can switch V winning area 870 between an open state and a closed state. The opening / closing member is driven by solenoid 22 and can move back and forth to open and close V winning opening. When the V winning opening is opened by the opening / closing member, a gaming ball guided onto V winning area 870 can fall into V winning area 870. On the other hand, when the V winning opening is closed by the opening / closing member, a gaming ball guided onto V winning area 870 passes over the opening / closing member and is arranged to open near the downstream side of V winning area 870, allowing it to fall into a winning ball area (not shown) that can guide a game ball downward.
[0167] Specifically, the V winning area 870 of the V-determined winning device 87 is basically in an open state. In a small win game state in which the operating port of the V-determined winning device 87 is open, when one game ball enters the V winning area 870 and wins, the game ball is detected by the V-determined winning switch 87a provided in the V-determined winning area 870. In a small win game state, when one game ball is detected by the V-determined winning switch 87a, the opening / closing member is controlled to a closed state, and game balls guided onto the V-determined winning area 870 thereafter enter the winning ball area. Game balls that enter the winning ball area are detected by the V-determined winning switch 15a provided in the winning ball area. As a result, of the game balls that enter the V-determined winning device 87, one game ball is detected by the V-determined winning switch 87a, and subsequent game balls are detected by the V-determined winning switch 15a.
[0168] When the total number of balls detected by the V-judgment winning switch 87a and the V-judgment winning switch 15a reaches 10, the V-judgment winning device 87, which is opened during a small win game state, closes its operating port, making it impossible for game balls to enter. The V-judgment winning area 870 and the winning ball area are configured to merge below, and game balls that pass through the merged discharge passage and enter the V-judgment winning device 87 are discharged to a predetermined discharge path inside the game board 2. The discharge passage is provided with a V-judgment discharge switch 15b that can detect discharged game balls, and this switch detects all discharged game balls.
[0169] When a small win occurs and the operating port of the V-determination winning device 87 is opened, if a gaming ball enters the V-winning area 870 and is detected by the V-winning switch 87a within a predetermined valid period, the conditions for a big win are met, and the game is controlled to a big win gaming state. Such a gaming ball entering the V-winning area 870 is called a V-winning. In the pachinko gaming machine 1, as described above, during the period when a small win occurs and the operating port of the V-determination winning device 87 is opened, the structure and control are designed so that an average of about 10 gaming balls can enter the V-determination winning device 87 without requiring any special operation. Furthermore, the structure is designed so that when a gaming ball is allowed to enter the V-determination winning device 87, the gaming ball will always (100%) enter the V-winning area 870. In addition, in the pachinko game machine 1, when a small win occurs, a right-hit promotion notification is executed to instruct the player to hit to the right so that the player can easily hit the game ball into the V-determination winning device 87.
[0170] Therefore, when a small win occurs, unless the player does not fire the game ball during the opening period of the operating port of the V-determination winning device 87, or the player hits with the left, if the player hits with the right, the game ball will always (100%) enter the V winning area 870 and a big win will occur.
[0171] In this embodiment, an example is shown in which a game ball deceleration structure is provided in the V-determination winning device 87. However, instead of providing such a deceleration structure, an operating port that allows game balls to drop may be provided in a part of the game ball guide path in the V-determination winning device 87, and the operating port may be opened 10 times to allow about 10 game balls to enter the V-winning area 870 during the small win game state.
[0172] In the right game area, game nails are planted so that game balls are guided to the variable winning ball device 6B and the V-determination winning device 87. Therefore, when aiming to make the game ball enter the variable winning ball device 6B and the V-determination winning device 87, the player only needs to hit the game ball to the right.
[0173] It is also possible for a game ball hit into the left game area to have the possibility of entering either the variable winning ball device 6B or the V-determined winning device 87, but from the standpoint of playability, it is desirable that this possibility be extremely low compared to the possibility of a game ball hit into the right game area entering either of them.
[0174] Below the play area is provided a special variable winning ball device 7. In the special variable winning ball device 7, a game ball hit to the right is guided by a game nail planted in the right play area. In addition, the special variable winning ball device 7 is configured so that game balls cannot enter from the left play area due to the state of the game nails planted.
[0175] The special variable winning ball device 7 has a large winning opening whose front is covered by a rectangular door, and when a jackpot occurs, a solenoid causes the door to tilt forward around its base, revealing (opening) the large winning opening. A count switch 23 for detecting the game ball that has entered the special variable winning ball device 7 is provided inside. The winning route for the special variable winning ball device 7 is restricted by game pegs and other structures so that the game ball can enter the large winning opening only when it is shot into the right game area. However, it may also be possible for the game ball to enter the large winning opening regardless of whether it is shot into the left game area or the right game area.
[0176] In the above embodiment, an example was shown in which the special variable winning ball device 7 equipped with a large winning opening and the V-judgment winning device 87 for judging a V-win are different devices, but this is not limited to this form, and the special variable winning ball device 7 equipped with a large winning opening and the V-judgment winning device 87 for judging a V-win may also be a common device.
[0177] For example, a V-judgment winning device 87 for judging a V-win may be provided inside the special variable winning ball device 7 equipped with a large winning opening. In this case, the game ball that enters the large winning opening enters the V-judgment winning device 87 as it is.
[0178] A jackpot occurs when a jackpot symbol (jackpot display result) is derived and displayed on the first special symbol display device 4A, and when a jackpot symbol (jackpot display result) is derived and displayed on the second special symbol display device 4B. When a jackpot is determined by lottery based on a game ball entering the first starting winning slot, a jackpot symbol is derived and displayed on the first special symbol display device 4A. When a jackpot is determined by lottery based on a game ball entering the second starting winning slot, a jackpot symbol is derived and displayed on the second special symbol display device 4B.
[0179] A jackpot also occurs when a game ball that entered the V-judgment winning device 87 while the operating port of the V-judgment winning device 87 is open due to a small win gaming state enters the V-judgment area 870. Hereinafter, a game ball entering the V-judgment area 870 and being detected by the V-judgment winning switch 87a is referred to as a V-judgment. A small win is a win that opens the operating port of the V-judgment winning device 87 as a predetermined value award, and a jackpot can occur provided that the V-judgment winning device 87 has been entered. A gaming state in which the operating port of the V-judgment winning device 87 is opened is referred to as a "small win gaming state." A jackpot that occurs when a game ball enters the V-judgment area during a small win gaming state is referred to as a "jackpot via a small win." In contrast, a jackpot gaming state that is entered based on the display result of the special symbol variable display by the first special symbol display device 4A or the second special symbol display device 4B is referred to as a "jackpot due to a special symbol."
[0180] The jackpot game state is a specific game state (advantageous state) that is advantageous to the player as a predetermined value is awarded, and a repeat continuation control is performed in which the special variable prize ball device 7 repeats an open state and a closed state a predetermined number of times. In the repeat continuation control, the state in which the special variable prize ball device 7 is open (the big prize opening is open) is called a round. The repeat continuation control is also called round control.
[0181] In the jackpot gaming state, the special variable winning ball device 7 is set to an open state, and then set to a closed state when a predetermined end condition for the open state is met (an end condition for the open state being that a predetermined period (e.g., 29 seconds) has elapsed in the open state, or that a predetermined number of winning balls (e.g., 10) have been generated). When the end condition for the open state is met, a continuation right is generated, and the special variable winning ball device 7 is opened again. The generation of the continuation right is repeated until the number of times the device is opened in the jackpot gaming state reaches a predetermined upper limit of 15 rounds (final round).
[0182] The variable display of the first special symbol or second special symbol begins when the first start condition (first execution condition) or second start condition (second execution condition), which is the execution condition for the variable display, is met (for example, when the gaming ball passes through the first start entry slot or second start entry slot (including winning) as the start entry area), and then the start condition for the variable display is met (for example, when the variable display of the first special symbol and second special symbol is not being executed and a jackpot game is not being executed), and the display result (stopped symbol) is derived and displayed after the variable display time (change time) has elapsed. Note that the gaming ball passing through refers to the gaming ball passing through an area that has been predetermined as a winning area, such as a prize slot or gate, and is a concept that includes the gaming ball entering the prize slot (winning). Also, the derived display of the display result refers to the final stopped display (confirmed display) of the symbol (an example of identification information).
[0183] In addition, for variable displays where the game ball has entered a start area such as the first start winning slot and the second start winning slot but the start condition has not yet been met, storing information about variable displays where the start condition has not yet been met within a predetermined upper limit number is called reserved memory. The term reserved memory is also used to indicate (specify) the reserved and stored information. Reserved memory is also called start memory or start winning memory.
[0184] For the first special symbol, the variable display is executed based on the first reserved memory, which is a reserved memory based on the entry of the gaming ball into the first start winning slot. For the second special symbol, the variable display is executed based on the second reserved memory, which is a reserved memory based on the entry of the gaming ball into the second start winning slot. If a jackpot occurs while such a first reserved memory or second reserved memory exists, the reserved memory that existed before the jackpot occurs is maintained as is and is used for variable display after the jackpot gaming state ends.
[0185] When a second start winning occurs in the second start winning slot, even if there is a reserved memory of the first start winning, the variable display of the second special symbol based on the second start winning is executed with priority. In this way, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol (hereinafter referred to as "special 2 priority consumption" as appropriate).
[0186] In the above embodiment, an example was shown in which special 2 priority digestion was performed, but the present invention is not limited to this example, and special 2 priority digestion does not have to be performed.
[0187] For example, (A) the display of the first special pattern change may be executed in priority over the display of the second special pattern change (hereinafter referred to as "Special 1 priority consumption" as appropriate), or (B) the display of the first special pattern change and the display of the second special pattern change may be executed simultaneously (hereinafter referred to as "Special 1 and Special 2 simultaneous consumption" as appropriate).
[0188] Above the first special symbol display device 4A and the second special symbol display device 4B, there is provided a second reserve display device 25B consisting of four displays that display the number of valid winning balls that have entered the second start winning slot, i.e., the second reserve memory number. The second reserve display device 25B increases the number of lit displays by one each time there is a valid start winning. And, each time the variable display on the second special symbol display device 4B starts, the number of lit displays is decreased by one.
[0189] Further above the second reserve indicator 25B, there is provided a first reserve indicator 25A consisting of four indicators that display the number of valid winning balls that have entered the first start winning slot, i.e., the first reserve memory number. The first reserve indicator 25A increases the number of indicators that light up by one each time there is a valid start winning. And, each time the variable display on the first special pattern display device 4A starts, the number of indicators that light up is decreased by one.
[0190] In the pachinko gaming machine 1, the game state and presentation state are controlled so that the player can enjoy a variety of games by firing the game ball in either a "left shot" aimed at the left game area or a "right shot" aimed at the right game area depending on the game situation. The flow of the game after the player starts playing on the pachinko gaming machine 1 will be explained below.
[0191] When a player sits down at the pachinko gaming machine 1 and starts playing for the first time, he or she first plays by hitting the ball from the left so that the game ball will enter the first start winning hole. Then, the variable display of the first special symbol is executed, and if the display result shows a jackpot (a jackpot with a special symbol), the player switches from hitting the ball from the left to hitting the ball from the right, and plays the game, aiming for the special variable winning ball device 7 that opens. After the jackpot game state ends, a right-hit promotion notification is displayed on the screen of the image display device 5, encouraging the player to play by hitting the ball from the right. Specifically, a message such as "Aim to the right" is displayed on the screen of the image display device 5.
[0192] During the jackpot gaming state, the player plays by hitting the ball with the right hand to aim at the opened special variable winning ball device 7. During the jackpot gaming state, a right-hand hit promotion notification is issued. After the jackpot gaming state ends, if the time-saving state described below is entered, the player continues playing by hitting the ball with the right hand. After the jackpot gaming state ends, if the time-saving state is entered, a time-saving notification is issued on the screen of the image display device 5 to notify the player that the time-saving state will begin. In addition, during the time-saving state, a right-hand hit promotion notification is also issued. If the time-saving state is not entered after the jackpot gaming state ends, the player switches from hitting the ball with the right hand to hitting the ball with the left hand, and the game is played so that the ball will enter the first starting winning slot. Note that if the time-saving state is not entered, a left-hand hit promotion notification (also called a left-hand hit notification) may be issued on the screen of the image display device 5 to encourage the player to switch back to hitting the ball with the left hand.
[0193] During the time-saving state after the end of the jackpot game, the player plays by hitting the right side, aiming at the variable winning ball device 6B having the second start winning port. If the game ball enters the second start winning port and the display result is a jackpot (a jackpot with a special symbol), the player continues to hit the right side and aims at the special variable winning ball device 7. Also, if the game ball enters the second start winning port and the display result is a small win display result, the operating port of the V-determination winning device 87 is opened in the small win game state, so the player continues to hit the right side and aims at the V-determination winning device 87. At the start of the small win game state, a small win start notification is displayed on the screen of the image display device 5 to notify the player that the small win game state has begun. In addition, when the game is controlled to a small hit game state, a right-hit promotion notification is also made at a specific timing (depending on the game situation, at the start timing of the small hit display which is executed before the operating port of the V-judgment winning device 87 is opened in response to a small hit, or at a predetermined timing before the small hit display is executed).
[0194] When the operating port of the V-determination winning device 87 is open due to the small win gaming state, a gaming ball falls from the operating port into the V-determination winning device 87, enters the V-winning area 870 and is detected, causing a V-winning, resulting in a jackpot via a small win. When a V-winning occurs, a V-winning notification is displayed on the screen of the image display device 5 to notify that a V-winning has occurred. Furthermore, when the small win gaming state ends, a small win end notification is displayed on the screen of the image display device 5 to notify that the small win gaming state has ended. Then, after the small win ends, the game enters a jackpot gaming state and the special variable winning ball device 7 is opened, so the player continues to play by hitting the ball to the right, aiming for the special variable winning ball device 7.
[0195] Furthermore, when a game is played aiming at the V-determined winning device 87 during a small win game state, if the game ball does not enter the V-winning area 870 but enters a non-specific area other than the V-winning area 870, no big win occurs. When a V-winning does not occur during a small win game state, a V-winning failure notification is displayed on the screen of the image display device 5 to notify the player that the V-winning has failed. Furthermore, at the end of the small win game state, a small win end notification is displayed on the screen of the image display device 5 to notify the player that the small win game state has ended. After the end of the small win game state, while the time-saving state is continuing, the player continues to play by hitting the ball from the right and aiming at the variable winning ball device 6B. When the time-saving state ends, the player switches from hitting the ball from the right to hitting the ball from the left and plays the game so that the game ball will enter the first starting winning slot. At the end of the time-saving state, a time-saving end notification is displayed on the screen of the image display device 5 to notify the player that the time-saving state has ended, and a left-hand hit promotion notification is displayed to encourage the player to return to left-hand hitting and play.
[0196] FIG. 8-2 is a diagram showing a winning type table. The winning type table shows, for each winning type, the conditions for a winning jackpot, the control state (game state) after the winning jackpot, the number of times the jackpot is opened (number of rounds), and the opening time of each round in the winning jackpot. In this embodiment, the winning types are a 15R time-saving winning jackpot, a 4R time-saving winning jackpot, a 16(15)R time-saving winning jackpot via a small winning jackpot, a 9(8)R time-saving winning jackpot via a small winning jackpot, and a 5(4)R time-saving winning jackpot via a small winning jackpot. The number in parentheses for a small winning jackpot indicates the number of times the special variable winning ball device 7 opens.
[0197] A small win occurs when a gaming ball enters the second start winning slot provided in the variable winning ball device 6B and the second special symbol is displayed as a small win symbol. Whether the special symbol is displayed as a small win symbol is determined in advance by random number lottery (special symbol small win determination). When a small win occurs, the game enters a small win gaming state, and the operating port of the V-determination winning device 87 opens in an opening pattern of 10 openings and a 0.1-second opening time. The game control state after the small win gaming state ends (the jackpot probability, small win probability, and base, described below) is the same as before the small win. In a small win, prize balls are paid out for the gaming ball that entered the V-winning area 870 in the V-determination winning device 87 during the small win gaming state. Approximately 10 winning balls can be generated during the small win gaming state, and approximately 30 prize balls can be paid out depending on the winning balls.
[0198] If a game ball enters the operating port of the V-determination winning device 87 while the operating port is open and the game ball enters the V-entry area 870 inside the V-determination winning device 87 (V entry), a jackpot will occur. Such a jackpot via a small win is called a small win via jackpot. Small win via jackpots include 16 (15)R time-saving jackpots via small wins, 9 (8)R time-saving jackpots via small wins, and 5 (4)R time-saving jackpots via small wins, which have different numbers of rounds in the jackpot. A small win linked to a potential 16 (15)R time-saving jackpot is called a first small win. A small win linked to a potential 9 (8)R time-saving jackpot is called a second small win. A small win linked to a potential 5 (4)R time-saving jackpot is called a third small win.
[0199] On the other hand, jackpots that occur directly due to the variable display of special symbols without going through a small jackpot are called pattern jackpots. Pattern jackpots include the 15R pattern time-saving jackpot, which occurs directly based on the variable display of the first or second special symbols, and the 4R pattern time-saving jackpot.
[0200] Thus, jackpots include symbol jackpots that occur directly based on the variable display of the first or second special symbol, and small jackpots that occur via V-winning via small jackpots based on the variable display of the second special symbol. Symbol jackpots and small jackpots are jackpots that are controlled to a time-saving state after the jackpot game state ends, and are called time-saving jackpots. In this embodiment, the advantageous state that is advantageous to the player also includes the opening of the special variable winning ball device 7.
[0201] A 15R time-saving jackpot is a jackpot in which the large prize entry port opens 15 times (15R). A 4R time-saving jackpot is a jackpot in which the large prize entry port opens four times (4R). A 16(15)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined entry device 87 opens once (0.1 seconds x 10 times), and then the large prize entry port opens 15 times (15R) on the condition of a V entry. Although the entry device opens for 16 rounds, the large prize entry port actually opens only 15 times, and players feel that the opening of the large prize entry port is the same type of jackpot as a 15R time-saving jackpot. A 9(8)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined entry device 87 opens (0.1 seconds x 10 times), and then the large prize entry port opens eight times (8R) on the condition of a V entry. A 5 (4)R time-saving jackpot via a small jackpot is a jackpot in which the V-determining winning device 87 opens once (0.1 seconds x 10 times), and then the large winning port opens four times (4R) on the condition that a V is won.The winning device opens for five rounds, but the large winning port actually opens four times, and the player feels that the opening of the large winning port is the same type of jackpot as a 4R time-saving jackpot with a pattern.
[0202] The time-saving state after a 4R time-saving jackpot has two end conditions: one in which the second special symbol is displayed once, and one in which the first and second special symbols are displayed five times in total. The number of times the time-saving end condition, in which the second special symbol is displayed once, is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. When the second special symbol is displayed once, a small win occurs at a rate of approximately 1 / 7. Therefore, the end condition, in which the second special symbol is displayed once, is set to the number of times that a small win via a jackpot may occur when the second special symbol is displayed once.
[0203] The number of times the second special symbol is displayed as a variable display count for the time-saving end condition is set as follows: In the case of a 4R time-saving jackpot, the time-saving state (including the electric support state) is basically continued until the variable display of the second special symbol is completed once, but in order to display the variable display of the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41, opening the variable winning ball device 6B, and in that state to make the game ball enter the variable winning ball device 6B, and it takes time to make the game ball enter the variable winning ball device 6B, so that the reserved first special symbol may be displayed first.
[0204] Therefore, the termination condition of five total times of variable display of the first special symbol and the second special symbol is a condition for ensuring that one variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, can be executed even if the variable display of the first special symbol based on the reserved memory based on the first start winning (up to four of which can be stored) begins immediately after the start of the time-saving state, before the variable display start condition of the second special symbol is met. By doing this, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from being stopped in the time-saving state due to the variable display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.
[0205] After a jackpot other than a 4R time-saving jackpot, two end conditions are set: one in which the second special symbol is displayed seven times, and the other in which the first and second special symbols are displayed 11 times in total. The seven-time end condition for the time-saving state is set based on the fact that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. The second special symbol variable display generates a small win at a rate of approximately 1 / 7. Therefore, the end condition of seven times the second special symbol is displayed is set to a number of times that significantly increases the likelihood of a small win occurring when the second special symbol variable display is executed compared to a 4R time-saving jackpot. This allows players to focus on the occurrence of a small win and increases the player's anticipation for a small win occurring.
[0206] Furthermore, the termination condition of 11 times in total of the number of times the first special symbol and the second special symbol are displayed is to ensure that even if the display of the first special symbol based on the reserved memory based on the first start winning (up to four symbols can be stored) starts immediately after the start of the time-saving state before the condition for starting the display of the second special symbol is met, the display of the second special symbol, which is likely to result in a jackpot advantageous to the player, for seven times can be displayed. This prevents the number of times the second special symbol, which is likely to result in a jackpot advantageous to the player, changes during the time-saving state from decreasing due to the display of the first special symbol based on the reserved memory based on the first start winning immediately after the start of the time-saving state.
[0207] In this embodiment, in the low base state, which is the normal state, the first start winning hole is configured to allow entry from the first path, so it is more advantageous for the player to have the game ball flow down the first path in terms of starting the winning than if the game ball flowed down the second path. On the other hand, in an advantageous state such as a jackpot game state, the special variable winning ball device 7 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the winning at the time of the jackpot than if the game ball flowed down the first path. Also, in a specific state such as a small jackpot game state, the V-determined winning device 87 that opens is configured to allow entry from the second path, so it is more advantageous for the player to have the game ball flow down the second path in terms of winning the jackpot than if the game ball flowed down the first path.
[0208] In addition to this comparison of advantages, it is also possible to adopt a configuration in which, for example, other winning ports (for example, other variable winning ports (which may be for starting winning or non-starting winning) are provided on the first path and the second path, and in the normal low base state, it is easier to win at the variable winning port via the first path than via the second path, and in other states such as the high base state, jackpot game state, and small jackpot game state, it is easier to win at the variable winning port via the second path than via the first path, such that in the normal state it is more advantageous for the player if the gaming medium flows down the first path, and in other game states it is more advantageous for the player if the gaming medium flows down the second path.
[0209] Figure 8-3 is an explanatory diagram showing each random number. In Figure 8-3, the type of random number, update range, use, and addition conditions are shown. Each random number is used as follows.
[0210] (1) Random R: A random counter used to determine whether a jackpot or a small jackpot is reached. Random 1 is updated at 10 MHz, starting from 0 and increasing up to its upper limit of 65,535, before starting again from 0. (2) Random 1: Determines the type of jackpot (one of the following types: 15R time-limited jackpot, 4R time-limited jackpot, 16(15)R time-limited jackpot via small jackpot, 9(8)R time-limited jackpot via small jackpot, and 5(4)R time-limited jackpot via small jackpot) and the jackpot symbol (for determining the jackpot type and jackpot symbol). (3) Random 2: Determines the type (type) of fluctuation pattern (for determining the fluctuation pattern type). (4) Random 3: Determines the fluctuation pattern (fluctuation time) (for determining the fluctuation pattern). (5) Random 4: Determines whether a win based on a normal symbol occurs (for determining a normal symbol hit). (6) Random 5: Determines the initial value of Random 5 (for determining the initial value of Random 5).
[0211] In this embodiment, the specific game state jackpots include multiple types: a 15R time-saving jackpot, a 4R time-saving jackpot, a 16(15)R time-saving jackpot via a small jackpot, a 9(8)R time-saving jackpot via a small jackpot, and a 5(4)R time-saving jackpot via a small jackpot. Therefore, when a jackpot is determined based on the value of the random number for determining a jackpot (Random R), or when a small jackpot is determined, the type of jackpot is determined to be one of these jackpot types based on the value of the random number for determining a jackpot type (Random 1). However, in the case of a jackpot via a small jackpot, the determined jackpot is invalid unless a V win occurs. Furthermore, when the type of jackpot is determined, the jackpot symbol is also determined based on the value of the random number for determining a jackpot type (Random 1). Therefore, Random 1 is also the random number for determining a jackpot symbol. In addition, when it is determined that it is a small win type, the small win symbol is also determined at the same time. Therefore, Random 1 is also a random number for determining the small win symbol.
[0212] In addition, the fluctuation pattern is first determined using a random number (random 2) for determining the fluctuation pattern type, and then determined to be one of the fluctuation patterns included in the determined fluctuation pattern type using a random number (random 3) for determining the fluctuation pattern. In this way, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process. A fluctuation pattern type is a grouping of multiple fluctuation patterns according to the characteristics of their fluctuation modes. One or multiple fluctuation patterns belong to a fluctuation pattern type.
[0213] In this embodiment, the fluctuation patterns are classified into normal fluctuation pattern types, which are fluctuation pattern types that do not involve a reach, and reach fluctuation pattern types, which are fluctuation pattern types that involve a reach.
[0214] 8-4 is an explanatory diagram showing the first special symbol hit determination table, the second special symbol hit determination table, and various big win type determination tables. These tables are stored in the ROM 101.
[0215] Figure 8-4(A) is an explanatory diagram showing the first special symbol hit determination table. The first special symbol hit determination table is a data table for determining a jackpot for the first special symbol, and is a table in which a jackpot determination value to be compared with random R is set. The "probability" shown in Figure 8-4(A) indicates the probability (percentage) of a jackpot.
[0216] The probability of winning the first special symbol varies depending on the setting. Setting 1 is 1 / 199, setting 2 is 1 / 190, setting 3 is 1 / 180, setting 4 is 1 / 170, setting 5 is 1 / 160, and setting 6 is 1 / 150. Therefore, the probability of winning is highest in the following order: setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.
[0217] Figure 8-4(B) is an explanatory diagram showing the second special symbol hit determination table. The second special symbol hit determination table is a data table for determining a big hit and a small hit for the second special symbol, and is a table in which a big hit determination value and a small hit determination value to be compared with random R are set. The upper part of Figure 8-4(B) is the big hit determination table section, and the lower part of Figure 8-4(B) is the small hit determination table section. The "probability" shown in the upper part of Figure 8-4(B) indicates the probability (percentage) of a big hit, and the "probability" shown in the lower part of Figure 8-4(B) indicates the probability (percentage) of a small hit.
[0218] The probability of a jackpot for the second special symbol varies depending on the setting. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the probability of a jackpot increases in the following order: setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. In contrast, the probability of a small jackpot for the second special symbol is set to 1 / 7.35 regardless of the setting. A small jackpot may also be set for the first special symbol. In such cases, it is desirable to make the probability of a small jackpot for the first special symbol lower than that for the second special symbol. For example, the probability of a small jackpot for the first special symbol could be set to 1 / 100.
[0219] When a start winning entry into the first start winning entry slot (first start winning entry) or a start winning entry into the second start winning entry slot (second start winning entry) is detected, the CPU 103 extracts a count value (random R) from the random number circuit 124 at a predetermined timing. For the first start winning entry, the extracted value is compared with the jackpot determination values set in the first special symbol winning determination table. If the extracted value matches any of the jackpot determination values, a jackpot is determined for the first special symbol. For the second start winning entry, the extracted value is compared with the jackpot determination values set in the second special symbol winning determination table. If the extracted value matches any of the jackpot determination values, a jackpot is determined for the second special symbol. If the extracted value does not match any of the jackpot determination values, the extracted value is compared with the small jackpot determination values set in the second special symbol winning determination table. If the extracted value matches any of the small jackpot determination values, a small jackpot is determined for the second special symbol. Deciding to make it a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).
[0220] In addition, determining whether to get a big win or not means determining whether to transition to a big win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the first special symbol or the second special symbol the big win symbol. In addition, determining whether to get a small win or not means determining whether to transition to a small win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the second special symbol the small win symbol.
[0221] Figures 8-4(C), (D), and (E) are explanatory diagrams showing the jackpot type determination table stored in ROM 101. Figure 8-4(C) is a first special symbol jackpot type determination table used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot by the first special symbol. Figure 8-4(D) is a second special symbol jackpot type determination table used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot by the second special symbol.
[0222] In the first special symbol jackpot type determination table of Figure 8-4(C), a numerical value to be compared with the value of Random 2 for jackpot type determination, a jackpot determination value corresponding to each of "15R time-shortened jackpot" and "4R time-shortened jackpot", is set. In the second special symbol jackpot type determination table of Figure 8-4(D), a numerical value to be compared with the value of Random 1, a jackpot determination value corresponding to "15R time-shortened jackpot".
[0223] Also, as shown in Figures 8-4(C) and (D), the jackpot type determination value is also used as a determination value (jackpot pattern determination value) to determine the jackpot patterns of the first special pattern and the second special pattern. For example, the determination value corresponding to an "8R time-saving jackpot" is also set as a determination value corresponding to the jackpot pattern "3". The determination value corresponding to a "15R time-saving jackpot" is also set as a determination value corresponding to the jackpot pattern "7".
[0224] Using these various jackpot type determination tables, the CPU 103 determines the type of jackpot corresponding to the jackpot type determination value that matches the value of Random 1 as the jackpot type, and determines the jackpot symbol that matches the value of Random 1 as the jackpot symbol. This simultaneously determines the jackpot type and the jackpot symbol that corresponds to the jackpot type.
[0225] The small hit via jackpot type determination table in Figure 8-4(E) is a numerical value that is compared with the value of Random 2 for jackpot type determination, and jackpot determination values corresponding to "small hit via 16 (15) R time-saving jackpot", "small hit via 9 (8) R time-saving jackpot", and "small hit via 5 (4) R time-saving jackpot" are set. However, the jackpot type determined by the small hit via jackpot type determination table is a temporary jackpot type linked to each of the first small hit (16 (15) R time-saving jackpot), second small hit (9 (8) R time-saving jackpot), and third small hit (5 (4) R time-saving jackpot), and is invalid if no V entry occurs during small hit gameplay.
[0226] 8-5 and 8-6 are explanatory diagrams showing an example of the content of a presentation control command transmitted by the game control microcomputer 100. In FIGS. 8-5 and 8-6, the relationship between specific command data for the presentation control command, the command name, and the command specification is shown. As shown in FIGS. 8-5 and 8-6, the game control microcomputer 100 transmits various presentation control commands to the presentation control CPU 120 according to the game control status.
[0227] The main commands in Figures 8-5 and 8-6 will be explained below. Command 80XX(H) is a presentation control command (variation pattern command) that specifies the variation pattern to be displayed on the image display device 5 in response to the variable display of the special symbol (each corresponding to variation pattern XX). When a unique number is assigned to each of multiple variation patterns, there is a variation pattern command that corresponds to each variation pattern identified by that number. "(H)" indicates a hexadecimal number. In addition, the presentation control command that specifies the variation pattern is also a command for specifying the start of variation. Therefore, when the presentation control CPU 120 receives command 80XX(H), it controls the presentation display device to start a presentation that corresponds to the variable display of the special symbol.
[0228] Commands 8C01(H) to 8C06(H) are display result designation commands that indicate display results including miss display results, big hit types, big hit display results for each small hit type, and small hit display results.
[0229] Command 8D01(H) is a first symbol change command that indicates that the first special symbol change display should begin. Command 8D02(H) is a second symbol change command that indicates that the second special symbol change display should begin. Command 8F00(H) is a symbol determination command that indicates that the first and second special symbol changes should end.
[0230] Commands A001 to A005(H) are hit start designation commands that designate the start of a big hit gaming state for each type of big hit.
[0231] Command A1XX(H) is a command specifying whether the large prize opening is currently open for the number of times (rounds) indicated by XX. Command A2XX(H) is a command specifying whether the large prize opening is closed for the number of times (rounds) indicated by XX.
[0232] Commands A301 to A305(H) are win end designation commands that designate the end of the jackpot gaming state for each type of jackpot.
[0233] Command A401(H) is a first start winning designation command that specifies that a first start winning has occurred. Command A402(H) is a second start winning designation command that specifies that a second start winning has occurred.
[0234] Command B000(H) is a normal state designation command that designates the game state to be normal state (low base state). Command B001(H) is a first time-shortened state designation command that designates the game state to be first time-shortened state (high base state). Command B002(H) is a second time-shortened state designation command that designates the game state to be second time-shortened state (high base state).
[0235] Command C0XX(H) is a first reserved memory number specification command that specifies the first reserved memory number. The "XX" in command C0XX(H) indicates the first reserved memory number. Command C1XX(H) is a second reserved memory number specification command that specifies the second reserved memory number. The "XX" in command C0XX(H) indicates the second reserved memory number.
[0236] In this embodiment, when the game control microcomputer 100 subtracts the number of reserved memories, it sends a reserved memory number designation command that specifies the number of reserved memories after subtraction, but this is not limited to this, and it is also possible to use a reserved memory number subtraction designation command that specifies that the number of reserved memories should be subtracted by 1 for each of the first reserved memory number and the second reserved memory number.
[0237] Commands C2XX(H) and C3XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as a jackpot judgment, a jackpot type judgment, and a fluctuation pattern type judgment, when a ball is started to enter the first starting winning slot or the second starting winning slot. Of these, command C2XX(H) is a designation command that indicates the winning judgment results, such as whether or not it will be a jackpot, whether or not it will be a small jackpot, and the type of jackpot. Furthermore, command C3XX(H) is a fluctuation type command that indicates the judgment result (the fluctuation pattern type judgment result) of the winning judgment results, which is the range of judgment values the value of the fluctuation pattern type judgment random number falls within.
[0238] Command C401(H) is a command specifying that the first small win should begin. Command C402(H) is a command specifying that the second small win should begin. Command C403(H) is a command specifying that the third small win should begin. Command C501(H) is a command specifying that the first small win should end. Command C502(H) is a command specifying that the second small win should end. Command C503(H) is a command specifying that the third small win should end. Command C601(H) is a V winning specification command specifying that a V winning has occurred. Command C602(H) is a V winning ball detection specification command specifying that a winning ball (including both a V winning ball and a winning ball other than a V winning ball) into the V determination winning device 87 has been detected.
[0239] In the game control microcomputer 100, a first reserved memory buffer for storing reserved memory information of the first special symbol is provided in the RAM 102. A storage area corresponding to the upper limit of the first reserved memory number (4 in this example) is secured in the first reserved memory buffer. The first reserved memory buffer stores a hardware random number for determining a jackpot (Random R), and software random numbers for determining a jackpot type (Random 1), a variation pattern type determination random number (Random 2), and a variation pattern determination random number (Random 3).
[0240] For the second special symbol, a second reserved memory buffer for storing reserved memory information for the second special symbol is provided in RAM 102. A storage area corresponding to the upper limit of the second reserved memory number (4 in this example) is secured in the second reserved memory buffer. The second reserved memory buffer stores a hardware random number for determining a jackpot (Random R), and software random numbers for determining a jackpot type (Random 1), a fluctuation pattern type determination random number (Random 2), and a fluctuation pattern determination random number (Random 3).
[0241] Based on a win at the first start winning port, CPU 103 executes a process of extracting random number values from each of the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the first reserve memory buffer. Specifically, based on a win at the first start winning port, these random number values are extracted and saved (stored) in the first reserve memory buffer. Also, based on a win at the second start winning port, CPU 103 executes a process of extracting random number values from each of the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the second reserve memory buffer. Specifically, based on a win at the second start winning port, these random number values are extracted and saved (stored) in the second reserve memory buffer.
[0242] In this way, storing information about the start winning in the reserved memory buffer may be referred to as "reserved and stored." The random number for determining the variation pattern type (Random 2) and the random number for determining the variation pattern (Random 3) may be extracted when the special symbol begins to vary, rather than being extracted at the time of the start winning and stored in the reserved memory buffer in advance.
[0243] FIG. 8-7 is a flowchart showing the start port switch passing process executed as part of the process of S101. In the start port switch passing process, CPU 103 first checks whether first start port switch 22A is on or not (S1211). If first start port switch 22A is not on, the process proceeds to S1221. If first start port switch 22A is on, CPU 103 checks whether the first reserved memory number has reached the upper limit (specifically, whether the value of the first reserved memory number counter for counting the first reserved memory number is 4 or not) (S1212). If the first reserved memory number has reached the upper limit, the process proceeds to S1221.
[0244] If the first reserved memory number has not reached the upper limit, CPU 103 increments the value of the first reserved memory number counter by 1 (S1213). Next, CPU 103 executes a process of extracting values from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the first reserved memory buffer (S1214). In the process of S1214, a random number for determining a jackpot (Random R), a random number for determining a jackpot type (Random 1), a random number for determining a fluctuation pattern type (Random 2), and a random number for determining a fluctuation pattern (Random 3) are extracted and stored in the storage area.
[0245] Next, the CPU 103 executes a winning performance process for determining in advance at the time of the starting winning the result of the change display and the type of the change pattern when a change based on the starting winning of the detected first special symbol is subsequently executed (S1215).
[0246] In this embodiment, when a start winning occurs in the first start winning slot or the second start winning slot, and the various data obtained at the time of the start winning is stored as reserved memory information, and then the start condition for the variable display is established, at the timing when the variable display starts, in the special pattern normal processing (S110), based on the reserved memory information, for the special pattern (first special pattern or second special pattern) that starts the variable display, a decision is made as to whether the variable display result is a jackpot display result or not, and the jackpot type is decided based on the jackpot determination value and jackpot type determination value set corresponding to the various random number values described above. Then, in the variable pattern setting processing (S111), the variable pattern (including the decision of the variable pattern type) is decided based on the variable pattern type determination value and variable pattern determination value set corresponding to the various random number values described above.
[0247] On the other hand, apart from such a determination, at the timing before the variable display based on the start winning into the first start winning port or the second start winning port is started, specifically, at the timing when the game ball starts winning into the first start winning port or the second start winning port (the timing when the reserved memory information is stored), the reserved memory information that stores various data obtained at the time of the start winning is read in advance, and based on the read-ahead reserved memory information, a determination is made in advance as to whether or not there will be a jackpot, whether or not there will be a small jackpot, the type of jackpot, and the type of variation pattern is determined based on the jackpot determination value, jackpot type determination value, and variation pattern type determination value set in correspondence with the various random number values described above, and a winning time performance process is executed to make a pre-reading determination. By doing so, the performance control CPU 120 can predict the result of the variable display in advance before the variable display of the performance pattern is executed, and based on the various determination results at the time of the start winning, it is possible to execute a pre-reading performance such as a pre-reading notice that warns of a jackpot (possibility of a jackpot) during the variable display of the performance pattern.
[0248] Then, based on the determination result of the winning performance processing, CPU 103 performs control to send a symbol designation command to performance control CPU 120 (S1216), and also performs control to send a variation type command to performance control CPU 120 (S1217). Also, CPU 103 performs control to send a first start winning designation command to performance control CPU 120 (S1218), and also performs control to set the value of the first reserved memory number counter to EXT data and send a first reserved memory number designation command to performance control CPU 120 (S1219).
[0249] By executing the processing of S1216 and S1217, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start entry is made in the first start entry port.
[0250] In addition, in this embodiment, by executing the processing of S1216 to S1219, when a start winning occurs in the first start winning port, a set of four commands, namely, a pattern designation command, a variation type command, a first start winning designation command, and a first pending memory number designation command, are sent all at once within one timer interrupt.
[0251] Next, CPU 103 checks whether second start port switch 22B is on or not (S1221). If second start port switch 22B is not on, the process ends. If second start port switch 22B is on, CPU 103 checks whether the second reserved memory number has reached the upper limit (specifically, whether the value of the second reserved memory number counter for counting the second reserved memory number is 4 or not) (S1222). If the second reserved memory number has reached the upper limit, the process ends.
[0252] If the second reserved memory number has not reached the upper limit, CPU 103 increments the value of the second reserved memory number counter by 1 (S1223). Next, CPU 103 executes a process of extracting values from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the second reserved memory buffer (S1224). In the process of S1224, a random number for determining a jackpot (Random R), a random number for determining a jackpot type (Random 1), a random number for determining a fluctuation pattern type (Random 2), and a random number for determining a fluctuation pattern (Random 3) are extracted and stored in the storage area.
[0253] Next, CPU 103 executes a winning effect process similar to the winning effect process described in S1215 for the detected start winning of the second special symbol (S1225). Then, CPU 103 controls to send a symbol designation command to performance control CPU 120 based on the determination result of the winning effect process (S1226), and controls to send a variable type command to performance control CPU 120 (S1227). CPU 103 also controls to send a second start winning designation command to performance control CPU 120 (S1228), and controls to set the value of the second reserved memory number counter to EXT data and send a second reserved memory number designation command to performance control CPU 120 (S1229).
[0254] By executing the processing of S1226 and S1227, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start entry is made in the second start entry port.
[0255] In addition, in this embodiment, by executing the processing of S1226 to S1229, when a start winning occurs in the second start winning port, a set of four commands, namely, a pattern designation command, a variation type command, a second start winning designation command, and a second pending memory number designation command, are sent all at once within one timer interrupt.
[0256] 8-8 is a flowchart showing the normal special symbol processing (S110) in the special symbol process. In the normal special symbol processing, the CPU 103 checks whether there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (S51). If there is no reserved memory data in either the first reserved memory buffer or the second reserved memory buffer, the process ends.
[0257] If there is no reserved data in the reserved memory buffer in S51, the process ends after performing a process (S80) for sending a customer waiting demo designation command. On the other hand, if there is reserved data in the first reserved memory buffer or the second reserved memory buffer in S51, the CPU 103 checks whether there is reserved data in the second reserved memory buffer (S52). If there is reserved data in the second reserved memory buffer, the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) is set to data indicating "2" (S54). On the other hand, if there is no reserved data in the second reserved memory buffer, the special symbol pointer is set to data indicating "1" (S53).
[0258] In this embodiment, depending on whether data indicating "1" or "2" is set in the special symbol pointer, the display of the first special symbol on the first special symbol display device 4A and the display of the second special symbol on the second special symbol display device 4B are performed using a common processing routine. When data indicating "1" is set in the special symbol pointer, the display of the first special symbol on the first special symbol display device 4A is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "2" is set in the special symbol pointer, the display of the second special symbol on the second special symbol display device 4B is performed based on the reserved memory data stored in the second reserved memory buffer.
[0259] Under the control of S52 to S54, if there is at least one second reserved memory data in the second reserved memory buffer, the variable display of the second special pattern display device 4B based on the data of the second reserved memory is executed in priority to the variable display of the first special pattern display device 4A based on the data of the first reserved memory.
[0260] Next, CPU 103 reads out each random number value stored in the storage area in RAM 102 corresponding to the reserved memory number=1 indicated by the special symbol pointer, and stores it in the reserved memory buffer of RAM 102 (S55). Specifically, when the special symbol pointer indicates "first," CPU 103 reads out each random number value stored in the storage area in the first reserved memory buffer corresponding to first reserved memory number=1, and stores it in the random number buffer of RAM 102. Also, when the special symbol pointer indicates "second," CPU 103 reads out each random number value stored in the storage area in the second reserved memory buffer corresponding to second reserved memory number=1, and stores it in the random number buffer of RAM 102.
[0261] Then, the CPU 103 subtracts 1 from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer points to "first," the CPU 103 subtracts 1 from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. Also, when the special symbol pointer points to "second," the CPU 103 subtracts 1 from the count value of the second reserved memory number counter, and erases the contents of the storage area in the second reserved memory buffer.
[0262] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.
[0263] Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first reserved memory number are extracted always matches the order of the first reserved memory numbers = 1, 2, 3, 4. Also, the order in which the random number values stored in the respective storage areas corresponding to each second reserved memory number are extracted always matches the order of the second reserved memory numbers = 1, 2, 3, 4.
[0264] Furthermore, the CPU 103 performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (S59). In this case, if the special symbol pointer is set to a value indicating "first", the CPU 103 performs control to transmit the first reserved memory number designation command. Furthermore, if the special symbol pointer is set to a value indicating "second", the CPU 103 performs control to transmit the second reserved memory number designation command.
[0265] In the normal special symbol processing, first, data indicating "1" indicating that processing is to be performed on the first start winning slot, i.e., data indicating "1" indicating that processing is to be performed on the first special symbol, or data indicating "2" indicating that processing is to be performed on the second start winning slot, i.e., data indicating "2" indicating that processing is to be performed on the second special symbol, is set in the special symbol pointer. Then, in subsequent processing in the special symbol process processing, processing is performed according to the data set in the special symbol pointer. Therefore, commonality can be achieved between the case where the first special symbol is the target and the case where the second special symbol is the target.
[0266] Next, CPU 103 reads Random R (random number for determining a jackpot) from the random number buffer and executes the jackpot determination module (S61). In this case, CPU 103 reads the random number for determining a jackpot that was extracted in S1214 of the start port switch passing process or S1224 of the start port switch passing process and stored in the reserved memory buffer or random number buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process that compares a predetermined jackpot determination value or small jackpot determination value with the random number for determining a jackpot, and if they match, determines that a jackpot or small jackpot has occurred. In other words, it is a program that executes a jackpot determination process or a small jackpot determination process.
[0267] In the jackpot determination process, if the first special symbol matches one of the jackpot determination values shown in Figure 8-4(A), or if the second special symbol matches one of the jackpot determination values shown in Figure 8-4(B), it is determined that the special symbol has been determined to be a jackpot. If it is determined to be a jackpot (Y in S61), the process proceeds to S71. Determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot gaming state, but also determining whether or not to set the stopped symbol on the special symbol display as a jackpot symbol.
[0268] If it is determined in S61 that a jackpot has occurred (Y in S61), a jackpot flag indicating a jackpot is set (S71).
[0269] Next, it is determined whether the special symbol pointer indicates "1st" or not (S72). If the special symbol pointer is "1st", the first special symbol jackpot type determination table of FIG. 8-4(C) is selected (S73), and the process proceeds to S75. On the other hand, if the special symbol pointer is not indicating "1st" (if it is indicating "2nd"), the second special symbol jackpot type determination table of FIG. 8-4(D) is selected (S74), and the process proceeds to S75.
[0270] In S75, using the jackpot type determination table selected in S73 or S74, the jackpot type corresponding to the value that matches the random number (Random 1) for determining the jackpot type stored in the random number buffer area is determined as the jackpot type (S75), and the process proceeds to S81.
[0271] Also, if the value of the random number (Random R) for determining a jackpot in S61 does not match any of the jackpot determination values (N in S61), it is checked whether the data set in the special symbol pointer indicates "second" to determine whether the jackpot determination target is the variable display of the second special symbol (S76). If the data set in the special symbol pointer in S76 is not data indicating "second" (the variable display of the first special symbol), the process proceeds to S82, which will be described later. On the other hand, if the data set in the special symbol pointer in S76 is data indicating "second" (the variable display of the second special symbol), the second special symbol hit determination table in FIG. 8-4(B) is used to determine whether the value of the random number (Random R) for determining a jackpot matches any of the small hit determination values, thereby performing the small hit determination process (S77). That is, if the value of the random number for determining a big win (random R) matches any of the small win determination values shown in Figure 8-4 (B) (Y in S77), it is determined that the second special symbol is a small win. Then, if it is determined that it is a small win (Y in S77), a small win flag indicating a small win is set (S78).
[0272] After setting the small hit flag, the small hit via jackpot type determination table of FIG. 8-4(E) is selected (S79), and the jackpot type corresponding to the value that matches the value of the random number (Random 1) for jackpot type determination stored in the random number buffer area is determined as the type of jackpot via small hit (S80). Then, proceed to S81. On the other hand, if the value of the random number (Random R) for small hit determination does not match any of the small hit determination values in S77 (N in S77), proceed to S82 described later.
[0273] In S81, data indicating the type of jackpot determined in S75 or S80 is stored in the jackpot type buffer in RAM 102 (S81), and the process proceeds to S82. For example, if the jackpot type is a "15R time-saving jackpot with a symbol," "01" is set in the jackpot type buffer as data indicating the jackpot type, and if the jackpot type is a "4R time-saving jackpot with a symbol," "02" is set in the jackpot type buffer as data indicating the jackpot type. On the other hand, if the jackpot type is a "16 (15)R time-saving jackpot via a small jackpot," "03" is set in a temporary jackpot type buffer separate from the jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 9 (8)R time-saving jackpot via a small jackpot, "04" is set in the temporary jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 5(4)R time-limited jackpot via a small hit, "05" is set in the provisional jackpot type buffer as data indicating the jackpot type. Of these, data indicating a 16(15)R time-limited jackpot via a small hit, a 9(8)R time-limited jackpot via a small hit, and a 5(4)R time-limited jackpot via a small hit are invalid data that will not result in a jackpot if no V entry occurs in the small hit game state, and are provisionally set.
[0274] In S82, the stopping symbol of the special symbol is set (S78). Specifically, if neither the big win flag nor the small win flag is set, the stopping symbol of the special symbol is set to "-", which is a losing symbol. If the small win flag is set, the stopping symbol of the special symbol is determined to be one of "1", "5", or "9", which is the small win symbol according to the small win type selected and determined in S80. If the big win flag is set, the stopping symbol of the special symbol is determined to be one of "3" or "7", which is the big win symbol according to the big win type selected and determined in S75. Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (S79).
[0275] FIG. 8-9 is a flowchart showing the small win opening pre-processing (S118). In the small win opening pre-processing, the CPU 103 controls the solenoid 22 based on the opening mode of the small win to operate the movable part 872 to the open state, thereby starting the opening operation of the operating port of the V-determination winning device 87 (S411). Next, the CPU 103 transmits a small win start command indicating that the small win game state is about to start to the performance control CPU 120 (S412). Next, the CPU 103 sets the V-determination winning number counter as a counting means to use the number of winnings in the V-winning area 870 in the small win opening state as the end condition of the opening state (S413). Specifically, in S413, the counter value of the V-determination winning number counter is set to "10" to set it to count down the number of V-winnings. Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (S119) (S414).
[0276] FIG. 8-10 is a flowchart showing the small win release process (S119) in the special symbol process. During the small win release process, the CPU 103 updates the small win release control timer by subtracting 1 (S430). Next, in S435 (described later), it is checked whether the count value of the V-judgment winning number counter, which counts the number of V winning balls, is "0" (S431). The V-judgment winning number counter is set to "10" in S413 of FIG. 8-9, and when 10 V-judgment winning balls are counted, the count value becomes "0". If the count value of the V-judgment winning number counter is "0" in S430, the process proceeds to S441. On the other hand, if the count value of the V-judgment winning number counter is not "0" in S430, it is checked whether the small win release control timer has timed out (timer value = 0) (S432).
[0277] If the small win opening control timer has timed out in S432, the process proceeds to S441. On the other hand, if the small win opening control timer has not timed out in S432, the solenoid 22 is controlled in accordance with the time count of the small win opening control timer based on the opening mode of the small win, so that the movable part 872 is operated to the open state, and the operation port of the V determination winning device 87 is opened and closed (S433).
[0278] Next, to determine whether a V win has been detected, which occurs when a gaming ball enters the V winning area 870, which is in an open state inside the V-determining winning device 87, through the V winning opening, the V winning switch 87a is determined to be in an ON state (S434). If the V winning switch 87a is in an ON state in S434, a V winning has been detected, and a V winning flag, which is set when a V winning is detected, is set (S435). Then, processing is performed to send a V winning ball detection command (S436). This allows the performance control CPU 120 to recognize that a V winning ball has been detected, and to recognize the number of V winnings. Next, the solenoid is driven to operate the opening / closing member, which changes the V winning opening of the V winning area 870 from an open state to a closed state (S437), and the process proceeds to S439. As a result, when the first game ball that enters the V-determination winning device 87 wins a V prize, the V-winning port of the V-winning area 870 is closed, and all game balls that enter the V-determination winning device 87 thereafter are guided to the winning ball area and detected by the V-determination winning switch 15a.
[0279] On the other hand, if the V winning switch 15a is not in the ON state in S434, it means that a V winning has not been detected, and it is determined whether the V winning determination switch 15a is in the ON state (S438). If the V winning switch 15a is in the ON state in S438, the process proceeds to S439, and if the V winning switch 15a is not in the ON state in S438, the process ends.
[0280] In S439, the count value of the V-determined winning number counter, which was set to "10" in S413 of Fig. 8-9, is counted down by "-1" (S439), and a process is performed to send a V-determined winning ball detection designation command (S440). As a result, the performance control CPU 120 can recognize that a V-determined winning ball that has entered the V-determined winning device 87 has been detected after the V-determined winning ball has been detected, and can recognize the number of game balls that have entered the V-determined winning device 87.
[0281] When the count value of the V-judgment winning number counter is "0" in S431, this means that the number of V-judgment winnings of small wins has reached the upper limit, thereby establishing the small win release termination condition. When the small win release control timer times out in S432, this means that the small win release termination condition has been established due to the end of the small win release control. In these cases, the CPU 103 controls the solenoid 22 to operate the movable part 872 to a closed state, thereby closing the operating port of the V-judgment winning device 87 (S441). When the count value of the V-judgment winning number counter is "0," the V-judgment winning device 87 is forcibly closed in accordance with the count value of the V-judgment winning number counter, even if it is in the middle of opening in accordance with the small win release mode. When the small win release control timer times out, the V-judgment winning device 87 is closed in accordance with the end of the small win release control in the small win release mode.
[0282] Next, data corresponding to the specific period that is the V winning valid period after the V determination winning device 87 is closed is set in the V winning valid period timer (S442), the value of the special symbol process flag is updated to a value corresponding to the small win end processing (S120) (S443), and the processing ends. This starts the timing of the specific period that is the V winning valid period after the V determination winning device 87 is closed. Note that by setting the specific period that is the V winning valid period in this way, the gaming ball can be detected even if it passes through the V winning area later than the normal passing time for some reason. In addition, because the specific period is set, even if someone tries to fraudulently win a V winning area, only that period will be detected, so fraud can be prevented.
[0283] 8-11 is a flowchart showing the small win end process (S120) in the special symbol process. In the small win end process, the CPU 103 updates the V winning validity period timer by subtracting 1 (S441), and checks whether the V winning validity period timer has timed out (timer value = 0) (S442).
[0284] If the V winning validity period timer has not timed out in S442, it is determined whether the V winning flag, which is set in S434 or S445 when a V winning is detected, has been set (S443). If the V winning flag has been set, processing is terminated. On the other hand, if the V winning flag has not been set, it is determined whether the V winning switch 87a is in the on state (S444) to determine whether a V winning, which occurs when a gaming ball enters the V winning area 870 during the V winning validity period, has been detected. If the V winning switch 87a is not in the on state in S444, processing is terminated. On the other hand, if the V winning switch 87a is in the on state in S444, it means that a V winning has been detected during the V winning validity period, and the V winning flag indicating that a V winning has been detected is set (S445). Then, processing is performed to send a V winning designation command (S446), and processing is terminated. This allows the performance control CPU 120 to recognize that a V winning has occurred.
[0285] If the V winning validity period timer has timed out in S442, processing is performed to send a small win end designation command (S447). This allows the performance control CPU 120 to recognize that the small win has ended. Next, by changing the state of the solenoid 22, control is performed to open the opening / closing member and return the V winning area 870 (V winning port) to an open state (S447A). Next, CPU 103 determines whether the V winning flag is set (S448). If the V winning flag is set in S448, it is determined that a big win has occurred, and the big win flag is set (S449).
[0286] As mentioned above, in the small win game state, if you hit the ball to the right in accordance with the right hit promotion notification described below, you can make the game ball enter the V-determination winning device 87 with approximately 100% probability, and the game ball that enters the V-determination winning device 87 will always V-enter into the V-entry area 870, and based on this, the V-entry flag will be set with approximately 100% probability (S435 in Figure 8-10), and the big win flag will be set in S449, and the game will be controlled to the big win game state.
[0287] Next, the CPU 103 formally stores the data indicating the jackpot type via the small jackpot stored in the temporary jackpot type buffer in S81 in response to the determination that the V win has resulted in a regular jackpot (S450). Then, it resets the time-saving flag that was set at that time (S451).
[0288] Next, CPU 103 transmits a jackpot start 3 command, a jackpot start 4 command, or a jackpot start 5 command according to the jackpot type corresponding to the data stored in S450 (S452). This allows the performance control CPU 120 to recognize that a jackpot game state has started. Next, a value corresponding to the jackpot display time (the time during which the occurrence of a jackpot is notified, for example, on the image display device 5) is set in the jackpot entry control timer (S453).
[0289] Also, referring to the jackpot opening pattern data stored in ROM101, opening pattern data indicating opening modes such as the number of openings (for example, 15 times, 8 times, or 4 times), opening time (for example, 29 seconds), interval time (time for closing the large prize opening between rounds), etc. according to the type of jackpot is set in a predetermined memory area formed in RAM102 (S454). Of such data, the data on the number of openings is set in an opening counter for counting the number of openings. Then, the value of the special symbol process flag is updated to a value corresponding to the jackpot opening pre-processing (S114) (S455), and the processing ends. As a result, when a V winning occurs in the small jackpot gaming state, the game transitions to the jackpot gaming state.
[0290] If the V winning flag is not set in S448, the big win game state does not occur, so the data indicating the big win type via small win stored in the big win temporary type buffer in S81 is erased (S456), the value of the special symbol process flag is updated to the value corresponding to the special symbol normal processing (S110) (S457), and the processing ends. As a result, when a V winning does not occur in the small win game state, the game does not transition to the big win game state.
[0291] [Explanation about Feature 05TM] Next, the characteristic part 05TM will be explained using Fig. 9-1 to Fig. 9-83. In this embodiment, when an effect (such as a story SP development effect) suggesting that the variable display has a high probability of winning a jackpot, or an effect (such as the first to third normal time jackpot notification effects) that indicates that the display result of the variable display is a jackpot is executed during the variable display, a part of the effect sound is specially processed (scratch processed) and played back and output from the speakers 8L, 8R. Also, when an effect (the first reserved consecutive effect) that indicates that there is a reserved memory whose display result is "win" ("jackpot" or "minor win") in the reserved memory during a jackpot game, or an effect (the first next confirmation effect) that indicates that the jackpot type of the jackpot is a next confirmed jackpot is executed, a part of the effect sound is specially processed (scratch processed) and played back and output from the speakers 8L, 8R.
[0292] [Jackpot type table] FIG. 9-1 is a diagram showing a jackpot type table. The jackpot type table shows, for each type of jackpot, the conditions for jackpot occurrence, the control state (game state) after the jackpot, the number of times the jackpot opens (number of rounds), and the opening time of each round in the jackpot. In this embodiment, the jackpot types include a 10R time-saving jackpot, a 3R time-saving jackpot, a 10(9)R time-saving jackpot via a small jackpot, and a 3(2)R time-saving jackpot via a small jackpot. The number in parentheses for a jackpot via a small jackpot indicates the number of times the special variable winning ball device 7 (large winning opening) opens.
[0293] A small win occurs when a gaming ball enters the second start winning slot provided in the variable winning ball device 6B and the second special symbol is displayed as a small win symbol. Whether the special symbol is displayed as a small win symbol is determined in advance by random number lottery (special symbol small win determination). When a small win occurs, the game enters a small win gaming state, and the operating port of the V-determining winning device 87 opens in an opening pattern of 10 openings and a 0.1-second opening time. The game control state (jackpot probability, small win probability, base) after the small win gaming state ends is the same as before the small win. In a small win, prize balls are paid out for the gaming ball that entered the V-winning area 870 in the V-determining winning device 87 during the small win gaming state. Approximately 10 winning balls are set to occur during the small win gaming state, and prize balls are set to be paid out according to the winning balls.
[0294] When the operating port of the V-determination winning device 87 (hereinafter referred to as "V winning port") is open and a game ball is allowed to enter the operating port, and the game ball enters the V-winning area 870 inside the V-determination winning device 87 (V winning), a jackpot occurs. A jackpot that occurs via such a small win is called a jackpot via a small win. Jackpots via a small win include a "10 (9) R time-shortened jackpot via a small win" and a "3 (2) R time-shortened jackpot via a small win".
[0295] On the other hand, a jackpot that occurs directly from the variable display of a special symbol without going through a small jackpot is called a symbol jackpot. Symbol jackpots include the "3R symbol jackpot" and the "10R symbol jackpot," which occur directly based on the variable display of the first or second special symbol.
[0296] In this way, jackpots include pattern jackpots that occur directly based on the changing display of the first special pattern or the second special pattern, and small jackpots that occur by winning a V via a small jackpot based on the changing display of the second special pattern.
[0297] In this embodiment, advantageous states that are advantageous to the player also include the opening of the special variable winning ball device 7. Hereinafter, the "3R time-saving jackpot" and the "3(2) time-saving jackpot via small jackpot" will be referred to as the "3R jackpot", and the "10R time-saving jackpot" and the "10(9) time-saving jackpot via small jackpot" will be referred to as the "10R jackpot".
[0298] A "10R time-saving jackpot" is a jackpot in which the large prize opening is opened 10 times (10R). Also, a 10(9)R time-saving jackpot via a small jackpot is a jackpot in which the V-judgment winning device 87 is opened once (0.1 seconds x 10 times), and then the large prize opening is opened 9 times (9R) on the condition of a V winning. Although the large prize opening is opened 9 times, the winning device is actually opened for 10 rounds, so the player feels that the opening of the large prize opening is the same type of jackpot as a "10R time-saving jackpot."
[0299] A "3R time-saving jackpot" is a jackpot in which the large prize opening is opened three times (3R). Also, a 3(2)R time-saving jackpot via a small jackpot is a jackpot in which the V-determined prize-winning device 87 is opened once (0.1 seconds x 10 times), and then the large prize opening is opened twice (2R) on the condition of a V prize. Although the large prize opening is opened twice, the prize-winning device is actually opened for three rounds, so the player feels that the opening of the large prize opening is the same type of jackpot as a "3R time-saving jackpot."
[0300] The time-saving state after a "3R time-saving jackpot" has two end conditions: one in which the second special symbol is displayed once, and another in which the first and second special symbols are displayed five times in total (not shown). The number of times for the time-saving end condition, in which the second special symbol is displayed once, is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 will enter the V-winning area 870. When the second special symbol is displayed once, a small win occurs at a rate of approximately 1 / 7. Therefore, the end condition, in which the second special symbol is displayed once, is set to the number of times that a small win via a jackpot may occur when the second special symbol is displayed once.
[0301] The number of times the second special symbol is displayed as a variable display count for the time-saving end condition is set as one for the following reason: In the case of a "3R symbol time-saving jackpot," the time-saving state (including the electric support state) is basically continued until the variable display of the second special symbol is completed once, but in order to display the variable display of the second special symbol, it is necessary to hit the ball to the right to make the game ball enter the passage gate 41, opening the variable winning ball device 6B, and in that state to make the game ball enter the variable winning ball device 6B, and it takes time to make the game ball enter the variable winning ball device 6B, so that the first special symbol that has been reserved and stored may be displayed first.
[0302] Therefore, the termination condition of five total times of variable display of the first special symbol and the second special symbol is a condition for ensuring that one variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, can be executed even if the variable display of the first special symbol based on the reserved memory based on the first start winning (maximum of four symbols can be stored) is started immediately after the start of the time-saving state, before the variable display start condition of the second special symbol is met. By doing this, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from being stopped in the time-saving state due to the variable display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.
[0303] Furthermore, after a jackpot occurs with a "10R time-saving jackpot" or a part of a "10(9)R time-saving jackpot via small jackpot," two end states are set: one where the second special symbol is displayed 99 times, and another where the total number of times the first and second special symbols are displayed 103 times (not shown). The 99 times of the time-saving state end condition is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 entering the V-winning area 870. A small jackpot occurs with approximately 1 in 7 of the second special symbol's variable display. Therefore, the end condition of 99 times of the second special symbol's variable display means that when the second special symbol's variable display is executed, the next jackpot via a small jackpot is essentially confirmed, and this number significantly increases the probability of a jackpot via a small jackpot compared to a "3R time-saving jackpot." This makes it possible to draw the player's attention to the occurrence of a big win via a small win, and also to increase the player's sense of expectation regarding the occurrence of a big win via a small win.
[0304] In addition, the termination condition of 103 times in total for the first special symbol and the second special symbol is for the same reason as in the case of the "3R time-saving jackpot pattern", that is, even if the display of the first special symbol changes due to reserved memory based on the first start winning of which up to four can be stored before the jackpot game state, immediately after the start of the time-saving state, before the condition for starting the display of the second special symbol changes is met, the display of the second special symbol changes 99 times, which is likely to be determined as a jackpot advantageous to the player, can be reliably executed.
[0305] Furthermore, after a jackpot involving a 10(9)R time-saving jackpot via a small jackpot and a 3(2)R time-saving jackpot via a small jackpot, two end states are set: one where the second special symbol is displayed seven times, and another where the total number of times the first and second special symbols are displayed 11 times (not shown). The seven-time end condition for the time-saving state is set taking into consideration that a 100% probability of a game ball entering the V-judgment winning device 87 entering the V-winning area 870. When the second special symbol is displayed, a small jackpot occurs at a rate of approximately 1 / 7. Therefore, the end condition of seven times the second special symbol is displayed is set so that, compared to a "pattern 3R time-saving jackpot," when the second special symbol is displayed, the probability of a jackpot via a small jackpot occurring is significantly increased, although the next jackpot via a small jackpot is not actually guaranteed. This makes it possible to draw the player's attention to the occurrence of a big win via a small win, and also to increase the player's sense of expectation regarding the occurrence of a big win via a small win.
[0306] In addition, the termination condition of 11 times in total for the first special pattern and the second special pattern is for the same reason as in the case of a 3R time-saving jackpot, that is, even if the display of the first special pattern changes due to reserved memory based on the first start winning of which up to four can be stored before the jackpot game state, immediately after the start of the time-saving state, before the condition for starting the display of the second special pattern changes is met, it is possible to reliably display the display of the second special pattern changing seven times, which is likely to be determined as a jackpot advantageous to the player.
[0307] [Random value] 9-2 is an explanatory diagram illustrating the random number values counted on the side of the main board 11. As shown in FIG. 9-2, in this embodiment, on the side of the main board 11, in addition to the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the fluctuation pattern, the random number value MR4 for determining the normal chart display result, and the random number value MR5 for determining the initial value of MR4 are countable.
[0308] Note that random number values other than these may be used to enhance the gaming effect. These random number values MR1 to MR5 may be counted by updating software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or may be configured as a random number circuit chip separate from the game control microcomputer 100. Such random numbers used to control the progress of a game are also called game random numbers.
[0309] In this embodiment, the random number values MR1 to MR5 are each used as a value in the range shown in Figure 9-2, but the present invention is not limited to this, and the range of each of these random number values MR1 to MR5 may be other ranges.
[0310] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to execute various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 executes a random number generation program to generate all of the various random numbers used on the main board 11 side.
[0311] The ROM 101 provided in the game control microcomputer 100 stores not only a game control program but also various table data used to control the progress of the game. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variable pattern table storing a plurality of variable patterns that become variable display modes of each symbol in variable displays such as special symbols and normal symbols.
[0312] [Display result judgment table] 9-3(A1) and 9-3(A2) are explanatory diagrams showing the display result determination table for the first special symbol and the display result determination table for the second special symbol. These tables are stored in the ROM 101.
[0313] FIG. 9-3(A1) is an explanatory diagram showing the display result determination table for the first special symbol (hereinafter referred to as the "display result determination table for the first special symbol" where appropriate). The display result determination table for the first special symbol is a data table for determining whether or not a jackpot has occurred for the first special symbol, and is a table in which a jackpot determination value (not shown) is set that is compared with the random number value MR1. The "probability" shown in FIG. 9-3(A1) indicates the probability (percentage) of a jackpot. In this example, the jackpot probability for the first special symbol is 1 / 199.
[0314] Figure 9-3 (A2) is an explanatory diagram showing the display result determination table for the second special symbol (hereinafter referred to as the "display result determination table [for second special symbol]" where appropriate). The display result determination table [for second special symbol] is a data table for determining a big hit and a small hit for the second special symbol, and is a table in which a big hit determination value and a small hit determination value (not shown) are set to be compared with the random number value MR1. In Figure 9-3 (A2), the upper row is the big hit determination table section, and the lower row is the small hit determination table section. The "probability" shown in the upper row indicates the probability (percentage) of a big hit, and the "probability" shown in the lower row indicates the probability (percentage) of a small hit.
[0315] In this example, the probability of a big win for the second special symbol is 1 / 199. The probability of a small win for the second special symbol is set to 1 / 7.35. A small win may also be set for the first special symbol. In such a case, it is desirable to set the probability of a small win for the first special symbol lower than for the second special symbol. For example, the probability of a small win for the first special symbol may be set to 1 / 99.
[0316] When a start winning entry into the first start winning entry slot (first start winning entry) or a start winning entry into the second start winning entry slot (second start winning entry) is detected, the CPU 103 samples the count value (random number value MR1) of the random number circuit 104 at a predetermined timing. For the first start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the [first special symbol] display result determination table. If the extracted value matches any of the jackpot determination values, the CPU 103 determines that a jackpot has been awarded for the first special symbol. For the second start winning entry, the CPU 103 compares the extracted value with the jackpot determination values set in the [second special symbol] display result determination table. If the extracted value matches any of the jackpot determination values, the CPU 103 determines that a jackpot has been awarded for the second special symbol. If the extracted value does not match any of the jackpot determination values, the CPU 103 compares the extracted value with the small jackpot determination values set in the [second special symbol] display result determination table. If the extracted value matches any of the small jackpot determination values, the CPU 103 determines that a small jackpot has been awarded for the second special symbol. Deciding to make it a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).
[0317] In addition, determining whether to get a big win or not means determining whether to transition to a big win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the first special symbol or the second special symbol the big win symbol. In addition, determining whether to get a small win or not means determining whether to transition to a small win gaming state, but also determining whether to make the stopped pattern resulting from the variable display of the second special symbol the small win symbol.
[0318] [Jackpot type determination table] Figures 9-3 (B1), (B2-1), and (B2-2) are explanatory diagrams showing the jackpot type determination table stored in ROM 101. Figure 9-3 (B1) is a jackpot type determination table for the first special symbol used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot with the first special symbol. Figure 9-3 (B2-1) is a jackpot type determination table for the second special symbol used to determine the jackpot type of a pattern jackpot when a jackpot is determined to be a jackpot with the second special symbol. Figure 9-3 (B2-2) is a jackpot type determination table for the second special symbol via small jackpot when a small jackpot is determined to be a jackpot with the second special symbol.
[0319] The jackpot type determination table for the first special pattern in Figure 9-3 (B1) (hereinafter referred to as the "jackpot type determination table [for the first special pattern]") contains a number to be compared with the value of the random number value MR2 for determining the jackpot type, and jackpot determination values corresponding to each of the "10R pattern time-shortened jackpot" and "3R pattern time-shortened jackpot" are set.
[0320] Also, Figure 9-3 (B1) shows the number of time-saving controls executed after the jackpots corresponding to the "10R time-saving jackpot" and the "3R time-saving jackpot." The "10R time-saving jackpot" has 99 time-saving controls, and the "3R time-saving jackpot" has one time.
[0321] In this embodiment, the "10R time-saving jackpot" and "10(9) time-saving jackpot via small jackpot" with 99 time-saving control times are appropriately referred to as "10R jackpot A" (next confirmed jackpot), the "10R time-saving jackpot" and "10(9) time-saving jackpot via small jackpot" with 1 or 7 time-saving control times are appropriately referred to as "10R jackpot B" (next non-confirmed jackpot), and the "3R time-saving jackpot" and "3(2) time-saving jackpot via small jackpot" with 1 or 7 time-saving control times are appropriately referred to as "3R jackpot B" (next non-confirmed jackpot). Hereinafter, a "jackpot" with X time-saving control times will be appropriately referred to as "jackpot" (X times).
[0322] In this example, in the jackpot type determination table [for the first special symbol], of the MR2 determination value range of 0 to 299, 0 to 2 are assigned to a "10R pattern time-shortened jackpot" (99 times) (1%), and 3 to 299 are assigned to a "3R pattern time-shortened jackpot" (1 time) (99%).
[0323] The jackpot type determination table for the second special pattern in Figure 9-3 (B2-1) (hereinafter referred to as the "jackpot type determination table [for second special pattern]" as appropriate) contains jackpot determination values that are compared with the value of the random number value MR2 for jackpot type determination, and correspond to "pattern 10R time-shortened jackpot" and "pattern 3R time-shortened jackpot".
[0324] Also, Figure 9-3 (B2-1) shows the number of time-saving controls executed after a jackpot corresponding to each of the "10R time-saving jackpot" and "3R time-saving jackpot." The number of time-saving controls for the "10R time-saving jackpot" is 99 or 7, while the number of time-saving controls for the "3R time-saving jackpot" is 7.
[0325] In this example, in the jackpot type determination table [for the second special symbol], of the MR2 determination value range of 0 to 299, 0 to 29 are assigned to ``10R pattern time-shortened jackpot'' (99 times) (10%), 30 to 149 are assigned to ``10R pattern time-shortened jackpot'' (7 times) (40%), and 150 to 299 are assigned to ``3R pattern time-shortened jackpot'' (7 times) (50%).
[0326] The small hit via jackpot type determination table for the second special pattern in Figure 9-3 (B2-2) (hereinafter referred to as the "small hit via jackpot type determination table [for second special pattern]" where appropriate) contains a numerical value to be compared with the value of the random number value MR2 for determining the small hit via jackpot type, and jackpot determination values corresponding to "10 (9) R time-shortened jackpot via small hit" and "3 (2) R time-shortened jackpot via small hit" are set.
[0327] Also, Figure 9-3 (B2-2) shows the number of time-saving controls executed after a jackpot corresponding to each of the "10(9)R time-saving jackpot via small jackpot" and "3(2)R time-saving jackpot via small jackpot." The number of time-saving controls for the "10(9)R time-saving jackpot via small jackpot" is 99 or 7, while the number of time-saving controls for the "3(2)R time-saving jackpot via small jackpot" is 7.
[0328] In this example, in the small hit via jackpot type determination table [for the second special pattern], of the MR2 determination value range of 0 to 299, 0 to 29 is assigned to ``10 (9) R time-shortened jackpot via small hit'' (99 times) (10%), 30 to 149 is assigned to ``10 (9) R time-shortened jackpot via small hit'' (7 times) (40%), and 150 to 299 is assigned to ``3 (2) R time-shortened jackpot via small hit'' (7 times) (50%).
[0329] [Fluctuation pattern determination] ROM101 also stores a fluctuation pattern determination table for determining a fluctuation pattern based on a random number value MR3 for determining a fluctuation pattern, and determines the fluctuation pattern to be one of the multiple types of fluctuation patterns described above depending on the pre-determination result.
[0330] Here, we will explain the fluctuation pattern determination when the presentation mode is the normal mode and when the presentation mode is the powerful RUSH mode (see Figure 9-12 for details about the presentation modes). Specifically, two fluctuation pattern determination tables are prepared in advance: a fluctuation pattern determination table [for miss] that is used when it is predetermined that the fluctuation display result will be a "miss," and a fluctuation pattern determination table [for big win] that is used when it is predetermined that the fluctuation display result will be a "big win" (including small wins).
[0331] <Normal mode fluctuation pattern> In the fluctuation pattern determination table [for misses] when the presentation mode is normal mode, predetermined random number values within the range that the random number value MR3 for determining fluctuation patterns can take are assigned as determination values for the fluctuation pattern of "non-reach miss", the fluctuation pattern of "normal reach miss", the fluctuation pattern of "SP-A miss", the fluctuation pattern of "SP-B miss", and the fluctuation pattern of "SP-C miss".
[0332] In the fluctuation pattern determination table [for jackpots], predetermined random number values within the range that the random number value MR3 for determining fluctuation patterns can take are assigned as determination values for the fluctuation pattern of a "normal reach jackpot," the fluctuation pattern of an "SP-A1 jackpot," the fluctuation pattern of an "SP-A2 jackpot," the fluctuation pattern of an "SP-B1 jackpot," the fluctuation pattern of an "SP-B2 jackpot," the fluctuation pattern of an "SP-C1 jackpot," and the fluctuation pattern of an "SP-C2 jackpot."
[0333] <Not within reach> In this embodiment, in the variation pattern of "non-reach miss" among the variation patterns in which the final display result is "miss", the reach state is not established and the final display result is notified as "miss".
[0334] <Normal reach miss> In this embodiment, in the variation pattern of "normal reach miss" among the variation patterns in which the final display result is a "miss", after the reach state is established, a combination of decorative symbols (for example, "323", "545", etc.) corresponding to the display result being a "miss" is displayed at a predetermined trigger (operation of push button 31B, passage of a predetermined period of time, etc.), thereby notifying that the final display result is a "miss".
[0335] <Normal reach jackpot> In this embodiment, in the variation pattern of "normal reach jackpot" among the variation patterns in which the final display result is a "jackpot," after the reach state is established, a combination of decorative symbols (for example, "222," "777," etc.) corresponding to the display result being a "jackpot" is displayed at a predetermined trigger (operation of push button 31B, passage of a predetermined period of time, etc.), thereby announcing that the final display result is a "jackpot" or a "minor jackpot."
[0336] In this embodiment, multiple types of characters appear in various presentations. In this example, these characters include ally character A, ally character B, ally character C, enemy character X, and enemy character Y. Hereinafter, ally character A will be referred to as "ally character A," "ally A," "character A," "character A," "ally character (A)," "ally (A)," "character (A)," or "character (A)" as appropriate. Also, below, ally character B will be referred to as "ally character B," "ally B," "character B," "character B," "ally character (B)," "ally (B)," "character (B)," or "character (B)" as appropriate. Hereinafter, ally character C will be referred to as "ally character C," "ally C," "character C," "character C," "ally character (C)," "ally (C)," "character (C)," or "character (C)" as appropriate. Furthermore, hereinafter, enemy character X will be referred to as "enemy character X", "enemy X", "character X", "character X", "enemy character (X)", "enemy (X)", "character (X)", or "character (X)" as appropriate. Furthermore, hereinafter, enemy character Y will be referred to as "enemy character Y", "enemy Y", "character Y", "character Y", "enemy character (Y)", "enemy (Y)", "character (Y)", or "character (Y)" as appropriate.
[0337] <Miss / Jackpot with Super Reach> In this embodiment, in a variation pattern involving a super reach ("SP-A miss," "SP-B miss," "SP-C miss," "SP-A1 jackpot," "SP-A2 jackpot," "SP-B1 jackpot," "SP-B2 jackpot," "SP-C1 jackpot," "SP-C2 jackpot"), the final display result is confirmed and stopped by executing a super reach effect (hereinafter referred to as "SP reach effect" or "SP reach" as appropriate) that notifies whether or not a "jackpot" has been won.
[0338] (Challenge SP production) In this embodiment, among the variation patterns accompanying the super reach, in the variation patterns of "SP-A miss", "SP-A1 jackpot", and "SP-A2 jackpot", after the reach state is established, a combination of decorative symbols indicating that the variation display result will be "miss" is temporarily displayed in a stopped state (provisional miss notification), and then it develops into a super reach, and a super reach effect (hereinafter referred to as "challenge SP effect" or "challenge SP" as appropriate) is executed to notify whether or not the jackpot has been won by ally character B taking on a challenge to destroy a rock (in this example, "Nana Challenge", see Figure 9-27(3)). Hereinafter, such a variation pattern will be referred to as a "variation pattern accompanied by 'SP-A'", a "variation pattern accompanied by challenge SP", etc. as appropriate.
[0339] Here, if the variation pattern is "SP-A miss", an effect in which ally character B fails the challenge (failure effect) is executed, and it is announced that the final display result will be "miss". On the other hand, if the variation pattern is "SP-A1 jackpot", an effect in which ally character B succeeds in the challenge (success effect) is executed (see Figures 9-32 and 9-33), and it is announced that the final display result will be "jackpot". Also, if the variation pattern is "SP-A2 jackpot", after a failure effect is executed in the challenge SP effect, a revival effect, which will be described later, is executed, and it is announced that the final display result will be "jackpot".
[0340] (Battle Special Production) In this embodiment, among the variation patterns accompanying the super reach, in the variation patterns of "SP-B miss," "SP-B1 jackpot," and "SP-B2 jackpot," after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter referred to as "battle SP effect" or "battle SP" as appropriate) is executed to notify whether or not the "jackpot" has been won by battling ally character A and enemy character X (see Figure 9-27(6)).
[0341] Here, if the variation pattern is "SP-B miss", an effect (defeat effect) in which ally character A is defeated by enemy character X is executed, and it is announced that the final display result will be "miss". On the other hand, if the variation pattern is "SP-B1 jackpot", an effect (victory effect) in which ally character A wins against enemy character X is executed (see Figures 9-34 to 9-37), and it is announced that the final display result will be "jackpot". Also, if the variation pattern is "SP-B2 jackpot", after a defeat effect is executed in the battle SP effect, a revival effect described below is executed, and it is announced that the final display result will be "jackpot". Hereinafter, such a variation pattern will be referred to as a "variation pattern accompanied by "SP-B", a "variation pattern accompanied by battle SP", etc. as appropriate.
[0342] (Story Special Production) In this embodiment, among the variation patterns involving super reach, in the variation patterns of "SP-C miss," "SP-C1 jackpot," and "SP-C2 jackpot," after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter referred to as "story SP effect" or "story SP" as appropriate) is executed to notify whether or not a "jackpot" has been won by displaying a story video related to ally character A (see Figure 9-27(8)).
[0343] Here, if the variation pattern is "SP-C miss", an effect (non-achievement effect) is executed in which the display of the story video related to ally character A is ended halfway, and it is announced that the final display result will be "miss". On the other hand, if the variation pattern is "SP-C1 jackpot", an effect (achievement effect) is executed in which the display of the story video related to ally character A is continued until the end (see Figures 9-38 to 9-41), and it is announced that the final display result will be "jackpot". Also, if the variation pattern is "SP-C2 jackpot", after the non-achievement effect is executed in the story SP effect, a revival effect described below is executed, and it is announced that the final display result will be "jackpot". Hereinafter, such a variation pattern will be referred to as a "variation pattern with "SP-C", a "variation pattern with story SP", etc. as appropriate.
[0344] Figure 9-4 is a fluctuation pattern determination table in normal mode. As shown in Figure 9-4(A), in the fluctuation pattern determination table for [miss] in normal mode, of the range of MR3 determination values 1 to 997, 1 to 900 are assigned to each fluctuation pattern as "non-reach miss", 901 to 950 are "normal reach miss", 951 to 970 are "SP-A miss", 971 to 990 are "SP-B miss", and 991 to 997 are "SP-C miss".
[0345] Also, as shown in Figure 9-4(B), in the fluctuation pattern judgment table [for jackpots] in normal mode, of the MR3 judgment value range 1 to 997, 1 to 50 are assigned to each fluctuation pattern as a "normal reach jackpot", 51 to 185 are assigned to an "SP-A1 jackpot", 186 to 200 are assigned to an "SP-A2 jackpot", 201 to 470 are assigned to an "SP-B1 jackpot", 471 to 500 are assigned to an "SP-B2 jackpot", 501 to 950 are assigned to an "SP-C1 jackpot", and 951 to 997 are assigned to an "SP-C2 jackpot".
[0346] As shown in Figure 9-4, when the display result is "miss," among the fluctuation patterns involving super reaches, the rate at which a fluctuation pattern involving "SP-A" (in this example, "SP-A miss") is selected is (970-951+1) / 997 = approximately 2%, the rate at which a fluctuation pattern involving "SP-B" (in this example, "SP-B miss") is selected is (990-971+1) / 997 = approximately 2%, and the rate at which a fluctuation pattern involving "SP-C" (in this example, "SP-C miss") is selected is (997-991+1) / 997 = approximately 0.7%.
[0347] On the other hand, when the display result is "jackpot", among the fluctuation patterns with super reach, the probability that a fluctuation pattern with "SP-A" (in this example, "SP-A1 jackpot", "SP-A2 jackpot") will be selected is {(185-51+1)+(200-186+1)} / 997 = approximately 15%, the probability that a fluctuation pattern with "SP-B" (in this example, "SP-B1 jackpot", "SP-B2 jackpot") will be selected is {(470-201+1)+(500-471+1)} / 997 = approximately 30%, and the probability that a fluctuation pattern with "SP-C" (in this example, "SP-C1 jackpot", "SP-C2 jackpot") will be selected is {(950-501+1)+(997-951+1)} / 997 = approximately 50%.
[0348] In this way, when the display result is "miss", among the fluctuation patterns with super reach, the execution rate is allocated in the following relationship: fluctuation pattern with "SP-C" (about 0.7%) < fluctuation pattern with "SP-B" (about 2%) = fluctuation pattern with "SP-A" (about 2%). Also, when the display result is "jackpot", among the fluctuation patterns with super reach, the execution rate is allocated in the following relationship: fluctuation pattern with "SP-A" (about 15%) < fluctuation pattern with "SP-B" (about 30%) < fluctuation pattern with "SP-C" (about 50%).
[0349] In other words, when a fluctuation pattern involving various super reaches is executed, the ratio of "miss" to "jackpot" (jackpot occurrence rate = jackpot / (miss + jackpot)) is 2(%):15(%) = 1:7.5 (88%) when a fluctuation pattern involving "SP-A" is executed, 2(%):30(%) = 1:15 (93%) when a fluctuation pattern involving "SP-B" is executed, and 0.7(%):50(%) = 1:70 (98%) when a fluctuation pattern involving "SP-C" is executed.
[0350] Therefore, when fluctuation patterns with various super reaches are executed, the probability of a jackpot occurring is higher in the relationship of fluctuation patterns with "SP-A" < fluctuation patterns with "SP-B" < fluctuation patterns with "SP-C." In other words, the expectation of a jackpot is higher in the relationship of fluctuation patterns with battle SP < fluctuation patterns with challenge SP < fluctuation patterns with story SP.
[0351] <Powerful RUSH mode fluctuation pattern> In the fluctuation pattern judgment table [for misses] when the presentation mode is the Powerful RUSH mode, predetermined random number values within the range that the random number value MR3 for judging fluctuation patterns can take are assigned as judgment values for the fluctuation pattern of "non-reach misses", the fluctuation pattern of "normal reach misses", the fluctuation pattern of "SP-X misses", and the fluctuation pattern of "SP-Y misses".
[0352] In the fluctuation pattern determination table [for jackpots], a predetermined random number value within the range that the random number value MR3 for determining the fluctuation pattern can take is assigned as a determination value for the fluctuation pattern of a "normal reach jackpot", the fluctuation pattern of an "SP-X jackpot", and the fluctuation pattern of an "SP-Y jackpot".
[0353] The fluctuation patterns for "non-reach miss", "normal reach miss", and "normal reach jackpot" are the same as those explained for the fluctuation patterns in normal mode, so we will not explain them here.
[0354] <Miss / Jackpot with Super Reach> In this embodiment, in a variation pattern accompanied by a super reach ("SP-X miss", "SP-Y miss", "SP-X jackpot", "SP-Y jackpot"), the final display result is fixed and stopped by executing a super reach effect that notifies whether or not a "jackpot" has been won. The variation patterns of the "SP-Y miss" and the "SP-Y jackpot" are the same as the variation patterns of the "SP-B miss" and "SP-B1 jackpot" described above, so explanations will be omitted here.
[0355] (Extermination SP production) In this embodiment, among the variation patterns accompanying the super reach, in the variation patterns of "SP-X miss" and "SP-X jackpot", after the reach state is established, a combination of decorative symbols indicating that the variation display result will be "miss" is temporarily displayed in a stopped state (provisional miss notification), and then it develops into a super reach, and a super reach effect (hereinafter referred to as "annihilation SP effect" as appropriate) is executed to notify whether or not a "jackpot" has been won by attacking to annihilate the swarm of enemy characters Y (hereinafter referred to as "enemy character Y group" as appropriate) (see Figure 9-68).
[0356] Here, if the variation pattern is "SP-X Miss", an effect in which the enemy character Y group remains (remaining effect) is executed (see Figure 9-68 (3A)), and it is announced that the final display result will be "Miss". On the other hand, if the variation pattern is "SP-X Big Hit", an effect in which the enemy character Y is annihilated (annihilation effect) is executed (see Figure 9-68 (3B)), and it is announced that the final display result will be "Big Hit".
[0357] Figure 9-5 is a fluctuation pattern judgment table for the Powerful RUSH mode. As shown in Figure 9-5(A), in the fluctuation pattern judgment table for the Powerful RUSH mode [for misses], of the MR3 judgment value range 1 to 997, 1 to 950 are assigned to each fluctuation pattern as "non-reach misses", 951 to 980 are "normal reach misses", 981 to 985 are "SP-X misses", and 986 to 997 are "SP-Y misses".
[0358] Also, as shown in Figure 9-5(B), in the fluctuation pattern judgment table [for jackpots] in Powerful RUSH mode, of the MR3 judgment value range 1 to 997, 1 to 500 are assigned to each fluctuation pattern as a "normal reach jackpot", 501 to 600 are assigned to an "SP-X jackpot", and 601 to 997 are assigned to an "SP-Y jackpot".
[0359] [Scratch processing of sound effects] In this embodiment, it is possible to play back and output special sounds (music, dialogue, sound effects, error notification sounds, etc.) from speakers 8L and 8R. In this embodiment, it is possible to perform special processing (referred to as "scratch processing" in this example) on some of the special sounds and then play them back and output them. Scratching is a technique in which an analog record is forcibly moved by hand while it is being played on a turntable, dramatically changing the playback speed to produce a special sound (hereinafter referred to as "scratch sound" as appropriate). Scratch processing is a process that uses sound data (e.g., waveform data such as a Wave file) stored in a memory unit of an audio control board, rather than an analog record, to simulate a special sound similar to the scratch sound of an analog record. Hereinafter, scratch processing will be referred to as "scratch processing" as appropriate.
[0360] In this embodiment, the scratch process generates a simulated sound similar to a scratch sound by continuously playing back the same sound data (hereinafter referred to as "scratch sound data") at short intervals.
[0361] The scratch sound data is sound data including one or more sounds (a line sound, a sound effect, a musical sound, etc.), and is sound data consisting of the sounds (one or more sounds) of the initial letters of words related to various effects that appear in this gaming machine. In this embodiment, the scratch sound data is sound data including one sound (a line sound, a sound effect, a musical sound, etc.), and is sound data consisting of the first sounds of the initial letters of words related to various effects that appear in this gaming machine.
[0362] For example, it is possible to execute scratch processing on sound data corresponding to the initial letter (first sound) "bu" of the word "V (V) Stock" related to the V Stock effect described later. Also, it is possible to execute scratch processing on sound data corresponding to the initial letter (first sound) "we" of the word "welcome" which is part of the lyrics related to Song X among the songs that are played and output during a jackpot game described later.
[0363] In this embodiment, scratch processing is not performed on sound data of words in which the same sound (second and subsequent sounds) as the sound of the initial letter of the word (first sound) is repeated multiple times. For example, scratch processing is not performed on sound data corresponding to the initial letter (first sound) "o" of the word "big hit (Oo Atari)." If scratch processing were performed on sound data corresponding to the initial letter (first sound) "o" of the word "big hit (Oo Atari)," there is a risk that the player would be confused as to whether the first sound "o" has been scratched and played back or the second sound "o" has been played back, and this is to prevent this.
[0364] It should be noted that, without being limited to the above embodiment, scratch processing may be executed on a word in which the same sound (second and subsequent sounds) as the sound of the initial letter (first sound) of the word is repeated multiple times. For example, scratch processing may be executed on sound data corresponding to the initial letter (first sound) "o" of the word "big hit (Ooatari)" (O-atari), and after "o" is played and output four times in succession, the second sound "o" may be played and output.
[0365] In this embodiment, the sound effect (sound data) may be composed of a first sound effect (first sound data) and a second sound effect (second sound data) that is played and output after the first sound effect. In this embodiment, the number of sounds included in the first sound effect is assumed to be smaller than the number of sounds included in the second sound effect. For example, sound data corresponding to the word "V (V) stock" is composed of first sound data corresponding to the first letter "Bu" (1 syllable) and second sound data corresponding to the second and subsequent letters "Istock" (4 syllables). In this case, after performing a scratch process on the first sound effect "Bu" and playing and outputting it, it is possible to play and output the second sound effect "Istock" without performing a scratch process on it.
[0366] In this embodiment, in the scratch process, the number of consecutive occurrences of the same sound data (scratch sound data) is set to 2 or more. For example, in the scratch process, depending on which effect is executed, the number of consecutive occurrences of the scratch sound data may be set to 2 or 4.
[0367] In this embodiment, the scratch sound data may be reproduced and output at any interval. For example, when scratch sound data is reproduced and output four times in succession (i.e., when there are three intervals between reproduction and output), the scratch sound data may be reproduced and output three times at 0 second intervals, or all three times at 1 second intervals, or the first time at 1 second intervals, the second time at 2 second intervals, and the third time at 3 second intervals, or the first time at 3 second intervals, the second time at 2 second intervals, and the third time at 1 second intervals. Hereinafter, the reproduction and output interval of the scratch sound data will be referred to as the "scratch interval."
[0368] In this way, by continuously reproducing and outputting the scratch sound data at short intervals, it is possible to give the player an impression of the effect sound produced by the scratch process and leave a lasting memory of it (a refrain effect), thereby improving the effect of the effect sound. Furthermore, the more consecutive scratch sound data are played back, the better the refrain effect becomes.
[0369] It should be noted that the sound data to which the scratch process is performed may be sound data consisting of two or more sounds, without being limited to the above embodiment. For example, after scratching the sound data corresponding to the "V" (first and second sounds) of "V (V) stock" and playing it back, the "stock" may be played back without being scratched.
[0370] [Example of playback output of scratched sound effects] 9-6(A) is a specific example of a sound effect type table in this embodiment. The sound effect type table is a storage area for reproducing sound data, and is provided in a storage unit included in the audio control board.
[0371] As shown in Figure 9-6(A), the sound effect type stored is a sound effect corresponding to the word "powerful," and this sound effect is composed of a first sound effect corresponding to the initial letter "pa" and a second sound effect corresponding to the second and subsequent letters "waful."
[0372] FIG. 9-6(B) is an explanatory diagram showing an example of playback output when the effect sounds in this embodiment are played back and output from the speakers 8L and 8R.
[0373] FIG. 9-6(B1) is an explanatory diagram showing an example of a playback output when an effect sound without scratch processing is played back and output from the speakers 8L and 8R in this embodiment.
[0374] As shown in Fig. 9-6 (B1), the performance control CPU 120 plays and outputs the performance sound "powerful" from the speakers 8L and 8R without executing the scratch process. At this time, the performance control CPU 120 plays and outputs the first performance sound "pa" from the speakers 8L and 8R without executing the scratch process, and plays and outputs the second performance sound "waful" from the speakers 8L and 8R.
[0375] FIG. 9-6(B2) is an explanatory diagram showing an example of the playback output when the effect sound resulting from the scratch process in this embodiment is played back and output from the speakers 8L and 8R.
[0376] As shown in Fig. 9-6 (B2), the performance control CPU 120 executes a scratch process to play and output the performance sound "powerful" from the speakers 8L and 8R. At this time, the performance control CPU 120 executes a scratch process to play and output the first performance sound "Pa" four times in succession from the speakers 8L and 8R, and plays and output the first and second performance sounds "powerful" from the speakers 8L and 8R.
[0377] Furthermore, when the effect sound is scratched and played back, other effect devices may also be linked to perform effects. For example, when the scratch process is executed to play back the first effect sound "Pa" from the speakers 8L and 8R four times in a row, the game effect lamp 9 may be made to emit light (blink) in synchronization with the playback output timing of the first effect sound. Furthermore, when the scratch process is executed to play back the first effect sound "Pa" from the speakers 8L and 8R four times in a row, the light guide plate provided in the image display device 5 may be made to emit light (blink) in synchronization with the playback output timing of the first effect sound. Furthermore, when the scratch process is executed to play back the first effect sound "Pa" from the speakers 8L and 8R four times in a row, the stick controller 31A may be made to vibrate in synchronization with the playback output timing of the first effect sound.
[0378] [Sound impact] In this embodiment, "sound impact" refers to the momentum when audio playback output begins (hereinafter referred to as "beginning" or "rise" as appropriate). Hereinafter, it will be referred to as "impact" as appropriate. Figures 9-7(1) to (3) show graphs with time on the horizontal axis and output volume (%) on the vertical axis.
[0379] As shown in Figure 9-7(1), the impact is the portion of the audio output volume that changes from the minimum value (0%) to the maximum value (100%). Hereinafter, the difference between the maximum and minimum values of the audio output volume will be referred to as the "output absolute value" as appropriate. Furthermore, the period of time that the audio output volume changes from the minimum value (0%) to the maximum value (100%) will be referred to as the "impact time," and in this example, the impact time is the period from t0 to t1.
[0380] <Sound impact strength> In this embodiment, the impact is IM = absolute output value / impact time (Equation 1) It is possible to determine the strength of the impact based on the IM value (hereinafter referred to as "impact value") calculated by the formula above. The larger the impact value, the stronger the impact, and the smaller the impact value, the weaker the impact. In other words, the impact value is the same as the slope (gradient) of the graph shown in Figure 9-7.
[0381] As shown in formula (1), the larger the output absolute value, the larger the impact value, and the smaller the output absolute value, the smaller the impact value (not shown). For example, when the impact time value is constant, the impact value is larger when output absolute value: maximum value (100%) - minimum value (0%) = 100 than when output absolute value: maximum value (50%) - minimum value (0%) = 50.
[0382] Furthermore, as shown in equation (1), the smaller the impact time value, the larger the impact value (see Figure 9-7(2A)), and the larger the impact time value, the smaller the impact value (see Figure 9-7(2B)). For example, when the output absolute value is constant, the impact value is larger when the impact time: tb(1)-t0(0)=1 than when the impact time: ta(10)-t0(0)=10.
[0383] The stronger the impact (the larger the impact value), the stronger and more powerful the impression of the voice, and the weaker the impact (the smaller the impact value), the gentler and more relaxed the impression of the voice.
[0384] [Sound Effects Table] 9-8 and 9-9 are explanatory diagrams of specific examples of the sound effect type table in this embodiment. The sound effect type table is a storage area for playing back sound data, and is provided in a storage unit provided in the audio control board. 9-8 and 9-9 provide "CH," "sound effect type," "sound effect configuration," "playback output content," "impact strength," and "related effects, related status." Note that various effects and effect modes not described in detail in the explanations of 9-8 and 9-9 will be described later.
[0385] As shown in FIGS. 9-8 and 9-9, the effect sound type table is made up of 42 channels, "CH01" to "CH42."
[0386] The sound data of the effect sounds output by the speakers 8L and 8R can be classified into "stereo data" with a relatively large amount of data and "monaural data" with a relatively small amount of data. In this example, the music is "stereo data," and the effect sounds other than the music (dialogue sounds, sound effects, error notification sounds) are "monaural data."
[0387] In the audio playback area, two consecutive channels for storing "stereo data" may or may not constitute a "paired CH." In this case, "monaural data" is stored in one channel of this "paired CH."
[0388] <Sound effects related to the performance> In this embodiment, sound data for effects (effect sound) is set to be played back on one of "CH01" to "CH40." When it is time to play back the effect sound, the sound data for the effect sound is stored on a specified channel from "CH01" to "CH40," and is deleted from that channel when playback is complete.
[0389] "CH01" stores the following sound effect type: "Music A", sound effect composition: "Music data A", playback output content: "Singing sound A", "Accompaniment sound A", impact strength: "Weak", related effects, related status: "BGM for Powerful RUSH", "BGM for Big Hit Round" (songs selectable when not in V stock).
[0390] "CH02" stores the following sound effect type: "Music B", sound effect composition: "Music data B", playback output content: "Singing sound B", "Accompaniment sound B", impact strength: "Weak", related effects, related status: "BGM for Powerful RUSH", "BGM for jackpot round" (songs selectable when not in V stock).
[0391] "CH03" stores the following sound effect type: "Music C", sound effect composition: "Music data C", playback output content: "Singing sound C", "Accompaniment sound C", impact strength: "Weak", related effects, related status: "BGM for Powerful RUSH", "BGM for jackpot round" (songs selectable when not in V stock).
[0392] "CH04" stores the following sound effect type: "Music X", sound effect composition: "Music data X1", playback output content: "Singing sound X1", "Accompaniment sound X1", impact strength: "Strong", related effects, related status: "BGM for Powerful RUSH", "BGM for jackpot round" (songs selectable when V stock is activated).
[0393] "CH05" stores the following sound effect type: "Music X", sound effect composition: "Music data X2", playback output content: "Singing sound X2", "Accompaniment sound X2", impact strength: "Weak", related effects, related status: "BGM for Powerful RUSH", "BGM for jackpot round" (songs selectable when V stock is activated).
[0394] "CH06" stores the following sound effect type: "Sound effect A "V Stock"", sound effect configuration: "1st sound effect A" (1st sound effect A1: corresponding to a 10R jackpot, 1st sound effect A2: corresponding to a 3R jackpot), playback output content: "1st dialogue sound A "Bu", "1st sound effect A" (1st sound effect A1, 1st sound effect A2), impact strength: "Strong", related effects, related status: "1st V Stock effect".
[0395] "CH07" stores the following sound effect type: "Sound effect A "V Stock"", sound effect configuration: "Second sound effect A" (Second sound effect A1: corresponding to a 10R jackpot, second sound effect A2: corresponding to a 3R jackpot), playback output content: "Second dialogue sound A "I Stock", "Second sound effect A" (Second sound effect A1, second sound effect A2), impact strength: "Weak", related effects, related status: "1st V Stock effect".
[0396] "CH08" stores the effect sound type: "effect sound B", playback output content: "sound effect B", impact strength: "strong", related effects, related status: "CU effect (first movable body effect)".
[0397] "CH09" stores the following sound effect type: "Sound effect C1 "Complete"", sound effect composition: "First sound effect C1", playback output content: "First dialogue sound C1 "Ko" (character B voice)", "First sound effect C", impact strength: "Strong", related effects, related status: "First normal jackpot notification effect".
[0398] "CH10" stores the following sound effect type: "Sound effect C1 "Complete"", sound effect composition: "Second sound effect C1", playback output content: "Second dialogue sound C1 "Complete" (character B voice)", "Second sound effect C", impact strength: "Weak", related effects, related status: "First normal jackpot notification effect".
[0399] "CH11" stores the following sound effect type: "Sound effect C2 "Victory"", sound effect composition: "First sound effect C2", playback output content: "First dialogue sound C2 "Vi" (character A voice)", "First sound effect C", impact strength: "Strong", related effects, related status: "Second normal jackpot notification effect (second movable body effect)".
[0400] "CH12" stores the following sound effect type: "Sound effect C2 "Victory"", sound effect configuration: "Second sound effect C2", playback output content: "Second dialogue sound C2 "Victory" (character A voice)", "Second sound effect C", impact strength: "Weak", related effects, related status: "Second normal jackpot notification effect (second movable body effect)".
[0401] "CH13" stores the following sound effect type: "Sound effect C3 "Congratulations"", sound effect composition: "First sound effect C3", playback output content: "First dialogue sound C3 "Ko" (character A voice)", "First sound effect C", impact strength: "Strong", related effects, related status: "Third normal jackpot notification effect (third movable body effect)".
[0402] "CH14" stores the following sound effect type: "Sound effect C3 "Congratulations"", sound effect composition: "Second sound effect C3", playback output content: "Second dialogue sound C3 "Gratulations" (character A voice)", "Second sound effect C", impact strength: "Weak", related effects, related status: "Third normal jackpot notification effect (third movable body effect)".
[0403] "CH15" stores the following sound effect type: "Sound effect D1 "Victory"", sound effect composition: "First sound effect D1", playback output content: "First dialogue sound D1 "Vi" (character A voice)", "First sound effect D", impact strength: "Strong", related effects, related status: "First right hit jackpot notification effect", "First right hit special jackpot notification effect" (Powerful RUSH: Yume Yume mode).
[0404] "CH16" stores the following sound effect type: "Sound effect D1 "Victory"", sound effect composition: "Second sound effect D1", playback output content: "Second dialogue sound D1 "Victory" (character A voice)", "Second sound effect D", impact strength: "Weak", related effects, related status: "Jackpot notification effect on first right hit", "Special jackpot notification effect on first right hit" (Powerful RUSH: Yume Yume mode).
[0405] "CH17" stores the following sound effect type: "Sound effect D2 "Victory"", sound effect composition: "First sound effect D2", playback output content: "First dialogue sound D2 "Vi" (character B voice)", "First sound effect D", impact strength: "Strong", related effects, related status: "Jackpot notification effect on second right hit", "Special jackpot notification effect on second right hit" (Powerful RUSH: Nana mode).
[0406] "CH18" stores the following sound effect type: "Sound effect D2 "Victory"", sound effect composition: "Second sound effect D2", playback output content: "Second dialogue sound D2 "Victory" (character B voice)", "Second sound effect D", impact strength: "Weak", related effects, related status: "Jackpot notification effect on second right hit", "Special jackpot notification effect on second right hit" (Powerful RUSH: Nana mode).
[0407] "CH19" stores the following sound effect type: "Sound effect D3 "Victory"", sound effect composition: "1st sound effect D3", playback output content: "1st dialogue sound D3 "Vi" (character C voice)", "1st sound effect D", impact strength: "Strong", related effects, related status: "Jackpot notification effect on 3rd right hit", "Special jackpot notification effect on 3rd right hit" (Powerful RUSH: Jam mode).
[0408] "CH20" stores the following sound effect type: "Sound effect D3 "Victory"", sound effect composition: "Second sound effect D3", playback output content: "Second dialogue sound D3 "Victory" (character C voice)", "Second sound effect D", impact strength: "Weak", related effects, related status: "Jackpot notification effect on third right hit", "Special jackpot notification effect on third right hit" (Powerful RUSH: Jam mode).
[0409] "CH21" stores the following sound effect type: "Sound effect EA "Ready, go"", sound effect composition: "First sound effect E", playback output content: "First dialogue sound E "Ready", "First sound effect E", impact strength: "Weak", related effects, related status: "Change precursor effect: Success pattern".
[0410] "CH22" stores the following sound effect type: "Sound effect EA "Ready, go"", sound effect composition: "Second sound effect EA", playback output content: "Second dialogue sound EA "Go", "Second sound effect EA", impact strength: "Strong", related effects, related status: "Change precursor effect: Success pattern".
[0411] "CH23" stores the following sound effect type: "Sound effect EA "Ready, go"", sound effect composition: "Third sound effect EA", playback output content: "Third dialogue sound EA "Go", "Third sound effect EA", impact strength: "Weak", related effects, related status: "Change precursor effect: Success pattern".
[0412] "CH24" stores the following sound effect type: "Sound effect EB "Lady..."", sound effect composition: "First sound effect E", playback output content: "First dialogue sound E "Lady", "First sound effect E", impact strength: "Weak", related effects, related status: "Change precursor effect: Failure pattern".
[0413] "CH25" stores the following sound effect type: "Sound effect EB "Lady..."", sound effect composition: "Second sound effect EB", playback output content: "Second sound effect EB", impact strength: "Weak", related effects, related status: "Change precursor effect: Failure pattern".
[0414] "CH26" stores the following sound effect type: "Sound effect F "3·2·1 Start"", sound effect composition: "First sound effect F1", playback output content: "First dialogue sound F1 "1 (One)", "First sound effect F1", impact strength: "Weak", related effects, related status: "Time-saving entry effect".
[0415] "CH27" stores the following sound effect type: "Sound effect F "3·2·1 Start"", sound effect composition: "First sound effect F2", playback output content: "First dialogue sound F2 "2 (Two)", "First sound effect F2", impact strength: "Weak", related effects, related status: "Time-saving entry effect".
[0416] "CH28" stores the following sound effect type: "Sound effect F "3·2·1 Start"", sound effect composition: "First sound effect F3", playback output content: "First dialogue sound F3 "3 (three)", "First sound effect F3", impact strength: "Weak", related effects, related status: "Time-saving entry effect".
[0417] "CH29" stores the following sound effect type: "Sound effect F "3·2·1 Start"", sound effect composition: "Second sound effect F", playback output content: "Second dialogue sound F "S", "Second sound effect F", impact strength: "Strong", related effects, related status: "Time-saving entry effect".
[0418] "CH30" stores the following sound effect type: "Sound effect F "3·2·1 Start"", sound effect composition: "Third sound effect F", playback output content: "Third dialogue sound F "Tart", "Third sound effect F", impact strength: "Weak", related effects, related status: "Time-saving entry effect".
[0419] "CH31" stores the following sound effect type: "Sound effect G "Powerful"", sound effect composition: "First sound effect G", playback output content: "First dialogue sound G "Pa", "First sound effect G", impact strength: "Strong", related effects, related status: "Story SP development effect".
[0420] "CH32" stores the following sound effect type: "Sound effect G "Powerful"", sound effect composition: "Second sound effect G", playback output content: "Second dialogue sound G "Waffle", "Second sound effect G", impact strength: "Weak", related effects, related status: "Story SP development effect".
[0421] "CH33" stores the following sound effect type: "Sound effect H "Take that!"", playback output content: "Dialogue sound H "Take that!"", "Sound effect H", impact strength: "Strong", related effects, related state: "When the control unit is operated during annihilation SP".
[0422] "CH34" stores the following sound effect type: "Sound effect I1 "Press"", playback output content: "Dialogue sound I1 "Press" (character A voice)", "Sound effect I1", impact strength: "Strong", related effects, related status: "Operation prompt display".
[0423] "CH35" stores the following sound effect type: "Sound effect I2 "Press"", playback output content: "Dialogue sound I2 "Press" (character B voice)", "Sound effect I2", impact strength: "Strong", related effects, related status: "Operation prompt display".
[0424] "CH36" stores the following sound effect type: "Sound effect I3 "Press"", playback output content: "Dialogue sound I3 "Press" (character C voice)", "Sound effect I3", impact strength: "Strong", related effects, related status: "Operation prompt display".
[0425] "CH37" stores the following sound effect type: "Sound effect I4 "Press"", playback output content: "Dialogue sound I4 "Press" (three character voices: Character A, Character B, and Character C)", "Sound effect I4", impact strength: "Strong", related effects, related status: "Operation prompt display".
[0426] "CH38" stores the following sound effect type: "Sound effect J "Fever"", sound effect composition: "First sound effect J", playback output content: "First dialogue sound J "Fi", "First sound effect J", impact strength: "Strong", related effects, related status: "Revival effect".
[0427] "CH39" stores the following sound effect type: "Sound effect J "Fever"", sound effect composition: "Second sound effect J", playback output content: "Second dialogue sound J "(Fever)", "Second sound effect J", impact strength: "Weak", related effects, related status: "Revival effect".
[0428] "CH40" stores the effect sound type: "effect sound K", playback output content: "sound effect K", impact strength: "strong", related effects, related state: "premium effect". In this embodiment, in the variable display, it is possible to execute a premium effect that notifies that the display result is a "jackpot" at a timing that should not be notified (at the start of the variation, when a reach is achieved, etc.).
[0429] <Error notification sound> The error notification sounds in this embodiment include an abnormal winning error sound and a magnetic detection error sound. The abnormal winning error sound (error notification sound A) is an error sound detected when a gaming ball wins at a time other than a predetermined time, such as when the special variable winning ball device 7 having a large winning opening is opened. The magnetic detection error sound (error notification sound B) is an error sound detected when a magnetic detection sensor connected to the main board 11 detects a magnetic force greater than a predetermined value.
[0430] Here, the error notification sound has a higher priority for notifying the player than other sound effects such as music. Therefore, in this embodiment, as shown in Figure 9-9, "CH41" and "CH42" are reserved as fixed channels for playing each error notification sound.
[0431] "CH41" stores the following sound effect type: "Error notification sound A", playback output content: "Error sound effect A", impact strength: "Strong", related effects, related status: "Abnormal winning".
[0432] "CH42" stores the sound effect type: "Error notification sound B", playback output content: "Error sound effect B", impact strength: "Strong", related effects, related status: "Magnetic detection".
[0433] When any of these errors is detected, a channel specific to the error notification sound is designated based on a reproduction output command for the error notification sound of the error that has occurred, and monaural data of the error notification sound is reproduced and output on the designated channel.
[0434] Furthermore, for each of the channels "CH01" to "CH42" in the audio playback area shown in Figs. 9-8 and 9-9, a "basic volume," a "channel setting ratio," a "volume value," and an "output volume" are set.
[0435] The "basic volume" is a value that indicates the volume of the sound data itself. The basic volume can be set according to the priority of the notification to the player. In this example, the basic volume can be set between "1" and "5." The higher the basic volume value, the higher the sound pressure level of the output sound (the more emphasized the output sound).
[0436] As shown in Figures 9-8 and 9-9, the basic volume varies depending on the type of effect sound. Specifically, the basic volume of "Error Notification Sound A (Abnormal Winning)" and "Error Notification Sound B (Magnetic Detection)" is the maximum, "5." On the other hand, the sound data of effect sounds has a basic volume of "4" or less ("3" or "4"). This is because effect sounds are less likely to be directly related to fraudulent behavior by a player than abnormal winning errors and magnetic detection errors, and therefore have a lower priority for notifying the player.
[0437] Furthermore, the basic volume of the sound data for the effect sounds varies depending on the type of effect sound. In this example, the basic volume of the effect sounds related to the songs "CH01" to "CH05" is "3." On the other hand, the basic volume of the effect sounds related to effects other than songs "CH06" to "CH40" is "4."
[0438] However, the present invention is not limited to this configuration, and multiple basic volumes may be set for the sound data of the effect sound.
[0439] For example, the basic volumes of the "bu" of [first effect sound A] of effect sound A are set to "1," "2," "3," and "4." When [first effect sound A] is played back and output four times in succession accompanied by scratch processing, the basic volume may be increased and the output volume may also be increased with each increase in the number of outputs, such as the first [first effect sound A] (basic volume: 1), the second [first effect sound A] (basic volume: 2), the third [first effect sound A] (basic volume: 3), and the fourth [first effect sound A] (basic volume: 4). Also, the basic volume may be decreased and the output volume may also be decreased with each increase in the number of outputs, such as the first [first effect sound A] (basic volume: 4), the second [first effect sound A] (basic volume: 3), the third [first effect sound A] (basic volume: 2), and the fourth [first effect sound A] (basic volume: 1).
[0440] This can also be applied to music-related sound effects. For example, the base volume of [music data X1] of song X is set to "1," "2," "3," or "4." When [music data X1] is played back and output four times in a row with scratch processing, the base volume and output volume may be increased with each successive output, such as the first [music data X1] (base volume: 1), the second [music data X1] (base volume: 2), the third [music data X1] (base volume: 3), and the fourth [music data X1] (base volume: 4). The base volume and output volume may also be decreased with each successive output, such as the first [music data X1] (base volume: 4), the second [music data X1] (base volume: 3), the third [music data X1] (base volume: 2), and the fourth [music data X1] (base volume: 1).
[0441] The "Channel Setting Ratio" is the volume value assigned to each channel. The channel setting ratio can be set for each channel from "1" (maximum volume, which is 100% of the reference output volume) to "0" (all muted, which is 0%).
[0442] The "volume value" is the upper limit (volume value) of the volume that can be output by the pachinko gaming machine 1. In this example, the master volume can be set between "1" and "5." This volume value can be set to any value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect keys provided on the pachinko gaming machine 1).
[0443] "Output volume" is the volume of the sound played back and output from speakers 8L and 8R. The output volume is determined based on the "basic volume", "channel setting ratio", and "volume value" contained in the sound data. The output volume is a numerical value obtained by multiplying the "basic volume", "channel setting ratio", and "volume value". In this example, the output volume can be set between "0" and "25".
[0444] As shown in FIG. 9-9, error notification sounds that have a high priority to be notified to the player are played back and output by the fixed channels "CH41" and "CH42." Unlike the other channels ("CH01" to "CH40"), these fixed channels "CH41" and "CH42" have the output volume set to a fixed maximum value of "5." Specifically, in "CH41" and "CH42," the volume value is always fixed to the maximum value of "5" without accepting a predetermined operation by the player (for example, operating the up or down buttons of the effect keys provided on the pachinko gaming machine 1).
[0445] <Fade, Mute> Next, we will explain fade (fade out, fade in) and mute, which are processes that change the "output volume." These fade out, fade in, and mute are performed by changing the "output volume" in conjunction with changing the "channel setting ratio" shown in Figure 9-8 and Figure 9-9.
[0446] Here, in the fade-out, the channel setting ratio of the effect sound being played back is gradually reduced from "1 (100%)" to "0 (0%)", thereby gradually reducing the output volume to "0". In the fade-in, the channel setting ratio of the effect sound being played back is gradually increased from "0 (0%)" to "1 (100%)", thereby gradually increasing the output volume to the maximum value.
[0447] For example, it is possible to gradually decrease the channel setting ratio of the effect sound (second effect sound) that is played and output after the scratch-processed effect sound (first effect sound A) from "1 (100%)" to "0 (0%)" to fade it out.
[0448] Furthermore, in the mute mode, the channel setting ratio of the effect sound being played back is set to "0 (0%)", thereby setting the output volume of the effect sound being played back to "0". Note that while the mute mode is being executed, the output volume is "0", but the effect sound itself is being played back. Note that when an error notification sound with a high priority that should be notified to the player is being output, all of the other channels "CH01" to "CH40" may be muted.
[0449] Thus, with fade-out, the output volume of the effect sound being played back is gradually reduced and eventually becomes "0" (for example, 1 (100%) → 0.5 (50%) → 0 (0%)), whereas with mute, the output volume of the effect sound being played back is immediately reduced to "0" (for example, 1 (100%) → 0 (0%)). In other words, mute is a control that reduces the output volume of the effect sound (to 0) in a shorter time than fade-out, and is a control that reduces the output volume to a greater extent per unit time.
[0450] [Complementary Color Contrast] In this embodiment, when the display colors of an image displayed on the screen of the image display device 5 are complementary to each other, the saturation of the displayed colors becomes stronger, making them appear even more vivid. This phenomenon is called "complementary color contrast" (hereinafter referred to as "complementary color inversion" where appropriate). Complementary colors are colors that are opposite each other when expressed on a color wheel, which will be described later, and in addition to the colors on the color wheel, they are also black against white (white against black).
[0451] <Hue wheel> A color wheel is a circular arrangement of hues, and is one method used to systematize colors. Colors are perceived as continuously changing colors, such as red, orange, yellow, green, blue, and purple, depending on the wavelength of light. A continuous arrangement of these colors in a circular ring is called a color wheel.
[0452] To accurately convey colors, a systematic method of representing colors is necessary. In this embodiment, this color display system is called the Color Order System (color system), and can be represented by a color wheel. As shown in Figure 9-10(1), the color system in this embodiment consists of 12 hues: six basic hues (red, orange, yellow, green, blue, and purple) plus intermediate hues between these six basic hues (red-orange, yellow-orange, yellow-green, blue-green, blue-purple, and red-purple).
[0453] In this embodiment, the colors complementary to a specific color on the color wheel are the color opposite the specific color on the color wheel and its approximate colors (one color on each side). For example, the colors complementary to yellow are purple, which is opposite yellow on the color wheel, and its approximate colors (reddish purple and blue-purple).
[0454] <Black and White> In this embodiment, white and black, which are not included in the color wheel, are also considered to be complementary colors. As shown in Figure 9-10(2), in this embodiment, the color complementary to white is black, and the color complementary to black is white.
[0455] In the above embodiment, an example of using complementary color contrast is shown as a method of increasing the saturation of the display color of an image displayed on the image display device 5 and making it appear even more vivid, but the present invention is not limited to this form. The following method may also be used as a method of increasing the saturation of the display color of an image displayed on the image display device 5 and making it appear even more vivid.
[0456] Invert brightness Brightness inversion is a technique for inverting the brightness of the displayed colors of an image. For example, bright parts of the displayed colors become darker, and dark parts of the displayed colors become lighter.
[0457] ·Gradation inversion Tone inversion is a technique for inverting the brightness and color of an image. For example, brightness is inverted and complementary colors are inverted.
[0458] [Movable body] In this embodiment, a movable body YM, which is a prop, is provided near (above center) the image display device 5. The movable body YM operates between an initial position, a first operating position (a position where a part of the movable body overlaps with the area of the image display device 5), and a second operating position (a position where the entire movable body overlaps with the area of the image display device 5) according to the control of the performance control board 12. Hereinafter, the first operating position and the second operating position will be referred to as "performance positions" as appropriate.
[0459] For example, the movable body YM may move from the initial position to the first operating position to the initial position, or from the initial position to the second operating position to the initial position, or from the initial position to the first operating position to the second operating position to the initial position, or from the second operating position to the first operating position to the initial position.
[0460] In this embodiment, as shown in Fig. 9-11(1), when the movable body YM is in the initial position, the movable body YM is not positioned in front of the image display device 5. In other words, in this embodiment, when the movable body YM is in the initial position, it does not overlap the area of the image display device 5 and does not affect the visibility of the image displayed on the screen of the image display device 5.
[0461] On the other hand, in the process of the movable body YM moving from the initial position to the performance position (first operating position, second operating position) or when the movable body YM is at the performance position, the movable body YM is positioned in front of the image display device 5. That is, in this embodiment, in the process of the movable body YM moving from the initial position to the performance position or when the movable body YM is at the performance position, the movable body YM overlaps with the area of the image display device 5, affecting the visibility of the image displayed on the screen of the image display device 5.
[0462] As shown in Figure 9-11 (2), when the movable body YM moves from the initial position to the first operating position or when the movable body YM is in the first operating position, the movable body YM overlaps the area at the top center of the screen of the image display device 5, affecting the visibility of part of the image displayed on the screen of the image display device 5.
[0463] Furthermore, as shown in Figure 9-11 (3), when the movable body YM moves from the initial position to the second operating position or when the movable body YM is in the second operating position, the movable body YM overlaps the center of the screen of the image display device 5, affecting the visibility of part of the image displayed on the screen of the image display device 5.
[0464] In this embodiment, when a CU effect suggesting a high probability of a jackpot or a jackpot notification effect announcing a jackpot is executed during the battle SP, the movable body YM moves to the effect position.
[0465] In this embodiment, the movable body YM has a regular hexagonal shape including a design that resembles an ally character A. The ally character A of this movable body YM is a common character with the ally character A that appears in the super reach performance (in this example, the battle SP performance and the story SP performance).
[0466] [Game Flow] Next, a game flow in this embodiment will be described. In this example, the game state is controlled to the normal state (low probability / low base state), and the presentation mode when the first flag and the second flag described later are not set is set to [normal mode], the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), and the presentation mode when the first flag described later is set is set to [challenge mode], and the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), and the presentation mode when the second flag described later is set is set to [rush mode].
[0467] In the example game flow shown in Figure 9-12, a jackpot occurs when the presentation mode is [Normal Mode], and after the jackpot game state ends, the game is controlled to a time-saving state (low probability / high base state), and transitions to [Challenge Mode] (time-saving 1 spin + reserved 4 spins) or [Rush Mode] (time-saving 99 spins + reserved 4 spins), and if a jackpot occurs, transitions to [Rush Mode] (time-saving 7 spins + reserved 4 spins, or time-saving 99 spins + reserved 4 spins), and transitions to [Normal Mode] if a jackpot does not occur.
[0468] (1) When the game state is controlled to the normal state (low probability / low base state) and the first flag and the second flag described below are not set, the presentation mode is set to [normal mode].
[0469] (2) In the state of (1) described above, when a variable display is executed that results in a "jackpot," the game is controlled to a jackpot game state. In this embodiment, the jackpot types for the first special symbol are a "3R symbol time-saving jackpot" and a "10R symbol time-saving jackpot," and (2A) as an example of a presentation when the jackpot type is a "3R symbol time-saving jackpot," the word "BONUS" is displayed on the image display device 5 to notify that it is a 3R jackpot, and (2B) as an example of a presentation when the jackpot type is a "10R symbol time-saving jackpot," the word "MAX BONUS" is displayed on the image display device 5 to notify that it is a 10R jackpot.
[0470] (3) When the jackpot ends when the jackpot type in (2A) above is a "pattern 3R time-saving jackpot," the CPU 120 for effect control sets the effect mode to [challenge mode] when (3A-I) the first flag is set, the game state is controlled to the time-saving state (low probability / high base state), and one variable display is executed, and when (3A-II) the first flag is set, the game state is controlled to the normal state (low probability / low base state), and the reserved memory (the variable display whose execution is reserved (up to four in this example)) corresponding to the start winning that occurred in (3A-I) is executed. As an example of an effect when the effect mode is [challenge mode], the words "RUSH Challenge" are displayed on the image display device 5 to notify that the effect mode will be transitioning to [challenge mode].
[0471] In the state of (3), when one variable display in the time-saving state in which all display results are "misses" and the reserved memory (variable displays whose execution is reserved (up to four in this example)) corresponding to the start winning that occurred at this time is executed, the state is controlled to (1). In this example, when the state is controlled from (3) to (1), the state is controlled to (1A) (presentation mode is [normal mode (sunny mode)]).
[0472] (4) When the jackpot type (6A) described below is a "3R jackpot B" or (6B) a "10R jackpot B," and the jackpot ends, the CPU 120 for effect control sets the effect mode to "rush mode" when (4A-I) the second flag is set, the game state is controlled to a time-saving state (low probability / high base state), and seven variable displays are executed, and when (4A-II) the second flag is set, the game state is controlled to a normal state (low probability / low base state), and the reserved memory (the variable display whose execution is pending (in this example, up to four)) corresponding to the start winning that occurred in (4A-I) is executed. As an example of an effect when the effect mode is "rush mode," the words "POWERFUL RUSH" are displayed on the image display device 5 to notify that the effect mode is transitioning to "rush mode."
[0473] In state (4), when all display results are "misses" and seven variable displays in the time-saving state and the pending memory corresponding to the start winning that occurred at this time (variable displays whose execution is pending (up to four in this example)) are executed, the system is controlled to state (1).
[0474] (5) When the jackpot ends in the case where the jackpot type is the "10R time-saving jackpot" as described above (2B), or when the jackpot ends in the case where the jackpot type is the "10R jackpot A" as described below (6C), the CPU 120 for effect control sets the effect mode to [Rush mode] (with V stock) when (5B-I) the second flag is set, the game state is controlled to the time-saving state (low probability / high base state), and 99 variable displays (1st spin to 99th spin) are executed, and when (5B-II) the second flag is set, the game state is controlled to the normal state (low probability / low base state), and the pending memory (variable display whose execution is pending (up to 4 in this example)) corresponding to the starting winning that occurred at (5B-I) is executed.
[0475] In addition, when the V stock flag (see Figure 9-47) described below is set and the jackpot type is (6A) "3R jackpot B" or (6B) "10R jackpot B" as described above, when the jackpot ends, it will be controlled to (5B-I) and (5B-II) as described above.
[0476] As an example of a presentation when the presentation mode is [Rush Mode] (with V stocks), a rainbow-colored caption indicating that the presentation mode is transitioning to [Rush Mode] (V stocks) and the words "Powerful RUSH" are displayed on the image display device 5.
[0477] In the state (5), when all display results are "misses," and the 99 variable displays in the time-saving state and the reserved memory (variable displays whose execution is reserved (up to 4 in this example)) corresponding to the start winning that occurred at this time are executed, control is made to the state (1). However, in this embodiment, in which the variable display of the second special symbol causes a small win with a probability of about 1 / 7, the state (5) in which the number of time-saving controls is 99 can be said to be a state in which the next big win via a small win is essentially confirmed when the variable display of the second special symbol is executed, so an example of control from the state (5) to the state (1) is not shown.
[0478] (6) When the presentation mode is [Challenge Mode] (see (3)), or when the presentation mode is [Rush Mode] (see (4) and (5)), if the display result in any of the variable displays becomes a "big hit" or a "small hit," the game is controlled to a big hit game state (including a big hit game state via a small hit). In this embodiment, when the display result becomes a "big hit," the big hit types of the second special pattern are a "3R time-shortened big hit" and a "10R time-shortened big hit," and when the display result becomes a "small hit," the big hit types of the second special pattern via a small hit are a "3(2)R time-shortened big hit via a small hit" and a "10(9)R time-shortened big hit via a small hit."
[0479] (6A) As an example of a presentation when the jackpot type is a "3R jackpot," the word "BONUS" is displayed on the image display device 5 to notify that it is essentially a 3R jackpot, (6B) as an example of a presentation when the jackpot type is "10R jackpot A" or "10R jackpot B" of the "10R jackpot," the word "MAX FEVER" is displayed on the image display device 5 to notify that it is essentially a 10R jackpot, and (6C) as an example of a presentation when the jackpot type is "10R jackpot A" of the "10R jackpot," the word "VSTOCK BONUS" is displayed on the image display device 5 to notify that it is essentially a 10R jackpot. At this time, of the jackpot types of "10R time-saving jackpot," "10R jackpot A" with a time-saving control count of 99 times and "10R jackpot B" with a time-saving control count of 7 times are set.
[0480] [Start-up winning effect determination process] When a start winning occurs, CPU103 transmits to the performance control CPU120 the result of the winning judgment, including the result of the judgment as to whether or not a jackpot will be awarded, a pattern designation command indicating the result of the judgment as to the type of jackpot, a variable category command indicating the result of the judgment as to the variable pattern, and a reserved memory number addition designation command (first reserved memory number addition designation command, second reserved memory number addition designation command) specifying that the reserved memory number has increased by one.
[0481] 9-13 is a flowchart showing the start winning effect determination process. The effect control CPU 120 executes the start winning effect determination process in the advance notice setting process (step S161) of the effect control process shown in FIG.
[0482] In the process of determining the presentation at the time of the start winning, the presentation control CPU 120 first checks whether a new set of commands at the time of the start winning (e.g., a pattern designation command, a variable category designation command, and a first or second pending memory count addition designation command) based on the occurrence of a start winning at the start winning port has been received (step S05TM1010).
[0483] Specifically, the performance control CPU 120 determines whether a set of symbol designation commands, variable category designation commands, and first or second reserved memory number addition designation commands have been newly stored in the start winning command storage area. If a set of start winning commands has not been newly received (step S05TM1010: NO), the performance control CPU 120 ends the process.
[0484] If a new command for one set of start winnings has been received (step S05TM1010: YES), the performance control CPU 120 determines whether a change pre-read prohibition flag (described later) is set (step S05TM1020). If the change pre-read prohibition flag is set (step S05TM1020: YES), the performance control CPU 120 ends the process.
[0485] In this embodiment, the change read-ahead prohibition flag is a type of flag that is set based on the determination that at least one of the change effects (hold change effect, active change effect) described below or the R hold effect described below will be executed. When the change read-ahead prohibition flag is set, the processing of steps S05TM1030 to S05TM1070 is skipped, so that in a state where it has been determined that a change effect or an R hold effect will be executed for a hold memory whose execution is on hold or a currently executing active display, it is possible to restrict the execution of a change effect or an R hold effect that changes the hold display or active display for a variable display corresponding to a new start winning. This change read-ahead prohibition flag is erased when the variable display corresponding to the start winning effect determination processing when the change read-ahead prohibition flag was set has ended.
[0486] If the change pre-read prohibition flag is not set (step S05TM1020: NO), the performance control CPU 120 determines the final display mode of the active display based on a table for determining the final display mode of the active display (see Figure 9-14 (A)) (step S05TM1030).
[0487] Next, the performance control CPU 120 determines the change pattern of the pending display and the active display based on the change pattern determination table (see FIG. 9-14(B1) to FIG. 9-15(B4)) (step S05TM1040).
[0488] Next, the performance control CPU 120 determines the performance type of the change performance, which will be described later, based on a table for determining the performance type of the change performance (see FIG. 9-16(A)) (step S05TM1050).
[0489] Next, the performance control CPU 120 determines whether or not it has decided to execute a change precursor effect (described later) (step S05TM1060). If it has decided not to execute a change precursor effect (step S05TM1060: NO), the performance control CPU 120 proceeds to step S05TM1080.
[0490] If it has been decided to execute a change precursor effect (step S05TM1060: YES), the effect control CPU 120 determines whether or not to execute an R hold effect based on a table for determining whether or not to execute an R hold effect (see Figure 9-16 (B)) (step S05TM1070).
[0491] After step S05TM1070, or after step S05TM1060: NO, the performance control CPU 120 determines whether or not it has been decided to execute either a change performance or an R hold performance (step S05TM1080).
[0492] If it has been determined that neither the change effect nor the R hold effect is to be executed (step S05TM1080: NO), the effect control CPU 120 ends the process as is.
[0493] If it has been decided to execute either a change effect or an R hold effect (step S05TM1080: YES), the effect control CPU 120 sets the change look-ahead counter described below (step S05TM1090), sets the change look-ahead prohibition flag (step S05TM1100), and then ends the processing.
[0494] In this embodiment, a look-ahead counter is set to indicate the number of times the variable display will occur until the variable display that is the target of the look-ahead notice performance is executed. In this example, the look-ahead counter that indicates the number of times the variable display will occur until the variable display that is the target of the change performance or the R hold performance among the look-ahead notice performance is executed is called a "change look-ahead counter."
[0495] [Table referenced in the start-up winning performance determination process] 9-14 to 9-16 are specific examples of tables referenced in any of the processes of the start winning effect determination process. FIG. 9-14(A) is an example of a final display mode determination table for the active display referenced when determining the final display mode of the active display in step S05TM1030. FIG. 9-14(B1) to 9-15(B4) are examples of change pattern determination tables referenced when determining the change pattern of the pending display and the active display in step S05TM1040. FIG. 9-16(A) is an example of a change effect effect type determination table referenced when determining the effect type of the change effect in step S05TM1050. FIG. 9-16(B) is an example of an R hold effect execution / non-execution determination table referenced when determining whether to execute the R hold effect in step S05TM1070.
[0496] <Active display final display mode determination table> 9-14(A) is an explanatory diagram showing a specific example of a final display mode determination table for active display. As shown in FIG. 9-14(A), in this embodiment, the final display mode of active display can be determined as one of "normal mode," "blue mode," "red mode," and "gold mode," and a judgment value is assigned to each of these modes.
[0497] As shown in Figure 9-14(A), when the judgment result at the time of the initial winning is "miss" (i.e., when the judgment result specified by the pattern designation command is "miss"), the final display mode of the active display corresponding to the variable display based on the initial winning (new reserved memory) will be the normal mode (white round display) 90% of the time, the blue mode (blue round display) 5% of the time, the red mode (red round display) 3% of the time, and the gold mode (gold round display) 2% of the time.
[0498] On the other hand, if the judgment result at the time of the initial winning is "jackpot" (i.e., the judgment result specified by the pattern designation command is "jackpot"), the final display mode of the active display corresponding to the variable display based on the initial winning (new reserved memory) will be the normal mode 75% of the time, the blue mode 6% of the time, the red mode 9% of the time, and the gold mode 10% of the time.
[0499] In this way, the final display mode of the active display is set with the probability of winning in the following relationship: normal mode < blue mode < red mode < gold mode.
[0500] <Change pattern determination table> 9-14(B1) and (B2), and 9-15(B3) and (B4) are explanatory diagrams showing specific examples of the change pattern determination table for the pending display and the active display. When the pending memory number becomes n (n: 1 to 4) due to a start winning, (i) the timing when the nth pending display corresponding to that start winning is displayed in the pending display area (the timing of the start winning), (ii) the timing when the pending display corresponding to that start winning shifts to a higher position in the variable ranking in the pending display area (toward the active display area) (when n≧2), and (iii) the timing when the pending display corresponding to that start winning shifts to the active display area (the timing when the active display corresponding to that start winning is displayed), the display information (pending display or active display) corresponding to the variable display based on that start winning may be displayed in a manner different from the normal manner.
[0501] In the explanations of Figures 9-14 (B1) and (B2) and Figures 9-15 (B3) and (B4), active shift means that the pending display shifts from the pending display area to the active display area (as a result, an active display corresponding to the variable display that was the subject of judgment at the time of the initial winning is displayed).
[0502] 9-14(B1) and (B2), and 9-15(B3) and (B4) show the display mode of the display information (hold display or active display) corresponding to the variable display at each timing (i) to (iii) for each change pattern. In the change patterns shown in the figures, "normal" indicates the normal mode with a white round display, "blue" indicates the blue mode with a blue round display, "red" indicates the red mode with a red round display, and "gold" indicates the gold mode with a gold round display.
[0503] ([For 1 reserved item] Change pattern determination table) When the number of reserved memories stored in the reserved memory number storage area is "1", the performance control CPU 120 selects the change pattern determination table for one reserved item shown in Figure 9-14 (B1). A judgment value is assigned to one of change patterns 101 to 108 according to the final display mode of the determined active display.
[0504] Change pattern 101 is a change pattern in which the pending display of the predicted target is displayed in a normal mode at the time of starting winning, and then the pending display of the predicted target remains in the normal mode at the timing of active shift, i.e., a change pattern from normal to normal.
[0505] Similarly, change pattern 102 is normal → blue, change pattern 103 is blue → blue, change pattern 104 is blue → red, change pattern 105 is red → red, change pattern 106 is blue → gold, change pattern 107 is red → gold, and change pattern 108 is gold → gold.
[0506] Here, regardless of the judgment result at the time of initial winning (the display result specified by the pattern specification command, i.e., "miss," "big hit," or "small hit"), in the case where the final display mode of the determined active display is the normal mode, a judgment value is assigned so that change pattern 101 is determined at a rate of 100%.
[0507] In addition, when the final display mode of the determined active display is a blue mode, the judgment values are allocated so that change pattern 101 is determined at a rate of 40%, change pattern 102 at a rate of 30%, and change pattern 103 at a rate of 30%.
[0508] Furthermore, when the final display mode of the determined active display is a red mode, judgment values are assigned so that change pattern 101 is determined in 20%, change pattern 102 in 20%, change pattern 103 in 20%, change pattern 104 in 20%, and change pattern 105 in 20% of cases.
[0509] Furthermore, when the final display mode of the determined active display is the gold mode, the determination values are allocated so that change pattern 101 is determined at a rate of 65%, and change patterns 102 to 108 are each determined at a rate of 5%.
[0510] ([For 2 reserved items] Change pattern determination table) When the number of reserved memories stored in the reserved memory number storage area is "2", the performance control CPU 120 selects the change pattern determination table for two reserved memories shown in Figure 9-14 (B2). A judgment value is assigned to one of change patterns 201 to 211 according to the final display mode of the determined active display.
[0511] Change pattern 201 is a change pattern in which the hold display of the predicted target is displayed in a normal mode at the time of the start winning, and then the hold display of the predicted target remains in the normal mode at the timing of the first hold shift, and the hold display of the predicted target remains in the normal mode at the timing of the active shift, i.e., a change pattern of normal → normal → normal.
[0512] Similarly, change pattern 202 is normal → normal → blue, change pattern 203 is normal → blue → blue, change pattern 204 is blue → blue → blue, change pattern 205 is normal → bluered, change pattern 206 is blue → blue → red, change pattern 207 is blue → red → red, change pattern 208 is a red → red → red change pattern, change pattern 209 is a blue → red → gold change pattern, change pattern 210 is a red → gold → gold change pattern, and change pattern 211 is a gold → gold → gold change pattern.
[0513] Here, regardless of the judgment result at the time of initial winning (the display result specified by the pattern specification command, i.e., "miss," "big hit," or "small hit"), in the case where the final display mode of the determined active display is the normal mode, a judgment value is assigned so that the change pattern 201 is determined at a rate of 100%.
[0514] Furthermore, when the final display mode of the determined active display is the blue mode, the determination values are allocated so that each of the change patterns 201 to 204 is determined at a rate of 25%.
[0515] Furthermore, when the final display mode of the determined active display is the red mode, the determination values are allocated so that change pattern 201 is determined 30% of the time, and change patterns 202 to 208 are determined 10% of the time each.
[0516] ...
Claims
[Claim 1] A gaming machine capable of executing variable display and controlling it to an advantageous state that is advantageous to a player, A display means; a sound output means; a performance control means capable of executing a performance; and an operation means operable by a player, The performance control means an operation prompting display for prompting operation of the operation means can be displayed on the display means; A specific display corresponding to the variable display can be displayed on the display means, A specific effect can be executed that suggests whether or not the game will be controlled to the advantageous state depending on the display mode of the specific display, The specific display includes the specific display of a first mode and the specific display of a second mode having a higher rate of being controlled to the advantageous state than the first mode, As the specific effects, there are a first specific effect and a second specific effect in which the specific display of the second mode is displayed at a higher rate than the first specific effect, The performance control means When the first specific performance is executed, sound data consisting of dialogue sounds and sound effects is continuously reproduced and output at short intervals before the first specific performance is executed, so that a special performance sound that simulates a performance sound similar to a scratch sound is not output from the sound output means; When the second specific effect is executed, the special effect sound can be output from the sound output means before the second specific effect is executed; A special display can be displayed on the display means in response to the output of the special effect sound, A predetermined effect can be executed to notify the player that the game is controlled to the advantageous state. In the predetermined performance, The operation prompting display can be displayed on the display means, The special effect sound can be output from the sound output means, The special sound effect is not output from the sound output means while the operation prompting display is being displayed, The display mode on the display means changes while the special effect sound is being output. A gaming machine characterized by:
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