Gaming machine
The gaming machine improves player engagement by dynamically correlating musical effects with decorative identification information display and game states, enhancing the overall gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2023-12-22
- Publication Date
- 2026-05-15
AI Technical Summary
Existing gaming machines lack effective ways to enhance player interest through appropriate musical effects.
A gaming machine that variably displays decorative identification information and controls the game state to an advantageous position for the player, utilizing an effect execution means and sound output means to output predetermined and specific sounds in conjunction with decorative identification information display, creating distinct impressions.
Enhances player enjoyment by providing varied and engaging musical effects that correlate with game states, thereby improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0006] , , In the introductory part of the predetermined performance, a predetermined song can be output. , , ,
[0005] , The aforementioned predetermined performance and the aforementioned specific performance include an introductory part before announcing the performance result and a notification part for announcing the performance result, , , , , , ,
[0001] The present invention relates to a gaming machine capable of variably displaying decorative identification information and controlling the gaming machine to an advantageous state that is advantageous to the player.
Background Art
[0002] As a gaming machine such as a pachinko machine, there is a gaming machine that performs an effect using a music piece when notifying a pass / fail determination result (for example, Patent Document 1, etc.).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The technique described in Patent Document 1 had room for improvement in the effect using a music piece.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine that improves the gaming interest by an appropriate effect using a music piece.
Means for Solving the Problems
[0006] To achieve the above object, the gaming machine according to the present invention is a gaming machine capable of variably displaying decorative identification information and controlling the gaming machine to an advantageous state that is advantageous to the player, comprising an effect execution means and [[ID=五十一]]a sound output means, and the effect execution means is capable of executing a predetermined effect and a specific effect suggesting that the gaming machine is controlled to the advantageous state using the decorative identification information, The aforementioned predetermined performance and the aforementioned specific performance include an introductory part before announcing the performance result and a notification part for announcing the performance result, the sound output means In the introductory part of the predetermined performance, a predetermined song can be output. The aforementioned specific performance In the aforementioned introductory part It is possible to output specific songs, In the aforementioned predetermined performance, a predetermined sound can be output in correspondence with displaying the decoration identification information. The aforementioned performance execution means is In the introductory part of the predetermined performance, the decorative identification information is displayed without being in accordance with the content of the predetermined song. In the introductory part of the aforementioned specific performance, the decoration identification information is displayed in accordance with the content of the aforementioned specific song. In the notification part of the predetermined performance, the decorative identification information is displayed without being in accordance with the content of the predetermined song. In the notification part of the aforementioned specific performance, the decorative identification information is displayed without being matched to the content of the aforementioned specific song. In the aforementioned specific performance, The aforementioned specific song In accordance with the content of the song The aforementioned decorative identification information is displayed, The specific sound of the aforementioned specific song Together The aforementioned decorative identification information is displayed dynamically, When a special sound different from the specified sound of the specified song is output, the ornament identification information is not displayed. It is characterized by the following: Here, the decorative identification information may be, for example, a performance symbol. The advantageous state may be, for example, a jackpot game state. The game machine may be, for example, a pachinko game machine 1. The performance execution means may be, for example, a performance control CPU 120 that performs performance symbol variation start processing and performance symbol variation processing, a performance control microprocessor 100A CPU 120A, VDP 123A, etc. The sound output means may be, for example, a sound processing circuit 131, speakers 8L, 8R, etc. The predetermined performance may be, for example, a reach performance that becomes a super reach. The specific performance may be, for example, a reach performance that becomes a music reach. The specific music may be, for example, music ESM01 to ESM03. The predetermined sound may be, for example, a sound effect EFB01. The specific sound may be, for example, an audio corresponding to the lyrics "naa" in the phrase PHM12 of music ESM01. The special sounds could be anything, such as the audio corresponding to the interlude in phrase PHM12 of song ESM01. In this configuration, by outputting predetermined or specific sounds corresponding to the display of decorative identification information, the same display can give players different impressions. In this way, the enjoyment of the game can be enhanced through appropriate effects using music.
Brief Explanation of Drawings
[0007] [Figure 1] It is a front view of a pachinko gaming machine. [Figure 2] It is a configuration diagram showing various control boards and the like. [Figure 3] It is a diagram showing an example of a game random number. [Figure 4] It is a flowchart showing the main processing for game control. [Figure 5] It is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] It is a flowchart showing an example of a special symbol process. [Figure 7] It is a diagram showing a configuration example of a special symbol process jump table. [Figure 8] It is a flowchart showing the main processing for effect control. [Figure 9] It is a flowchart or the like showing an example of an effect control process. [Figure 10-1] It is a diagram showing a configuration example of various circuits mounted on an effect control board. [Figure 10-2] It is a diagram showing a screen display configuration example in an image display device. [Figure 10-3] It is a diagram showing a configuration example of a screen display including various effect images. [Figure 10-4] It is a diagram showing an example of a special drawing display result determination. [Figure 10-5] It is a diagram showing an example of a variation pattern setting. [Figure 10-6] It is a diagram showing an example of a variation pattern determination. [Figure 10-7] It is a flowchart showing an example of an effect symbol variation start process. [Figure 10-8] It is an explanatory diagram regarding a process table. [Figure 10-9] It is a flowchart showing an example of an effect determination process. [Figure 10-10] It is a flowchart showing an example of a process during effect symbol variation. [Figure 10-11] This diagram shows the possible timing for executing the preview effect. [Figure 10-12] This diagram shows examples of how to determine the direction of a teaser trailer. [Figure 10-13] This diagram shows an example of a pattern for determining the presentation for the trailer. [Figure 10-14] This diagram shows an example of a preview sequence being executed. [Figure 10-15] This diagram shows an example of a preview sequence being executed. [Figure 10-16] This diagram shows an example of the pattern movement. [Figure 10-17] This diagram shows an example of the pattern movement settings. [Figure 10-18] This is a diagram showing an example of background display. [Figure 10-19] This figure shows an example of a timetable setting. [Figure 10-20] This figure shows an example of a timetable setting. [Figure 10-21] This is a timing diagram showing an example of controlling the timing of the reach animation. [Figure 10-22] This is a timing diagram showing an example of controlling the timing of the reach animation. [Figure 10-23] This diagram shows an example of music production settings. [Figure 10-24] This is a diagram showing an example of a song structure. [Figure 10-25] This is a diagram showing an example of a song structure. [Figure 10-26] This diagram shows an example of a performance where music is the main focus. [Figure 10-27] This diagram shows an example of the pattern display settings. [Figure 10-28] This is a diagram showing an example of a display of the animation symbols. [Figure 10-29] This diagram shows an example of a reach animation being performed. [Figure 10-30] This is a diagram illustrating an example of the production process. [Figure 10-31] This is a diagram illustrating an example of the production process. [Figure 10-32] This figure shows an example of a luminance data structure. [Figure 10-33] This diagram shows an example of the graphic design being used. [Figure 10-34]This figure shows an example of the movement of a movable body. [Figure 10-35] This is a diagram showing an example of display pattern settings. [Figure 10-36] This timing diagram shows an example of how to control the performance when a command is missed. [Figure 10-37] This timing diagram shows an example of how to control the performance when a command is missed. [Figure 10-38] This timing diagram shows an example of how to control the performance when a command is missed. [Modes for carrying out the invention]
[0008] (Basic explanation) First, we will explain the basic configuration and control of the pachinko game machine 1.
[0009] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the game board 2. In the example shown in Figure 1, they are located on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable displays of multiple types of special symbols as special identification information. Special symbols are also called "special symbols." The variable display of special symbols is also called a "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are constructed using 7-segment LEDs or the like. Special symbols are represented by numbers from "0" to "9," symbols such as "-", and other arbitrary lighting patterns. Special symbols may also include patterns in which all LEDs are turned off.
[0011] "Variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner. Similarly, for other symbols such as performance symbols, small symbols, and regular symbols, "variable display" also refers to the display of multiple types of symbols in a variable manner. Performance symbols are also called decorative symbols or ornamental symbols. Variable display is also called variable display, or simply variable. Variation includes updating the display of multiple symbols, scrolling the display of multiple symbols, and transforming, enlarging, or shrinking one or more symbols. Variation may also include the display of a symbol blinking. In variable display of special symbols or regular symbols, multiple types of special symbols or regular symbols are displayed in an updated manner. In variable display of performance symbols, multiple types of performance symbols are displayed in a scrolling or updated display, or one or more performance symbols are transformed, enlarged, or shrunk. In variable display of any symbol, a predetermined symbol is displayed as the final display result. A stopped display is also called a derived display, or simply derived. In variable display, the symbol that is ultimately stopped and displayed is also called the final stop symbol or confirmed symbol. In special symbol games, the final stop symbol is also called the confirmed special symbol. The display result of the variable display includes the display result of the special symbol and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol variation time, which is the variation time of the special symbol, and is also called the variable display time. The special symbol variation time can be set to different times corresponding to the variation patterns of the special symbol, of which multiple patterns are prepared in advance.
[0012] Special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols." Special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." Special symbol games using the first special symbols are also called "first special symbol games." Special symbol games using the second special symbols are also called "second special symbol games." There may be only one type of special symbol display device that performs the variability display of special symbols.
[0013] A regular symbol display unit 20 is provided at a predetermined position on the game board 2. In the example shown in Figure 1, it is provided on the left side of the game area. The regular symbol display unit 20 can display a variable number of regular symbols, which are different from special symbols, as regular identification information. Regular symbols are also called "regular symbols." The variable display of regular symbols is also called a "regular symbol game." The regular symbol display unit 20 is constructed using 7-segment LEDs or the like. Regular symbols are represented by numbers from "0" to "9," symbols such as "-", and other arbitrary lighting patterns. Regular symbols may include patterns in which some or all of the multiple LEDs are lit, or patterns in which all of the multiple LEDs are turned off. The final stopping symbol in a regular symbol game is also called a confirmed regular symbol. The display result of the regular symbols is also called a regular symbol display result. The execution time during which the regular symbols are variably displayed in a regular symbol game is also called the regular symbol variation time. The regular symbol variation time can be set to different times corresponding to the variation patterns of the regular symbols, for which multiple patterns are pre-defined.
[0014] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 can be any device capable of forming any image, such as an LCD (liquid crystal display), an organic EL (electroluminescence), a dot matrix LED, a projector and screen, a stereoscopic image projection device, or any other mechanism. The image display device 5 can display various types of performance images. Furthermore, the image display device 5 is not limited to performance images, but can also display any control-related images, such as inspection images or setting images.
[0015] For example, on the screen of the image display device 5, variable display of performance symbols can be performed in synchronization with the first special game and the second special game. Performance symbols are display symbols that show numbers, etc., and are multiple types of decorative identification information that are different from special symbols and ordinary symbols. On the screen of the image display device 5 shown in Figure 1, there are performance symbol display areas 5L, 5C, and 5R for the "left," "center," and "right," respectively, and variable display of performance symbols is performed in synchronization with the first special game or the second special game, for example, by scrolling or updating the performance symbols vertically. Synchronization of the variable display is sufficient if the timing at which the variation of the symbols starts and the timing at which the variation ends and the symbols finally stop are the same for different types of symbols. The final stopping symbol in the variable display of performance symbols is also called a confirmed performance symbol, confirmed decorative symbol, or confirmed ornamental symbol. The variable display of the performance symbols is synchronized with the first and second special symbol games, so the time for the variable display of the performance symbols is the same as the time for the special symbol variation.
[0016] The screen of the image display device 5 may be provided with display areas capable of displaying performance images corresponding to pending displays and active displays. A pending display is a display corresponding to a variable display that is pending and has not yet been executed. An active display is a display corresponding to a variable display that is currently being executed. Pending displays and active displays are also collectively referred to as variable display-compatible displays. The display area for pending displays is also called the pending display area. The display area for active displays is also called the active display area. The number of pending variable displays is also called the pending memory count. The pending memory count corresponding to the first special game is also called the first pending memory count. The pending memory count corresponding to the second special game is also called the second pending memory count. The sum of the first and second pending memory counts is also called the total pending memory count.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in Figure 1, a first hold indicator 25A and a second hold indicator 25B, each composed of multiple LEDs, are provided. The first hold indicator 25A displays the first hold memory count by the number of lit LEDs. The second hold indicator 25B displays the second hold memory count by the number of lit LEDs. Above the normal symbol display device 20 shown in Figure 1, a normal symbol hold indicator 25C, composed of multiple LEDs, is provided. The normal symbol hold indicator 25C displays the normal symbol hold memory count by the number of lit LEDs. The normal symbol hold memory count is the hold memory count corresponding to the normal symbol game.
[0018] Below the image display device 5, a prize ball entry device 6A and a variable prize ball entry device 6B are provided. The prize ball entry device 6A forms a first starting prize entry opening that is always kept in a constant open state, allowing game balls to enter, by means of a predetermined ball receiving member, for example. The variable prize ball entry device 6B forms a second starting prize entry opening that can be changed between a closed state and an open state by a standard electric mechanism solenoid 81 shown in Figure 2, as a standard electric mechanism. The variable prize ball entry device 6B includes, for example, an electric tulip-type mechanism with a pair of movable wing pieces, and when the standard electric mechanism solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so that the second starting prize entry opening is in a closed state where game balls cannot enter, or in a normally open state where it is difficult for game balls to enter. The variable prize ball entry device 6B, when the normal electric mechanism solenoid 81 is in the ON state, causes the movable wing piece to tilt, thereby opening the second starting prize entry point to either an open state allowing game balls to enter or an enlarged open state that facilitates game ball entry. The open state allowing game balls to enter or the enlarged open state that facilitates entry of the second starting prize entry point is also called the first variable state. The closed state in which game balls cannot enter the second starting prize entry point or the normal open state that makes entry difficult is also called the second variable state. The variable prize ball entry device 6B does not need to be one that can change between the first variable state and the second variable state, and is not limited to one equipped with an electric tulip-type mechanism.
[0019] When a game ball enters the first starting prize entry opening formed by the prize ball entry device 6A, this is also called a first starting prize. When a game ball enters the second starting prize entry opening formed by the variable prize ball entry device 6B, this is also called a second starting prize. A game ball that enters the first starting prize entry opening is detected by the first starting opening switch 22A shown in Figure 2. A game ball that enters the second starting prize entry opening is detected by the second starting opening switch 22B shown in Figure 2. Based on the occurrence of a first starting prize, a predetermined number of prize balls, such as 3, are dispensed, and the first reserved memory count can be updated to increment by 1. However, if the first reserved memory count has reached its upper limit, the first reserved memory count will not be updated even if a first starting prize occurs. When the first reserved memory count is incremented by 1, the first starting condition is met, and the first special symbol game, in which the first special symbol display device 4A variably displays special symbols, becomes executable. Based on the occurrence of a second start win, a predetermined number of prize balls, such as 3, are dispensed, and the second reserve memory count can be updated to increment by 1. However, if the second reserve memory count has reached its upper limit, the second reserve memory count will not be updated even if a second start win occurs. When the second reserve memory count is incremented by 1, the second start condition is met, and the second special symbol game, in which the second special symbol display device 4B variably displays special symbols, becomes playable.
[0020] A general prize entry point 10 is provided at a predetermined position on the game board 2, which is always kept in a constant open state by a predetermined ball receiving member. In the example shown in Figure 1, general prize entry points 10 are provided at two locations in the lower left of the game area. When a game ball enters either of the general prize entry points 10, a predetermined number of prize balls, such as 10, are dispensed.
[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow paths for the game balls. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The area to the left of the image display device 5 is also called the left game area or left play area. The area to the right of the image display device 5 is also called the right game area or right play area. The left game area and the right game area can be distinguished, for example, by the end face of the image display device 5 in the game area or by the arrangement of the game pins. Shooting the game ball towards the left game area to make it flow down the first path is also called left-handed shooting. Shooting the game ball towards the right game area to make it flow down the second path is also called right-handed shooting. The first path is also called the left-handed shooting path. The second path is also called the right-handed shooting path. The first and second routes may be composed of different routes, or they may be routes that share a portion of each other.
[0022] In response to the operation of the ball launching handle on the ball launching device, a game ball is launched from the ball launching device and driven into the game area. When a game ball driven into the game area is guided to the left game area and flows down the first path, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to guide it to the second path in the right game area. When a game ball driven into the game area is guided to the right game area and flows down the second path, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to guide it to the first path in the left game area.
[0023] The prize ball entry device 6A is provided in the first path in the left-side game area, allowing game balls flowing down the first path to enter. The variable prize ball entry device 6B is provided in the second path in the right-side game area, allowing game balls flowing down the second path to enter. The variable prize ball entry device 6B may also allow game balls flowing down the first path in the left-side game area to enter. The variable prize ball entry device 6B may be positioned so that game balls flowing down the second path in the right-side game area can enter more easily than game balls flowing down the first path in the left-side game area.
[0024] The second path in the right-side game area is provided with a passage gate 41 and a special variable prize ball device 50. The passage gate 41 forms a passage area through which game balls can pass. Game balls that have passed through the passage gate 41 are detected by the gate switch 21 shown in Figure 2. Based on the fact that game balls have passed through the passage gate 41, it becomes possible to add and update the normal reserve memory count, and as a normal symbol game, it becomes possible to perform variable display of normal symbols by the normal symbol display 20. The passage gate 41 can be configured as a normal symbol activation opening into which game balls can enter. In this case, the gate switch 21 can be configured as a normal symbol activation opening switch that can detect game balls that have entered the normal symbol activation opening.
[0025] The special variable prize ball device 50 forms a large prize opening that can be changed between a closed state and an open state by a large prize opening solenoid 82, acting as a special electric mechanism. The upper part of the special variable prize ball device 50 has a guide passage with a width in the front-to-back direction sufficient for game balls to pass through. This guide passage slopes downward from the right to the left, and walls are provided on both the front and back sides of the extended passage. In the center of the guide passage, a mechanism entrance that will become the large prize opening is formed. In the special variable prize ball device 50, a movable member 52 that can move in the front-to-back direction is provided as a large prize opening opening / closing member at a position where the large prize opening can be opened and closed. In the special variable prize ball device 50, a fixed member 53 is provided in the portion of the guide passage where the large prize opening is not formed, forming a fixed passage.
[0026] The movable member 52 is driven by the large prize opening solenoid 82 and is capable of moving forward and backward to open and close the prize opening, which is the entry point for the special prize. In the special variable prize ball device 50, game balls that enter the interior from the large prize opening are detected by the count switch 23. Inside the special variable prize ball device 50, there is a V prize area 51 which is a specific area that game balls can pass through. In addition, there is a normal area inside the special variable prize ball device 50 that is different from the V prize area 51. Above the V prize area 51, there is a plate-shaped distribution member that can switch the V prize area 51 between an open state and a closed state, acting as a V prize opening opening / closing member. The distribution member is driven by the specific area solenoid 83 and is capable of moving forward and backward to open and close the V prize area 51. When the V prize area 51 is in the open state, game balls can pass through, and when it is in the closed state, game balls cannot pass through. Game balls that pass through the V-winning area 51 are detected by the specific area switch 24. Game balls that do not pass through the V-winning area 51 pass through the normal area. Both game balls that pass through the V-winning area 51 and game balls that pass through the normal area without passing through the V-winning area 51 are detected by the discharge switch 26 and then discharged to the outside of the special variable prize ball device 50.
[0027] In addition to the above configuration, the surface of the game board 2 is equipped with a windmill and numerous obstacle pins that change the direction and speed of the game balls. At the bottom of the game area, there is an outlet for game balls that do not enter any of the winning pockets. Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the game machine frame 3, and game effect lamps 9 for lighting effects are provided around the game area. The game effect lamps 9 are composed of LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2.
[0028] A ball-shooting operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch game balls towards the game area using a ball-shooting device. The ball-shooting operation handle is also called an operating knob. A ball-shooting supply tray is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds game balls dispensed as prize balls and game balls dispensed by a predetermined ball-dispensing machine so that they can be supplied to the ball-shooting device. The ball-shooting supply tray is also called an upper tray. Below the upper tray is a prize ball storage tray, into which prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called a lower tray.
[0029] A stick controller 31A and a push button 31B are provided at predetermined positions on the gaming machine frame 3 below the gaming area. The stick controller 31A can be grasped and tilted by the player, and is equipped with a trigger button that the player can push and pull. Operation on the stick controller 31A is detected by the controller sensor unit 35A shown in Figure 2. The push button 31B can be pressed by the player. Operation on the push button 31B is detected by the push sensor 35B shown in Figure 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means to detect actions such as player operations, but other detection means may also be used.
[0030] (Outline of how the game progresses) The player rotates the ball-shooting handle on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started by the regular symbol display unit 20. However, if the game ball passes through the passage gate 41 during the period when the previous regular symbol game is in progress, the regular symbol game based on that passage cannot be immediately executed, so the regular symbol game based on that passage is held in reserve until a predetermined upper limit, such as "4", is reached. In the regular symbol game, when a specific regular symbol, such as a regular symbol winning symbol, is displayed as a confirmed regular symbol, the display result of the regular symbol becomes "regular symbol win". Conversely, when a regular symbol other than a regular symbol, such as a regular symbol losing symbol, is displayed as a confirmed regular symbol, the display result of the regular symbol becomes "regular symbol loss". When it is a "regular symbol win", the variable prize ball device 6B is opened or wide-open for a predetermined period of time. At this time, the second starting prize entry point opens or expands to an open state.
[0031] When a game ball passes through the first starting entry opening formed in the prize ball entry device 6A, the first special symbol game can be started by the first special symbol display device 4A. When a game ball passes through the second starting entry opening formed in the variable prize ball entry device 6B, the second special symbol game can be started by the second special symbol display device 4B. However, if a special symbol game is in progress, or if the game is controlled to be in a jackpot or minor jackpot state, even if a game ball enters the starting entry opening and a starting entry occurs, the special symbol game based on that starting entry cannot be immediately executed. Therefore, the special symbol game based on that starting entry is held up to a predetermined upper limit, such as "4". In the special symbol game, when a specific special symbol, such as a jackpot symbol, is displayed as a confirmed special symbol, the display result of the special symbol becomes "jackpot". In contrast, if a designated special symbol different from the jackpot symbol, such as a minor win symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol will be "minor win". Also, if a special symbol different from the jackpot symbol or minor win symbol, such as a losing symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol will be "loser". Furthermore, if a special symbol different from the jackpot symbol, minor win symbol, or losing symbol, such as a time-saving symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol may be "time-saving". Special symbols do not necessarily have to include time-saving symbols. In other words, the display result of the special symbol does not necessarily have to include "time-saving".
[0032] In the special symbol game, after the display result of the special symbol is a "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the large prize slot formed in the special variable prize ball device 50 can be opened in a predetermined manner. This open state continues until the earlier of the following timings: the passage of a predetermined period, such as 29 seconds or 1.8 seconds, or the timing when the number of game balls that have entered the large prize slot reaches a predetermined number. The predetermined period during which the large prize slot can be controlled to be open is the upper limit period for which the large prize slot can be opened in one round, and is also called the upper limit period of opening. One cycle in which the large prize slot is open in the jackpot game state is called a round or round game. In the jackpot game state, such rounds can be repeated until a predetermined upper limit is reached, such as 15 times or 2 times. In the jackpot game state, the player can obtain prize balls by getting game balls into the large prize slot. Therefore, the jackpot state is an advantageous state for the player. The more rounds there are in the jackpot state, and the longer the maximum period of play, the more advantageous it is for the player.
[0033] When the display result of a special symbol is "Big Win," it includes multiple types of big wins. For example, the opening manner of the big prize slot, such as the number of rounds and the maximum opening period, and the game state after the end of the big win game state, such as the normal state, time-saving state, and probability change state, can be set to multiple different types, and a type of big win is specified corresponding to each setting. Multiple types of big wins may include some or all of the types of big wins that award many prize balls, types that award few prize balls, or types that award almost no prize balls, or they may include types of big wins with a similar amount of prize balls that can be obtained. Controlling the game state to a big win state based on the display result of a special symbol being "Big Win" is also called a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.
[0034] In the special symbol game, after the display result of the special symbol is "minor win," the game is controlled to a minor win game state. In the minor win game state, the large prize slot formed in the special variable prize ball device 50 can be opened in a predetermined opening manner. For example, in the minor win game state, the large prize slot may be opened in the same opening manner as in the jackpot game state for some jackpot types. The large prize slot can be opened in the same manner by having the same number of openings and opening period. Alternatively, in the minor win game state, the large prize slot may be opened in a different opening manner than in the jackpot game state. Similar to jackpot types, there may be multiple minor win types when the display result of the special symbol is "minor win." Jackpot types and minor win types are also collectively referred to as win types. The operation of opening and closing the large prize slot in the minor win game state is also called the starting operation. When the game is in a minor win state, the entry point for the special variable prize ball device 50, which is the main prize entry point, is opened, and when the game ball passes through the V prize area 51 and is detected by the specific area switch 24, the conditions for a big win are met, and the game can be controlled to a big win state. When the game is controlled to a big win state based on the occurrence of a V prize by the game ball passing through the V prize area 51 in a minor win state, it is also called a big win via a minor win.
[0035] After a jackpot game state ends, the game state can be controlled to a time-saving state or a probability variation state, corresponding to the type of jackpot. Also, in the special symbol game, after the display result of the special symbol is "time-saving," the game state is controlled to the time-saving state without being controlled to a jackpot game state. The time-saving state is a game state in which the second special symbol game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special symbol game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second starting prize entry point than in the normal state. The control of whether or not the game ball is likely to pass through the second starting prize entry point is also called base control. Base control in the normal state is also called normal base control or low base control. Base control in the time-saving state includes high base control. In addition to high base control, the time-saving state may also include medium base control. Medium base control is a base control that makes it easier for game balls to pass through the second starting prize entry point than low base control, but makes it more difficult for game balls to pass through the second starting prize entry point than high base control. The game state in which medium base control is performed is also called the medium base state. The game state in which high base control is performed is also called the high base state. High base control is also called high open control.
[0036] In the normal state, the medium base state, and the high base state, it is possible to display the time-saving symbol as a result of displaying the special symbol. However, in the medium base state and the high base state, even if the time-saving symbol is displayed as a result of displaying the special symbol, no base control based on that time-saving symbol is performed, and no new control to transition to the medium base state or high base state is initiated. In the time-saving state, time-saving control is possible, which shortens the average variable display time compared to the normal state. For this reason, the time-saving state is also called the time-reduced state.
[0037] The time-saving state is a state in which the efficiency of special symbols, especially the second special symbol, is improved, and is therefore included in the category of special states that are advantageous to the player, different from the jackpot game state. When the game state is a probability variation state, in addition to time-saving control, probability variation control is possible in which the probability of the special symbol display result being a "jackpot" is higher than in the normal state. For this reason, the probability variation state is also called the probability variation state. The probability variation state is a state in which the efficiency of special symbol fluctuations is improved and it is easier to get a "jackpot", and is therefore included in the category of special states that are advantageous to the player, different from the jackpot game state. The time-saving state and probability variation state continue until one of the predetermined termination conditions is met first, such as the execution of a predetermined number of special symbol games or the game being controlled to the next jackpot game state. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count cut. The time-saving state with a count cut is also called a count cut time-saving state. The probability variation state with a count cut is also called a count cut probability variation state.
[0038] The normal game state is a game state that is not included in advantageous states such as the jackpot game state, predetermined states such as the minor win game state, or special states such as the time-saving state or the probability variation state. The normal state is a game state in which the probability of the display result in the normal game being "normal win" and the probability of the display result in the special game being "jackpot" are controlled to be the same as the initial setting state of the pachinko machine 1. The initial setting state of the pachinko machine 1 is the control state after the initial setting process is executed without executing the predetermined recovery process after power-on, for example, when a system reset is performed.
[0039] The state in which probability variation control is being performed is also called the high probability state, and the state in which probability variation control is not being performed is also called the low probability state. The state in which time reduction control is being performed is also called the high base state, and the state in which time reduction control is not being performed is also called the low base state. Combining these, the time reduction state is also called the low probability high base state, the probability variation state is also called the high probability high base state, and the normal state is also called the low probability low base state. The state that is both high probability and low base is also called the high probability low base state. Note that pachinko game machine 1 may not include the probability variation state as a game state.
[0040] After the minor win game state ends, there are cases where the game state is controlled to a big win game state based on the occurrence of a V-win, and cases where the game state remains unchanged from before the minor win game state if a V-win does not occur. However, if the display result of the special symbol game is "minor win" and the special symbol game is executed for a predetermined number of times in the count limit, the control of the time-saving state or probability change state may end and the game may return to the normal state. Note that the pachinko game machine 1 may not include the minor win game state as a game state. In other words, the display result of the special symbols may not include "minor win".
[0041] If a time-saving condition based on the number of times the variable display is executed is met, the game state may be controlled to a time-saving state. Such a time-saving state is also called a rescue time-saving state. The time-saving condition is one that can be met when, after power is turned on to the pachinko game machine 1, after a jackpot occurs, or after the display result of the special symbol game becomes "time-saving," the variable display is executed a specific number of times but control to a new jackpot game state or time-saving state is not performed.
[0042] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects can be executed in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that enhance the excitement of the game. These effects include displaying various effect images on the image display device 5, outputting sound effects from speakers 8L and 8R, lighting up the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A and push button 31B, or any combination of some or all of these, and can be executed using any effect device.
[0043] The effects that can be executed in accordance with the progress of the game include the variable display of effect symbols. When the first or second special symbol game starts, the variable display of effect symbols starts in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the confirmed special symbol that will be the display result in the first or second special symbol game stops and is displayed, the confirmed effect symbol that will be the display result in the variable display of effect symbols stops and is displayed. The confirmed effect symbol consists of a combination of three effect symbols corresponding to the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. During the period from when the variable display of effect symbols starts until it ends, the display mode in the variable display of effect symbols may become a reach mode. A reach mode is a mode in which the effect symbols that have stopped on the screen of the image display device 5 form part of a jackpot combination, and the variation of the effect symbols that have not yet stopped continues. When the display pattern of the reel symbols in the animation becomes a "reach" pattern, it is also said that a "reach" is established.
[0044] The pachinko machine 1 can execute a reach animation in response to the variable display of the animation symbols becoming a reach animation. The pachinko machine 1 can execute multiple types of reach animations such that the proportion of "jackpot" results in the variable display differs depending on the animation animation type. The proportion of "jackpots" corresponding to the animation animation type is also called the jackpot reliability or jackpot expectation. Reach animations include, for example, a normal reach and a super reach which has a higher jackpot reliability than a normal reach. In addition, depending on the execution time of the reach animation, it may also include a short reach and a long reach which has a longer execution time than a short reach.
[0045] When the display result of the special symbols is a "jackpot," the confirmed winning symbols, which are predetermined jackpot combinations, are stopped and displayed on the screen of the image display device 5 as the display result of the winning symbols. For example, identical winning symbols, such as a winning symbol showing the number "7," are lined up and stopped and displayed on a predetermined active line in the "left," "center," and "right" winning symbol display areas 5L, 5C, and 5R. In the case of a "probability-increasing jackpot," which is controlled to a probability-increasing state after the jackpot game state ends, odd-numbered winning symbols, such as a winning symbol showing the number "7," may be lined up and stopped and displayed. In the case of a "non-probability-increasing jackpot," which is not controlled to a probability-increasing state after the jackpot game state ends, even-numbered winning symbols, such as a winning symbol showing the number "6," may be lined up and stopped and displayed. A "non-probability-increasing jackpot" is also called a "normal jackpot." In this case, odd-numbered winning symbols are also called probability-increasing symbols. Even-numbered winning symbols are also called non-probability-increasing symbols or normal symbols. It is also possible to have a bonus round sequence that starts with a non-bonus symbol and then ultimately results in a "bonus jackpot."
[0046] When the display result of the special symbols is a "minor win," the confirmed winning symbols, which are predetermined minor win combinations, are stopped and displayed on the screen of the image display device 5 as the display result of the winning symbols. For example, the same winning symbols, such as winning symbols showing numbers other than "7," may be lined up and stopped and displayed on a predetermined active line in the "left," "center," and "right" winning symbol display areas 5L, 5C, and 5R. The same confirmed winning symbols may be stopped and displayed whether the display result of the special symbols is a "big win" or a "minor win."
[0047] When the display result of a special symbol is a "miss," the variable display of the performance symbols may not result in a reach pattern, and the display result may simply stop. In this case, the display result of the performance symbols will be a confirmed performance symbol that is not a reach combination. A display result in which a confirmed performance symbol that is not a reach pattern is simply stopped without resulting in a reach pattern is also called a "non-reach miss." When the display result of a special symbol is a "miss," the variable display of the performance symbols may result in a reach pattern, and the display result may stop after the reach animation is executed. In this case, the display result of the performance symbols will be a confirmed performance symbol that is not a big win combination or a small win combination. A display result in which a confirmed performance symbol of a reach combination is simply stopped after a reach pattern has been created is also called a "reach miss."
[0048] The effects that the pachinko game machine 1 can perform include variable display-compatible displays such as hold displays and active displays. In addition, for example, a pre-announcement effect that foreshadows the probability of a big win can be performed while the display of the performance symbols is variable. The pre-announcement effect may include a variable pre-announcement effect that foreshadows the probability of a big win corresponding to the variable display that is currently being performed, and a pre-announcement effect that foreshadows the probability of a big win corresponding to the variable display that is currently pending execution. The pre-announcement effect may perform a change effect that changes the display mode of the variable display-compatible displays, such as hold displays and active displays, to a mode different from the normal mode.
[0049] On the screen of the image display device 5, it may be possible to perform a pseudo-consecutive display by temporarily pausing the display of the performance symbols during their variable display and then resuming the variable display, thereby making one variable display appear as if it were multiple variable displays. The pseudo-consecutive display may be set so that the probability of a big win is higher when there are more re-spins after temporarily pausing the display of the performance symbols than when there are fewer re-spins. The pseudo-consecutive display of the performance symbols may include cases where the pseudo-consecutive display is performed before the reach state is reached, and cases where the pseudo-consecutive display is performed after the reach state is reached. In addition, it may be possible to perform the pseudo-consecutive display of the performance symbols at multiple timings.
[0050] During control of a jackpot game state, a jackpot animation can be executed to notify the player of the jackpot game state. The jackpot animation may include an animation that notifies the number of rounds and an upgrade animation that suggests or notifies an improvement in the advantage of the jackpot game state. During control of a minor win game state, a minor win animation can be executed to notify the player of the minor win game state. By executing the same animation during control of the jackpot game state and during control of the minor win game state, it may be made impossible or difficult for the player to recognize whether the current game state is a jackpot game state or a minor win game state.
[0051] In a non-game state where no special feature games or other events are being played and the game is not progressing, demonstration images can be displayed on the screen of the image display device 5. Demonstration images are also called demo images. Displaying demo images is also called a demo display. The performance using the demo display is also called a customer-waiting demo performance.
[0052] (Circuit board configuration) The pachinko game machine 1 is equipped with, for example, a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, a power supply board 17, and other components as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, and a launch control board.
[0053] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1. The progress of the game includes the execution of special game with reserve management, execution of regular game with reserve management, big win game state, small win game state, time-saving state, probability change state, etc., as well as the execution of various game states and transitions between game states. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The game control microcomputer 100 on the main board 11 is, for example, a single-chip microcomputer and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Some or all of the ROM 101, RAM 102, and random number circuit 104 may be configured to be externally connected to the game control microcomputer 100, or they may be built into the game control microcomputer 100. The switch circuit 110 receives detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The various switches for detecting game balls include, for example, a gate switch 21, starter switches such as the first starter switch 22A and the second starter switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a game ball has passed through or entered, causing the switch to be turned on. The transmission of the detection signal indicates that the passage or entry of a game ball has been detected. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to the ordinary electric prize solenoid 81, the large prize winning slot solenoid 82, and the specific area solenoid 83. The solenoid drive signals can be any signals that turn on each solenoid.
[0055] The ROM 101 in the game control microcomputer 100 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, performance control commands, and table data that constitutes tables used for various settings, judgments, and decisions. The RAM 102 in the game control microcomputer 100 is a temporary memory device that provides a work area and a stack for saving data used for game control. The RAM 102 should be a backup RAM that saves the contents of part or all of the memory area so that they can be recovered within a predetermined period even if the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a memory area capable of storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 of the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processing corresponding to the program stored in the ROM 101.
[0056] The random number circuit 104 in the game control microcomputer 100 counts updatable numerical data representing various random values used to control the progress of the game. The random numbers used to control the progress of the game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or by software such as a computer program executed by the CPU 103.
[0057] Figure 3 shows an example of a random number used for gameplay. The random number used for gameplay includes MR1-1 for determining special symbols, MR1-2 for winning symbols, MR1-3 which is the initial value for winning symbols, MR2-1 for regular winning symbols, MR2-2 which is the initial value for regular winning symbols, MR3-1 for regular symbol variation patterns, MR3-2 for selecting losing animations, MR3-3 for selecting variation pattern types, and MR3-4 for variation patterns.
[0058] The random number MR1-1 for determining special symbols is used to determine whether the display result of a special symbol will be a "jackpot" or a "minor win". The random number MR1-2 for winning symbols is used to select a confirmed special symbol from multiple special symbols, such as the jackpot symbol when the display result of a special symbol is a "jackpot", or the minor win symbol when the display result of a special symbol is a "minor win". The random number MR1-3, which is the initial value for winning symbols, is used to set the initial value of the random number MR1-2. The random number MR2-1 for normal symbol winning symbols is used to select a confirmed normal symbol from multiple normal symbols that will be displayed when the display result is a "normal symbol win" in the variable display of normal symbols. The random number MR2-2, which is the initial value for normal symbol winning symbols, is used to set the initial value of the random number MR2-1. Random number MR3-1 for normal symbol variation patterns is used to determine the variation pattern of the normal symbols to one of several pre-prepared patterns. Random number MR3-2 for selecting the losing animation is used to select whether or not the variable display of the animation symbols will result in a "reach" when the display result of the special symbols is a "lose". Random number MR3-3 for selecting the variation pattern type is used to select the variation pattern type of the special symbols. The variation pattern type of the special symbols is a group of special symbol variation patterns that have been pre-classified based on, for example, the animation type during the variable display of the animation symbols, and it is sufficient for the group to contain one or more variation patterns. Random number MR3-4 for variation patterns is used to select the variation pattern of the special symbols.
[0059] The CPU 103 reads and refers to various tables from the ROM 101 when making various judgments and decisions based on random values, such as numerical data indicating the value of a random number used for gameplay. Even when random values are not used, the CPU may read and refer to the necessary tables from the ROM 101 to make various judgments, decisions, and settings.
[0060] The I / O 105 of the game control microcomputer 100 is configured to include an input port into which various signals are input and an output port into which various signals are output. The various signals input to the input port of the I / O 105 only need to include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 only need to include signals that control the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals that drive the normal electric mechanism solenoid 81, the big prize opening solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11, as part of the operation of controlling the progress of the game using the game control microcomputer 100, outputs performance control commands corresponding to the progress of the game, which can be transmitted to the performance control board 12. Performance control commands are commands that specify or notify the progress of the game, etc. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. Performance control commands should include commands that specify various decision results on the main board 11, such as the display result of the special feature game, the type of win, the variation pattern, etc., commands that specify the status of the game, such as the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, the game state, etc., and commands that specify the occurrence of an error, etc.
[0062] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 are various performances that correspond to the progress of the game, such as the driving of the movable body 32, and also include various notifications such as error notifications and power outage recovery notifications. The performance control board 12 comprises a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0063] The CPU 120 for performance control performs processing to control the execution of performances together with the display control unit 123 by executing a program stored in the ROM 121. This processing is for realizing the various functions of the performance control board 12 and includes determining which performance to execute. The CPU 120 for performance control uses various data stored in the ROM 121, such as data from various tables, and uses the RAM 122 as its main memory. The CPU 120 for performance control may also instruct the display control unit 123 to execute performances based on detection signals from the controller sensor unit 35A and the push sensor 35B. The detection signal here is a signal output when an operation by a player is detected, and any signal that appropriately indicates the content of the operation is acceptable.
[0064] The display control unit 123 includes a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and controls the execution of effects mainly related to display based on the execution instructions for effects from the effect control CPU 120. The display control unit 123 supplies video signals corresponding to the effects to be executed to the image display device 5, thereby displaying the effects images on the screen of the image display device 5. The display control unit 123 also supplies sound specification signals to the sound control board 13 and lamp signals to the lamp control board 14. The sound specification signals specify the sound output from speakers 8L and 8R. The lamp signals specify the lighting and extinguishing modes of the game effect lamps 9. By supplying sound specification signals and lamp signals, it becomes possible to output sound from speakers 8L and 8R and to light up or extinguish the game effect lamps 9 in synchronization with the display of the effects images. The display control unit 123 may be capable of supplying signals to operate the movable body 32 to the motor or solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A separate driver board for driving the movable body 32 may be provided in addition to the performance control board 12.
[0065] The random number circuit 124 keeps updatable numerical data representing various random values used to control the execution of various effects. The random numbers used to control the execution of effects are also called effect random numbers. The effect random numbers may be updated by software such as a computer program executed by the effect control CPU 120. When the effect control CPU 120 makes various judgments and decisions based on random values, such as numerical data representing the value of the effect random numbers, it reads and refers to various tables from the ROM 121. Even when random values are not used, the effect control CPU 120 may read and refer to the necessary tables from the ROM 121 to make various judgments, decisions, and settings.
[0066] The I / O 125 comprises an input port for receiving, for example, performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 only needs to include an input terminal for detection signals supplied from the controller sensor unit 35A and an input terminal for detection signals supplied from the push sensor 35B. The output port of the I / O 125 only needs to include an output terminal for video signals supplied to the image display device 5, an output terminal for sound specification signals supplied to the sound control board 13, and an output terminal for lamp signals supplied to the lamp control board 14.
[0067] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on sound specification signals from the display control unit 123, and outputs the sound specified by the sound specification signal from speakers 8L and 8R. The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on lamp signals from the display control unit 123, and turns the game effect lamp 9 on or off in the manner specified by the lamp signals. In this way, the audio output from speakers 8L and 8R and the turning on and off of the game effect lamp 9 can be controlled based on signals from the display control unit 123. Note that the control of audio output and turning on and off of lamps, such as supplying sound specification signals and lamp signals, and the control of the movable body 32, such as supplying signals to operate the movable body 32, may be partially or entirely performed by the performance control CPU 120. Other boards besides 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 shown in the example configuration in Figure 2, multiple sub-boards may be provided for each function, or, unlike the example configuration in Figure 2, one sub-board may be configured to have multiple functions.
[0068] The power supply board 17 can supply power from an AC power source such as AC100V from an external power source such as a commercial power supply to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 is equipped with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC12V or DC5V). The pachinko game machine 1 can be switched on and off by operating the power switch 91. The switch circuit 110 of the main board 11 receives the reset signal, power off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0069] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0070] (Main operations of the main board 11) First, let's explain the main operations of the main board 11. When power is supplied to the pachinko machine 1, the game control microcomputer 100 starts up, and the CPU 103 executes the main processing for game control.
[0071] Figure 4 is a flowchart of the main game control process P_MAIN executed by the CPU 103 on the main board 11. When the main game control process P_MAIN shown in Figure 4 is started, the CPU 103 executes the power supply start response process P_POWER_ON (step S1), followed by the RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can perform initial settings of the game control microcomputer 100 in response to the start of power supply in the pachinko game machine 1. The initial settings of the game control microcomputer 100 only need to include initialization of output ports, setting of interrupt vectors, setting of built-in device registers, and setting of specific registers. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and the checksum data obtained as a result of the process is compared with the data stored in the checksum buffer. If the two data match, it is determined that the contents stored in RAM 102 are normal.
[0072] Next, it is determined whether or not predetermined recovery conditions have been met (step S3). Recovery conditions can be met if the clear signal corresponding to the operation of the clear switch 92 is in the off state, there is normal stored data in the checksum buffer, and the stored contents in RAM 102, which serves as backup RAM, are normal. When the power of the pachinko game machine 1 is turned on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The checksum buffer stores the checksum data calculated in the checksum calculation process when the backup determination time was measured by the backup monitoring timer during the previous power outage. If the timing value of the backup monitoring timer does not match a specific value corresponding to the backup determination time, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data can be any stored data in the game work area of RAM 102, which serves as backup RAM for game control. In step S3, based on the results of the RWM check process P_RWM_CHK in step S2, which confirmed or inspected whether backup data exists and whether there are any data errors, it is necessary to determine whether the recovery conditions can be met.
[0073] If the recovery conditions are met (Step S3; Yes), the backup setting process P_BACKUP_SET is executed (Step S4). The backup setting process P_BACKUP_SET uses the backup command transmission table to enable the transmission of corresponding performance control commands from the main board 11 to the performance control board 12 during backup. The backup setting process P_BACKUP_SET also enables initialization by clearing the process code, timer, counter, and flags specified by the backup setting table.
[0074] If the recovery conditions are not met (Step S3; No), the initialization setting process P_INIT_SET is executed (Step S5). The initialization setting process P_INIT_SET makes it possible to transfer clear data to the game work area, which is the working area in RAM 102. This initializes the game work area in RAM 102. The initialization setting process P_INIT_SET then uses the initialization command transmission table to make it possible to send the corresponding performance control command from the main board 11 to the performance control board 12 during initialization. In addition, the initialization setting process P_INIT_SET makes the buffers, timers, pointers, and counters specified by the initialization setting table initialized by clearing them.
[0075] Subsequently, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process ensures that sub-boards such as the performance control board 12 can be reliably started up by executing a loop process until a set waiting time has elapsed. The control start setting process P_STACON may also include a specific count command transmission process or a chip individual number information command transmission process. The specific count command transmission process enables the transmission of a performance control command specifying the count value of a specific count counter from the main board 11 to the performance control board 12 when the power is turned on. The specific count counter is located at a predetermined address in RAM 102 and only needs to be able to count the remaining number of executions until the number of executions of the variable display reaches a specific number corresponding to the time reduction condition. The chip individual number information command transmission process enables the transmission of a performance control command specifying the stored value of the chip individual number register from the main board 11 to the performance control board 12. The chip-specific number register can be included in the built-in registers of the game control microcomputer 100, and it is sufficient that it can store a different value assigned to each chip as the chip-specific number.
[0076] The control start setting process P_STACON may include startup-time out-of-area processing. The startup-time out-of-area processing is executed when the pachinko game machine 1 starts up due to the start of power supply, by reading a program stored in the non-game program area of ROM 101. The startup-time out-of-area processing may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process makes it possible to set an initial value for initial display using the 7-segment LEDs that constitute the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may be capable of displaying information related to the setting value and information related to the base. The setting value can be changed to one of several levels, such as 6 levels, when the settings of the pachinko game machine 1 are in a setting change state in which the settings can be changed, and it is possible to set the probability that the display result of the special symbols will be a "jackpot". The base is calculated by dividing the number of prize balls dispensed when a game ball passes through each prize slot (such as the starting prize slot, general prize slot, and big prize slot) by the number of game balls launched into the game area.
[0077] Following the control start setting process P_STACON in step S6, the timer interrupt counter is set (step S7). In step S7, the PTC counter output value is set so that a periodic timer interrupt occurs at predetermined intervals, for example, every 4 [ms (milliseconds)]. After that, the main process P_MAIN for game control enters a loop. In this loop, interrupts are disabled (step S8), the random number update process P_TFINIT for determining the initial value is executed (step S9), the loop-out-of-area processing P_REGOUT is executed (step S10), interrupts are enabled (step S11), and the process returns to step S8. Then, when the interrupt is enabled, each time an interrupt request signal is input from the PTC to the CPU 103, the CPU 103 becomes capable of executing the timer interrupt process. As a result, the CPU 103 can execute the timer interrupt process every time a predetermined interval has elapsed, for example, every 4 [ms].
[0078] Figure 5 is a flowchart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Figure 5, the power off process P_POWER_OFF is executed (step S51). Next, it is determined whether the fraudulent activity monitoring flag is "0" or not (step S52). The fraudulent activity monitoring flag is set to "1", which corresponds to the ON state, when magnetism is detected by the magnetic sensor or when radio waves are detected by the frame radio wave sensor. In all other cases, the fraudulent activity monitoring flag is set to "0", which corresponds to the OFF state.
[0079] If the fraud monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP only needs to initialize the output port and turn off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process on the payout control board is stopped.
[0080] If the fraud monitoring flag is "0" (Step S52; Yes), the switch process P_SW is executed (Step S54), the switch error notification process P_CON_CHK is executed (Step S55), the random number update process P_RANDOM is executed (Step S56), and the random number update process for initial value determination P_TFINIT is executed (Step S57). In addition, the special symbol process process P_TPROC is executed (Step S58), the normal symbol process process P_FPROC is executed (Step S59), the information output process P_JYOUHOU is executed (Step S60), the prize ball process P_PAY is executed (Step S61), and the display process P_HYOUZI is executed (Step S62). Furthermore, other timer interrupt handling processes are executed (Step S63). After that, the timer interrupt process P_PCT is terminated after the interrupt enable is set (Step S64).
[0081] Step S51, the power-off process P_POWER_OFF, determines the power confirmation signal transmitted from the power supply board 17 and enables the execution of checksum calculation processing when the power is off. Step S54, the switch process P_SW, determines the state of the input port and enables the updating of the switch-on buffer, etc. Step S55, the switch error notification process P_CON_CHK, enables the updating of the count value of the sensor-on counter specified by, for example, the switch error notification judgment table, and enables the execution of error notification display when the count value reaches the sensor abnormal error judgment value. Step S56, the random number update process P_RANDOM, enables the software to update the software random numbers among the random numbers used for the game. Step S57, the random number update process P_TFINIT for determining the initial value, enables the software to update the random numbers used as the initial value among the random numbers used for the game.
[0082] Step S58, the special symbol process processing P_TPROC, includes processing related to the variable display of special symbols and the game state, such as managing the execution and holding of special symbol games, controlling the jackpot game state and the minor jackpot game state, and controlling the game state. Step S59, the normal symbol process processing P_FPROC, includes processing related to the variable display of normal symbols and the state control of the second start prize slot, such as managing the execution and holding of normal symbol games based on detection signals from the gate switch 21, and controlling the opening and closing of the variable prize ball device 6B based on "normal symbol win". Step S60, the information output processing P_JYOUHOU, sets the information output signal. The information output signal is a signal corresponding to information supplied to a hall management computer installed outside the pachinko game machine 1, such as jackpot information, start information, and probability variation information. Jackpot information indicates the number of times a jackpot has occurred. Start information indicates the number of start prizes. Probability variation information indicates the number of times the game entered a probability variation state. Step S61's prize ball processing P_PAY includes prize ball command output counter increment processing and prize ball control processing. The prize ball command output counter increment processing uses the prize ball count table to determine if the switch is ON, and when ON is detected, it updates the prize ball command output counter and the prize information output counter. The prize ball control processing selects processing corresponding to the prize ball process code and controls the system to dispense prize balls based on the detection of game balls. Step S62's display processing P_HYOUZI sets the display for the first reserve indicator 25A, the second reserve indicator 25B, the general reserve indicator 25C, and various other status indicator lights.
[0083] Figure 6 is a flowchart showing an example of a process that can be executed in step S58 shown in Figure 5 as the special pattern process P_TPROC. In the special pattern process P_TPROC, the CPU 103 sets the first start prize response flag (step S101). The first start prize response flag setting is done by executing a logical operation instruction, etc., to reflect the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103. At this time, if the zero flag in the flag register is on, it indicates that the first start prize response flag is off. Conversely, if the zero flag is off, it indicates that the first start prize response flag is on. Next, the first start port prize table is set by a transfer instruction to set the table pointer (step S102). After that, it is determined whether or not the first start prize response flag is on (step S103). If the flag for the first start-up prize is on (step S103; Yes), the start-up switch pass-through process P_TZU_ON is executed (step S104).
[0084] If the first start-up prize flag is off in step S103 (step S103; No), or after the start-up switch pass-through process P_TZU_ON in step S104, the second start-up prize flag is set (step S105). The second start-up prize flag is set by reflecting the state of the second start-up switch 22B contained in the switch-on buffer in the flag register of the CPU 103 through the execution of a logical operation instruction, etc. At this time, if the zero flag in the flag register is on, it indicates that the second start-up prize flag is off. Conversely, if the zero flag is off, it indicates that the second start-up prize flag is on. Next, the second start-up prize table is set by a transfer instruction to set the table pointer (step S106). After that, it is determined whether or not the second start-up prize flag is on (step S107). If the flag for the second start prize is on (step S107; Yes), the start port switch pass-through process P_TZU_ON is executed (step S108).
[0085] In step S104, the start gate switch pass-through process P_TZU_ON uses the first start gate prize table set in step S102 to update the first reserve memory count and the total reserve memory count by 1 if the first reserve memory count is less than the upper limit. It then extracts the random numbers MR1-1 for special symbol determination, MR3-2 for losing animation selection, MR3-3 for variation pattern type selection, and MR3-4 for variation pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserve buffer. Additionally, the first reserve memory information specification command transmission table is used to enable transmission of the first reserve memory information specification command, which specifies the first reserve memory count, from the main board 11 to the animation control board 12. Finally, a value indicating "1" as the start gate prize specification value is stored in the start gate prize buffer.
[0086] In step S108, the start gate switch pass-through process P_TZU_ON uses the second start gate prize table set in step S106 to update the second reserve memory count and the total reserve memory count by 1 if the second reserve memory count is less than the upper limit. It then extracts the random numbers MR1-1 for special symbol determination, MR3-2 for losing animation selection, MR3-3 for variation pattern type selection, and MR3-4 for variation pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserve buffer. Additionally, the second reserve memory information specification command transmission table is used to enable the transmission of a second reserve memory information specification command, which specifies the second reserve memory count, from the main board 11 to the animation control board 12. Finally, a value indicating "2" as the start gate prize specification value is stored in the start gate prize buffer.
[0087] In steps S104 and S108, a common start gate switch pass-through process P_TZU_ON can be executed. However, the start gate switch pass-through process P_TZU_ON in step S104 uses the first start gate prize table set in step S102, while the start gate switch pass-through process P_TZU_ON in step S108 uses the second start gate prize table set in step S106. In this way, the common start gate switch pass-through process P_TZU_ON is executed using different start gate prize tables. Therefore, different data settings and controls are possible through common processing depending on whether the game ball enters the first start gate prize entry or the second start gate prize entry. Note that the start gate switch pass-through process P_TZU_ON may include prize entry animation processing using extracted random numbers for gameplay.
[0088] If the second start prize response flag is off in step S107 (step S107; No), or after the start gate switch pass processing P_TZU_ON in step S108, the special symbol process processing jump table is set by a transfer command that sets a pointer (step S109). The special symbol process processing jump table is an address management table that makes the processing corresponding to the read value of the special symbol process code selectable and executable. The special symbol process code can be updated to one of 00[H] to 0B[H] in accordance with the progress of game control in the pachinko game machine 1, and is also called the special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] may also indicate a binary number.
[0089] Following step S109, a transfer command to read stored data loads the special symbol process code (step S110). Next, by executing the 2-byte data selection process P_ABXEXEC (step S111), the address of the process selected in accordance with the special symbol process code is obtained. The address obtained at this time is set as a pointer. After this, by executing the process pointed to by the pointer using a subroutine call command (step S112), the process selected in accordance with the special symbol process code becomes executable. When the selected process finishes and returns to the special symbol process process P_TPROC by a return command, the special symbol process process P_TPROC also finishes, and returns to the timer interrupt process P_PCT for game control by a return command.
[0090] Figure 7 shows an example configuration TT01 of the special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured to include table data that can be set in an internal register of the CPU 103, which is used as a pointer, to the address of the processing selected in accordance with the special symbol process code. The special symbol process processing jump table in configuration example TT01 includes the special symbol normal processing P_TNORMAL when the special symbol process code is 00[H], the special symbol variation processing P_TSTART when the special symbol process code is 01[H], the special symbol stop processing P_TSTOP when the special symbol process code is 02[H], the small win opening pre-processing P_TLFAN when the special symbol process code is 03[H], the small win opening in-processing P_TLOPEN when the special symbol process code is 04[H], and the small win opening post-processing P_TLCLSF when the special symbol process code is 05[H]. The table data includes address values that can be set to pointers for the following processes: P_TLOUT, which is the small win ball dispensing waiting process when the alternate symbol process code is 06[H]; P_TLEND, which is the small win termination process when the special symbol process code is 07[H]; P_TINT, which is the pre-opening process for the big prize slot when the special symbol process code is 08[H]; P_TOPEN, which is the in-opening process for the big prize slot when the special symbol process code is 09[H]; P_TCLSF, which is the post-opening process for the big prize slot when the special symbol process code is 0A[H]; and P_TEND, which is the big win termination process when the special symbol process code is 0B[H].
[0091] The special symbol normal processing P_TNORMAL enables the following: determining whether or not to start the special symbol game based on the presence or absence of stored hold information, determining the special symbol display result using the random number MR1-1 for special symbol determination, determining the confirmed special symbol to be stopped in the variable display of special symbols, and determining the variation pattern of the special symbol. The special symbol display result includes "jackpot," "minor win," "miss," etc. If it is determined to be a "jackpot," it is decided to control the game to a jackpot game state, which is an advantageous state for the player. Also, if the special symbol display result is a "jackpot," it is determined which of several types of jackpot game states, each with a different degree of advantage for the player, will be controlled to correspond to the jackpot symbol that becomes the confirmed special symbol. Therefore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine whether or not to control the game to an advantageous state for the player, and can decide which of several types of advantageous states, each with a different degree of advantage for the player, to control the game to. Furthermore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can decide on one of several types of variation patterns.
[0092] The special symbol variation process P_TSTART measures the elapsed time since the special symbol started to vary in the first special symbol display device 4A and the second special symbol display device 4B, enabling a determination of whether the special symbol variation time corresponding to the variation pattern has elapsed. The special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped varying in the first special symbol display device 4A and the second special symbol display device 4B, enabling a determination of whether the symbol stop time has elapsed. The symbol stop time only needs to be set as the time for displaying the special symbol as stopped when the special symbol variation time is determined to have elapsed in the special symbol variation process P_TSTART. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made in accordance with the special symbol display result. For example, it would be sufficient if the special symbol process code could be updated to 08[H] when the special symbol display result is "Big Win", to 03[H] when the special symbol display result is "Small Win", and to 00[H] when the special symbol process code is "Miss".
[0093] The pre-minor win opening process P_TLFAN, the in-minor win opening process P_TLOPEN, the post-minor win opening process P_TLCLSF, the minor win ball discharge waiting process P_TLOUT, and the minor win termination process P_TLEND are processes to control the progress of the game in the minor win state. The pre-major win opening process P_TINT, the in-major win opening process P_TOPEN, the post-major win opening process P_TCLSF, and the jackpot termination process P_TEND are processes to control the progress of the game in the jackpot state.
[0094] (Main 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 power voltage from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the main performance control processing.
[0095] Figure 8 is a flowchart of the main processing S_MAIN for performance control executed by the performance control CPU 120 on the performance control board 12. When the main processing S_MAIN for performance control shown in Figure 8 is started, the performance control CPU 120 executes the performance control initialization process S_INIT (step S71). The performance control initialization process S_INIT includes clearing the RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. Next, the initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform predetermined operation checks. After that, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every time a predetermined time has elapsed, for example, 2 [ms (milliseconds)], based on the register settings for the timer circuit. The timer interrupt flag is set to off (step S73; No), and step S73 is repeated while waiting.
[0096] If the timer interrupt flag is turned ON (step S73; Yes), the timer interrupt flag is cleared and turned OFF (step S74), the command analysis process S_COMMAND is executed (step S75), the performance control process S_CPROC is executed (step S76), the random number update process for performances S_RANDOM is executed (step S77), and the output process for performances S_OUT is executed (step S78). Then, other timer interrupt handling processes are executed (step S79), and the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables reading the production control commands stored in the buffer for receiving production control commands and performing settings and controls corresponding to the read production control commands. By executing the command analysis process S_COMMAND, the production control CPU 120 can update storage data indicating the state of a flag, stored data in a register, and any other storage data in the working area of the RAM 122, etc., corresponding to the production control commands transmitted from the main board 11. The production control process S_CPROC in step S76 enables controlling the execution of productions using various production devices, including, for example, displaying production images on the screen of the image display device 5, outputting sound from the speakers 8L and 8R, lighting or extinguishing the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and driving control of the movable body 32. The control content of the production using various production devices may be based on the production control commands transmitted from the main board 11, the execution results of the processes by the production control CPU 120, etc., as long as determination, decision-making, setting, etc. are possible. The production random number update process S_RANDOM in step S77 enables updating at least a part of the production random numbers used on the production control board 12 by executing a program as software.
[0098] FIG. 9(A) is a flowchart showing an example of the process executable in step S76 shown in FIG. 8 as the production control process S_CPROC. In the production control process, the production control CPU 120 executes the pre-reading production setting process S_SAKI_SET (step S151). The pre-reading production setting process S_SAKI_SET enables, for example, making determinations, decisions, settings, etc. regarding the execution of the pre-reading preview production based on the production control commands at the time of starting winning transmitted from the main board 11. Also, the pre-reading production setting process S_SAKI_SET enables updating the reserved display based on the number of reserved memories specified from the production control commands.
[0099] In step S151, after the pre-read performance setting process S_SAKI_SET, the performance control process jump table is set by a transfer command that sets a pointer (step S152). The performance control process jump table is an address management table that makes the process corresponding to the read value of the performance control process code selectable and executable. The performance control process code can be updated to one of 00[H] to 0A[H] in accordance with the progress of performance control in the pachinko game machine 1, and is also called the performance process code. The performance control process code is loaded by a transfer command to read stored data (step S153). The address of the process to be selected corresponding to the performance control process code obtained in this way is set in the performance control pointer (step S154). Therefore, by executing the process pointed to by the performance control pointer (step S155), the process selected corresponding to the performance control process code becomes executable.
[0100] Figure 9(B) shows an example configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table is composed of table data that can be set in a register used as a performance control pointer, which contains the address of the process selected in accordance with the performance control process code. The jump table for the performance control process in configuration example TT02 includes table data that allows setting address values corresponding to the following processes in the performance control pointer: waiting for a variation pattern command when the performance control process code is 00[H], starting the variation of the performance symbols when the performance control process code is 01[H], processing while the performance symbols are changing when the performance control process code is 02[H], stopping the variation of the performance symbols when the performance control process code is 03[H], displaying a minor win when the performance control process code is 04[H], processing while the minor win is open when the performance control process code is 05[H], the ending performance of the minor win when the performance control process code is 06[H], displaying a big win when the performance control process code is 07[H], processing during a round when the performance control process code is 08[H], processing after a round when the performance control process code is 09[H], and ending the performance of the big win when the performance control process code is 0A[H].
[0101] The variable pattern command reception waiting process makes it possible to determine whether or not a variable pattern specification command transmitted from the game control microcomputer 100 on the main board 11 has been received. If it is determined that a variable pattern specification command has been received, the performance control process code is updated to 01[H], which corresponds to the performance symbol variation start process. If it is determined that no variable pattern specification command has been received, the demo display becomes controllable. The performance symbol variation start process makes it possible to start the variation-time performance corresponding to the special feature game. For example, in response to a variable pattern specification command transmitted from the main board 11, it makes it possible to select the performance pattern to be used to control the variation-time performance and to start updating the performance process timer that measures the performance execution time. The performance symbol variation in progress process makes it possible to control the switching timing of each performance element that makes up the performance pattern, and makes it possible to determine whether or not the performance execution time has elapsed based on the timing value of the performance process timer. If it is determined that the performance execution time has elapsed, the performance control process code is updated to 03[H], which corresponds to the performance symbol variation stop process. The symbol variation stop process enables termination control of the variation-time effect and display control of the effect result corresponding to the confirmed special symbol, based on the fulfillment of termination conditions for the variation-time effect, such as the expiration of the effect execution time or the receipt of the effect symbol confirmation command. At this time, the effect control process code is updated and various settings are made in accordance with the display result of the variable display. For example, if the display result of the variable display is "Big Win", the effect control process code can be updated to 07[H], if the display result of the variable display is "Small Win", the effect control process code can be updated to 04[H], and if the display result of the variable display is "Miss", the effect control process code can be updated to 00[H].
[0102] The minor win display process, minor win opening process, and minor win ending animation process are processes that control the progress of animations corresponding to the minor win game state. The big win display process, round process, round post-process, and big win ending animation process are processes that control the progress of animations corresponding to the big win game state.
[0103] (Examples of basic explanations, etc.) The pachinko game machine 1 is not limited to the configuration, functions, processes, and operations described in the basic description and other descriptions, and is subject to various modifications and applications. For example, the pachinko game machine 1 does not have to possess all the technical features shown in the embodiments, and may have some of the configurations described in the embodiments so as to solve at least one problem in the prior art. When a subordinate concept is described in an embodiment, a higher-level invention using related or similar matters, or a higher-level invention using common properties, is included in the present invention and may have some of the structures and characteristics described in the embodiments so as to solve at least one problem in the prior art.
[0104] The pachinko game machine 1 may be a payout type game machine that dispenses a predetermined number of game media as prizes based on the occurrence of winnings, or it may be a sealed type game machine that encloses game media and awards points when winnings occur.
[0105] During the variable display of the special symbol, only one type of symbol may be displayed, such as a "-" symbol, and the variable display may be configured to repeatedly show and unshow this symbol. During the variable display, one type of symbol may be displayed, and this symbol may not be displayed when the variable display stops. For example, the display result may be that a "-" symbol is not displayed, resulting in a non-display state where no special symbol is shown.
[0106] Pachinko game machine 1 may have a configuration in which the probability of winning a jackpot and the payout rate change in response to multiple setting values. For example, in the special symbol normal processing of the special symbol processing, the probability of winning a jackpot and the payout rate may be changed by using different jackpot determination values for each set setting value. As a specific example, the setting value can be set to one of six levels from 1 to 6, with 6 having the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this case, if the setting value is set to 6, it is the most advantageous for the player, and the advantage decreases in stages as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. The probability of winning a jackpot may remain constant regardless of the setting value, while the number of rounds in the jackpot game state may change according to the setting value. The pachinko game machine 1 only needs to be configured to allow the player to set one of several setting values that offer different levels of advantage. The setting value set in the pachinko game machine 1 may be notified by a setting value specification command being sent from the main board 11 to the performance control board 12. During the execution of the variable display, a setting suggestion performance that hints at the setting value in the pachinko game machine 1 may be executed at a predetermined rate. The hint regarding the setting value of the pachinko game machine 1 is not limited to hinting at the setting value of the pachinko game machine 1, but may also, for example, hint whether or not the setting value of the pachinko game machine 1 has been changed. The setting suggestion performance may also be able to hint at the probability of winning a jackpot through an arbitrary performance, as well as provide hints regarding the setting value of the pachinko game machine 1.
[0107] In lieu of, or in conjunction with, some or all of the suggestions regarding the control of the jackpot game state, suggestions regarding the control of a state that is advantageous to the player but different from the jackpot game state may be provided. For example, suggestions regarding a probability variation state that is controlled after the end of the jackpot game state may be provided. In addition, as an advantageous state, suggestions may be provided regarding a state in which any game value that is advantageous to the player is granted, depending on whether or not it is controlled.
[0108] The invention relating to gaming machines is not limited to pachinko gaming machines 1, but can also be applied to slot machines as appropriate. A slot machine is capable of running a game in which a predetermined number of tokens are inserted, a predetermined number of tokens are set, multiple types of symbols are rotated in response to the operation of a lever by the player, and when the symbols are stopped in response to the operation of a stop button by the player, a predetermined number of tokens are paid out to the player if the combination of stopped symbols matches a specific combination of symbols. In a slot machine, an advantageous state for the player only needs to include one or more of the so-called bonuses, such as a big bonus, regular bonus, RT, AT, ART, and CZ.
[0109] Programs and data for realizing various controls, including the progress of the game and the execution of effects, may be distributed and provided to the computer device included in the game machine, such as the pachinko game machine 1, via a removable recording medium, or they may be distributed and provided by being pre-installed on the storage device of the computer device. Alternatively, they may be provided with a communication processing unit that can connect to external devices on a network via a communication line, and distribution and provision may be possible by downloading programs and data from such external devices. The execution methods for games and effects may also be such that they can be executed by attaching a removable recording medium, or by temporarily storing programs and data downloaded via a communication line in internal memory, or by directly using hardware resources on external devices on a network connected via a communication line, or by exchanging data with other computer devices via a network.
[0110] When comparing various percentages, such as the percentage of processing or data decisions, or the percentage of performance executions, expressions like "high," "low," or "different" may include cases where one of them is at a percentage of "0%" or "100%." For example, one of the decision results or executions may include cases where there is no decision or execution at a percentage of "0%", or cases where there is always a decision or execution at a percentage of "100%".
[0111] (Description of feature section 003AK) Figure 10-1 shows an example of the configuration of various circuits mounted on the performance control board 12 with respect to feature section 003AK. In the example configuration shown in Figure 10-1, a performance control microprocessor 100A is mounted on the performance control board 12. Based on performance control commands received from the main board 11, the performance control microprocessor 100A can control the execution of performances using some or all of the multiple performance devices, such as the image display device 5, speakers 8L and 8R, game effect lamps 9 and other decorative LEDs, and performance movable members such as the movable body 32, by performing data processing and signal processing.
[0112] The performance control microprocessor 100A may be a microcomputer for performance control that integrates its built-in electronic circuits. The performance control microprocessor 100A is an integrated processor in which circuits capable of controlling the execution of performances are integrated on a single chip, and is also called a performance processor. The performance control microprocessor 100A includes a CPU 120A, internal ROM 121A, internal RAM 122A, VDP 123A, sound processing circuit 131, lamp control circuit 132, and motor control circuit 133. In addition, while the performance control microprocessor 100A includes the CPU 120A, internal ROM 121A, internal RAM 122A, and VDP 123A, some or all of the sound processing circuit 131, lamp control circuit 132, and motor control circuit 133 may be provided outside the performance control microprocessor 100A.
[0113] CPU 120A corresponds to the CPU 120 for performance control in the basic description and can execute processing according to computer programs read from internal ROM 121A, etc. Internal ROM 121A is included in ROM 121 in the basic description and can permanently store basic programs for processing executed by CPU 120A, such as firmware, and system setting data specific to the performance control microprocessor 100A. Internal RAM 122A is included in RAM 122 in the basic description and can provide a temporary storage area that serves as the work area for CPU 120A. VDP 123A is included in the display control unit 123 in the basic description and can execute data processing related to image display in the image display device 5.
[0114] VDP123A determines the control content of image display on the image display device 5 based on the display list and register settings from the CPU 120A. For example, VDP123A controls the variable display of animation patterns and various animation displays by determining the switching timing of animation images to be displayed on the screen of the image display device 5. VDP123A is an image processor that has image data processing functions such as high-speed drawing function, moving image data separation function, and video decoding function. Note that VDP123A may be a microprocessor for image processing called a GPU (Graphics Processing Unit), GCL (Graphics Controller LSI), or more commonly a DSP (Digital Signal Processor). VDP123A includes an instruction decoder 141, a demultiplexer 142, a video decoder 143, a moving image renderer 144, a character image renderer 145, a text image renderer 146, a VRAM 147, and a display driver circuit 148.
[0115] The instruction decoder 141 decodes the instruction section (instruction code) included in the display control command from the CPU 120A and instructs image processing, etc., according to the decoding result. For example, the set of display control instructions included in the decoding result is supplied to the internal circuit of the VDP 123A. The instruction decoder 141 may also generate a control signal according to the decoding result and supply it to the internal circuit of the VDP 123A. The set of voice control instructions included in the decoding result may be supplied to the voice processing circuit 131. The set of lamp control instructions included in the decoding result may be supplied to the lamp control circuit 132. The set of motor control instructions included in the decoding result may be supplied to the motor control circuit 133.
[0116] The demultiplexer 142 receives motion image data read from the production data memory 163, etc., and separates it into video data and audio data before outputting it. The video data output from the demultiplexer 142 is input to the video decoder 143. The audio data output from the demultiplexer 142 is input to the audio decoder 151 of the audio processing circuit 131. The video decoder 143 decompresses and decodes the compressed video data and outputs it. The video data output from the video decoder 143 is supplied to the motion image renderer 144. The video decoder 143 may also read compressed character image data or text image data from the production data memory 163, etc., decompress and decode it, and then supply it to the character image renderer 145 or text image renderer 146.
[0117] The video renderer 144 writes the video data supplied from the video decoder 143 to a predetermined area of the VRAM 147 for storage. The video renderer 144 may perform image processing that adjusts the hue, saturation, brightness, or some or all of these of the video shown in the video data, and temporarily store the adjusted video data in the VRAM 147. The character image renderer 145 receives character image data read from the performance data memory 163 or the like, or character image data supplied from the video decoder 143, and writes it to a predetermined area of the VRAM 147 for storage. The character image renderer 145 may convert vector-format character image data to bitmap format and temporarily store it in the VRAM 147. The character image renderer 145 may perform image conversion processing to display the character image specified by the character image specification information in a display manner that includes the display style and display layout set by the character display setting information. The text image renderer 146 receives text image data read from the performance data memory 163 or other sources, or text image data supplied from the video decoder 143, and writes it to a predetermined area of the VRAM 147 for storage. The text image renderer 146 may also convert vector-format text image data to bitmap format and temporarily store it in the VRAM 147. The text image renderer 146 may also perform image conversion processing to display the text image specified by the text image specification information in a display manner that includes the display style and display layout set by the text display setting information.
[0118] VRAM147 temporarily stores image data and provides a work area for image data processing by VDP123A. VRAM147 should provide various areas such as a palette area where palette data is placed, a character buffer where character image data is stored, a text buffer where text image data is stored, and a CG buffer. The CG buffer is used to temporarily store palette data that defines the display colors of characters and text when drawing processing is performed by VDP123A, and to temporarily store display data for effect images created by the drawing process. The display drive circuit 148 is a circuit for outputting signals to display various images on the screen of the image display device 5. The display drive circuit 148 should output a predetermined clock signal (dot clock signal) and a scanning signal (drive control signal) to the image display device 5 along with a color signal (gradation control signal) corresponding to the display data created by VDP123A.
[0119] A frame buffer may be provided inside the VRAM 147, or in a separate memory module such as the internal RAM 122A. The frame buffer provides a virtual display area where display data for the animation images created by the drawing process of the VDP 123A is expanded and stored. The display data stored in the frame buffer may be bitmap image data (pixel data, raster data) created by the VDP 123A based on vector image data (vector data, vector data) such as points, lines, and polygons. The frame buffer may include, for example, a real display area that stores display data for various images displayed on the screen of the image display device 5, and a virtual display area that stores display data for various images that are not displayed on the screen of the image display device 5. Alternatively, display data for displaying a screen the same size as the display screen of the image display device 5 may be created in the virtual display area of the frame buffer, and the display data in the virtual display area may be supplied to the display drive circuit 148 so that it is output to the image display device 5.
[0120] For example, the frame buffer's memory area is allocated an image display area and an image drawing area. The image display area stores display data for displaying the performance images on the screen of the image display device 5. The image drawing area stores display data for each performance image created by the drawing process. The image display area and the image drawing area may be configured to switch between each other each time a V-blank occurs. A V-blank occurs in the periodicity during which the image displayed on the screen of the image display device 5 is updated. Each time a V-blank begins, a V-blank interrupt signal is output from the VDP123A to the CPU120A, and various other interrupt signals may also be output from the VDP123A to the CPU120A. By switching between the image display area and the image drawing area each time a V-blank occurs, the memory area allocated as the image drawing area during the first drawing display period (V-blank cycle) performs the drawing process to create the display data for each performance image, and then, in the second drawing display period (V-blank cycle) following the first drawing display period, this memory area switches back to the image display area. Therefore, the display data created during the drawing process in the first drawing period is output to the image display device 5 during the second drawing period, and the memory area allocated for the image drawing area during the second drawing period stores the display data created during the drawing process.
[0121] The audio processing circuit 131 generates an audio signal that enables audio output using speakers 8L and 8R, based on instructions and register settings from the CPU 120A and VDP 123A. The audio processing circuit 131 includes an audio decoder 151. The audio decoder 151 of the audio processing circuit 131 is supplied with audio data output from the demultiplexer 142 of the VDP 123A. The audio decoder 151 decompresses and decodes the compressed audio data to generate an audio signal. The audio processing circuit 131 may also include an audio data memory capable of pre-storing audio data not included in the video data. The audio data memory may be provided outside the audio processing circuit 131, for example, by being included in the performance data memory 163, internal ROM 121A, or external ROM 121B. The audio processing circuit 131 may generate an audio signal by decompressing and decodes audio data read from the audio data memory based on instructions and register settings from the CPU 120A and VDP 123A.
[0122] The lamp control circuit 132 controls the lighting modes of light-emitting elements such as the game effect lamp 9 and decorative LEDs, including turning them on, off, and flashing. The lighting modes are also called light emission modes. The lamp control circuit 132 only needs to be able to output to the lamp control board 14 and the lamp driver board by decompressing and decoding lamp drive data in response to commands from the CPU 120A and VDP 123A or register settings. Alternatively, the lamp control circuit 132 may be able to directly control the light emission modes of various light-emitting elements using the decompressed and decoded lamp drive data. For example, the lamp control circuit 132 is included in the light emission control means that controls the light emission modes of the push button LED 171, the panel decoration LED 172, and the frame LED 173. The push button LED 171 is built into the push button 31B and enables the surface of the push button 31B to emit light in a predetermined light color. The panel decoration LEDs 172 are incorporated into peripheral and internal decorative members corresponding to, for example, the image display device 5, the prize ball device 6A, the variable prize ball device 6B, the passage gate 41, the special variable prize ball device 50, and some or all of these, enabling the surface of each decorative member to emit light in a predetermined color. The frame LEDs 173 are incorporated into predetermined positions in the gaming machine frame 3, enabling the surface of the gaming machine frame 3 to emit light in a predetermined color. The lamp control circuit 132 should be able to control the light emission, including the timing of emission, the color of emission, and the brightness, by using a light emission pattern configured with some or all of the data for each light-emitting member being common or different.
[0123] The motor control circuit 133 controls the operating state of the movable motor 32A, such as rotation, stopping, rotational speed, and rotational angle (phase). The movable motor 32A only needs to be connected to the movable body 32 via a predetermined link mechanism. The movable motor 32A transmits power to the movable body 32, thereby enabling the movable body 32 to move between a first position, the retracted position, and a second position, the extended position. The motor control circuit 133 only needs to be able to generate motor control data in response to commands from the CPU 120A and VDP 123A and register settings, and control the movable motor 32A. The motor control circuit 133 is included in the movable body control means that enables the movable body 32 to be controlled by the movable motor 32A.
[0124] The external ROM 121B, together with the internal ROM 121A, can store computer programs and fixed data for performance control. The external RAM 122B, together with the internal RAM 122A, can provide a work area to the CPU 120A of the performance control microprocessor 100A. In addition to programs for performance control, the external ROM 121B may also store various table data used to control performance operations. For example, the external ROM 121B can store table data, pattern data, etc. The table data stored in the external ROM 121B constitutes multiple judgment tables and decision tables prepared for the CPU 120A of the performance control microprocessor 100A to perform various judgments, decisions, and settings. The pattern data stored in the external ROM 121B constitutes various performance control patterns.
[0125] The performance control pattern consists of process data, such as performance control execution data and exit codes associated with a performance control process timer judgment value. The performance control execution data may include display control data, sound control data, lamp control data, motor control data, operation detection control data, or combinations of some or all of these. Some or all of the performance control pattern and performance control execution data may be configured as a display list. A display list is data of a set of commands that describe a series of transfer commands to be executed by the VDP123A, according to the order of image processing, etc. The display list may contain a mixture of command sets for display control, sound control, lamp control, and motor control. By controlling the progress of the performance using such a display list, it is sufficient to control the electrical components for the performance in a coordinated manner.
[0126] The input circuit 161 allows various signals to be input from outside the performance control board 12. The input circuit 161 may include, for example, a buffer circuit. The buffer circuit of the input circuit 161 is used to receive performance control commands transmitted from the main board 11 via the relay board 15. The memory controller 162 enables storage control by reading and writing data to the performance data memory 163 in response to request signals supplied from the performance control microprocessor 100A. The performance data memory 163 pre-stores performance data that can be used to execute performances using the performance device, such as various image data showing display images on the image display device 5. The watchdog timer 164 forcibly resets the CPU 120A and restarts the performance control microprocessor 100A if the program execution by the CPU 120A goes into a runaway state.
[0127] The image data stored in the performance data memory 163 may include moving image data and still image data. As still image data, sprite image data that corresponds to multiple types of image element data corresponding to multiple types of performance images, such as multiple types of performance patterns that are variably displayed on the screen of the image display device 5, may be provided. These sprite image data can be used as character image data. Performance images corresponding to performance patterns may be included in the character images. In addition, image data of any character images displayed on the screen of the image display device 5, specifically performance images showing people, shapes, symbols, etc., and background images may be stored in the performance data memory 163 in advance. As still image data, text image data that enables the display of characters on the screen of the image display device 5 may be provided. The still image data may include planar still image data that can generate still images corresponding to a two-dimensional plane, and stereoscopic image data that can generate stereoscopic images, which are still images corresponding to a virtual three-dimensional space.
[0128] In addition to image data, the performance data memory 163 may also be capable of storing some or all of the audio data used for sound output by speakers 8L and 8R. The performance data memory 163 may also be capable of storing some or all of the lamp drive data used for driving the illumination of light-emitting elements such as game effect lamps 9 and decorative LEDs. The performance data memory 163 may also be capable of storing some or all of the motor drive data used for rotating the movable motor 32A that operates the movable body 32. The performance data memory 163 may be configured to include a non-volatile semiconductor memory that can be electrically erased, written to, or rewritten, such as a NAND flash memory. However, even if it is a non-volatile semiconductor memory, when the progress of the performance in the pachinko game machine 1 is controlled, it is used as a read-only storage device.
[0129] Figure 10-2 shows an example screen display configuration of the image display device 5 as configuration example AKP0 relating to feature section 003AK. In configuration example AKP0, the display screen of the image display device 5 includes the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R, as well as a small symbol display area AKC1 and a variation-related display area AKC2, which are interface display areas capable of displaying special information related to the progress of the game. The variation-related display area AKC2 includes the active display area AKA1, the first reserve display area AKB1, and the second reserve display area AKB2.
[0130] The "left" symbol display area 5L is a symbol display area provided for variable display of the symbol that will be the left symbol. The "center" symbol display area 5C is a symbol display area provided for variable display of the symbol that will be the center symbol. The "right" symbol display area 5R is a symbol display area provided for variable display of the symbol that will be the right symbol. In this embodiment, variable display is possible in each of the symbol display areas 5L, 5C, and 5R using nine types of symbols that represent the numbers "1" to "9" corresponding to symbol numbers "1" to "9".
[0131] The small symbol display area AKC1 is positioned at a predetermined location, such as the lower right edge of the display screen of the image display device 5, and is a smaller display area than the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R, respectively. Variable display of small symbols in the small symbol display area AKC1 is possible in accordance with the variable display of special symbols and performance symbols. The image display showing the small symbols is reduced in size compared to the identification information display, which is an image display showing a performance symbol, and becomes a reduced identification information display that can perform variable display in a display manner that is partially or completely common with each of the identification information images showing performance symbols. For example, the image display showing the small symbols may be an image display showing numbers corresponding to the same symbol number as the part showing the numbers included in the performance symbol, but without including the part showing the characters included in the performance symbol, thus having a simpler display manner than the image display showing the performance symbol. The small symbol display area AKC1 positioned on the display screen of the image display device 5 is capable of performing variable display of small symbols that become reduced identification information, and the confirmed small symbols that become the display result are derived. The image display showing the small design should be placed in a position where it can be seen at all times.
[0132] The first reserved display area AKB1 can display reserved numbers "1", "2", "3", and "4" in order from the right, and the display area should be configured so that the first reserved display is right-aligned. The second reserved display area AKB2 can display reserved numbers "1", "2", "3", and "4" in order from the left, and the display area should be configured so that the second reserved display is left-aligned. In the active display area AKA1, when the first special game starts, an active display corresponding to the first reserved display that was cleared (consumed) from the first reserved display area AKB1 is started, and when the second special game starts, an active display corresponding to the second reserved display that was cleared (consumed) from the second reserved display area AKB2 is started. Active displays that can be displayed in the active display area AKA1 only need to have the same colors and patterns as the first and second reserved displays, and for example, the active display may be a performance image that is the same as the first and second reserved displays but is displayed larger than each reserved display. The display mode of the active display may change to a different mode than that of the first and second reserved displays when the active display change effect is executed. In addition, in the active display area AKA1, for example, an effect image showing a pedestal may be displayed below the active display to make the active display recognizable as distinct from the first and second reserved displays.
[0133] The small symbols in the small symbol display area AKC1 are included in the special information related to variable displays because they can perform variable displays in response to the variable displays of special symbols and performance symbols. The reserved displays in the first reserved display area AKB1 and the second reserved display area AKB2 are included in the display of special information related to variable displays because they can be displayed in response to variable displays that have not yet been executed. The active displays in the active display area AKA1 are included in the display of special information related to variable displays because they can be displayed in response to variable displays that are currently being executed. Thus, the small symbol display area AKC1, and the active display area AKA1, the first reserved display area AKB1, and the second reserved display area AKB2 included in the variation-related display area AKC2, are all capable of displaying special information related to variable displays.
[0134] Figure 10-3 shows an example of a screen display configuration including various performance images that can be displayed on the screen of the image display device 5. Multiple performance images displayed on the image display device 5 are drawn on multiple display layers. Each of the multiple display layers has a different display priority set in advance as a display layer for displaying images. In the example configuration shown in Figure 10-3, layers AKL1 to AKL5 are provided as multiple display layers. Layer AKL1 is the display layer with the highest display priority and is used for drawing images such as those showing small symbols in the small symbol display area AKC1. Layer AKL2 is the display layer with the second highest display priority after layer AKL1 and is used for drawing images such as those for active displays and pending displays in the variation-related display area AKC2. Layer AKL3 is the display layer with the second highest display priority after layer AKL2 and is used for drawing images such as those in various performances, including pre-announcement performances. Layer AKL4 is the display layer with the second highest display priority after Layer AKL3, and is used for drawing images that represent the performance symbols in the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R. Layer AKL5 is the display layer with the lowest display priority, and is used for drawing images that serve as backgrounds, such as background images.
[0135] The display layers used for drawing images are specified, for example, by display priority information included in the display list. In the display list, layer AKL5 may be specified as the first drawing target, followed by layers AKL4, AKL3, AKL2, and AKL1 in that order. Alternatively, the image data used for drawing each layer AKL1 to AKL5 may have a Z value set, which is the depth value used when superimposing the corresponding images. The Z values set by the Z value setting table should be different depending on the layer to be drawn to, with the Z values specified by the image data used for drawing each layer AKL1 to AKL5 being different. For example, a display layer assigned a small Z value should be placed in front of the display layer in the Z-axis direction, rather than a display layer assigned a large Z value, so that its image display priority is higher.
[0136] The VDP123A can determine display priority by performing a comparison operation of Z values when writing image data read from the performance data memory 163 or the like to the frame buffer provided in the VRAM 147 or the like. For example, image data with a small Z value is written to the frame buffer with priority over image data with a large Z value. In this case, the image display corresponding to the display layer assigned a small Z value will have a higher display priority than the image display corresponding to the display layer assigned a large Z value, and can be placed on the front side, which is closer to the player. Conversely, the image display corresponding to the display layer assigned a large Z value will have a lower display priority than the image display corresponding to the display layer assigned a small Z value, and can be placed on the back side, which is further away from the player. Note that the relationship between Z value and display priority may also be reversed; for example, a display layer assigned a large Z value may be placed on the front side, which is closer to the player in the Z-axis direction, than a display layer assigned a small Z value, and the image may have a higher display priority.
[0137] The image data corresponding to layers 01AKL1 to 01AKL5, which are included in multiple display layers, is rendered to enable the execution of image display 01AKM1, which includes multiple display elements. Image display 01AKM1 is made executable on the screen of the image display device 5 after images rendered on layers 01AKL1 to 01AKL5 are superimposed as multiple display layers with different display priorities. Of layers 01AKL1 to 01AKL5, layers 01AKL1 and 01AKL2 may be special layers, and layers 01AKL3 to 01AKL5 may be specific layers. Layers 01AKL3 to 01AKL5 included in the specific layer and layers 01AKL1 and 01AKL2 included in the special layer may be rendered with different rendering processes to execute image display corresponding to the image data. Layers 01AKL3 to 01AKL5 included in the specific layer and layers 01AKL1 and 01AKL2 included in the special layer may be rendered with a common rendering process to execute image display corresponding to the image data.
[0138] Figure 10-4 shows an example of a special symbol display result determination using a special symbol display result determination table, as a determination example 003AKD01 relating to feature section 003AK. The special symbol display result determination table is a table in which a jackpot determination value is set to be compared with the random number MR1-1 for special symbol display result determination. The CPU 103 of the game control microcomputer 100 that executes the special symbol process processing P_TPROC in Figure 6 executes the start gate switch passing process P_TZU_ON in either step S104 when the first start entry corresponding flag is on, or step S108 when the second start entry corresponding flag is on, and extracts the random number MR1-1 for special symbol determination from the count value of the random number circuit 104. Subsequently, in step S112 of the special symbol process processing P_TPROC, the special symbol normal processing P_TNORMAL, which is executed when the special symbol process code is 00[H], reads a random number MR1-1 for special symbol determination from the first special symbol hold buffer or the second special symbol hold buffer when the special symbol game starts, and makes it possible to determine the special symbol display result, which is the display result of the special symbol, by referring to the table data of the special symbol display result determination table that is stored in advance in ROM101.
[0139] The random number MR1-1 used for special symbol determination is compared with the distribution determination value set in the special symbol display result determination table. The special symbol normal processing P_TNORMAL includes a jackpot determination process, which makes it possible to determine whether the random number MR1-1 used for special symbol determination falls within the range of the distribution determination value that becomes the pre-set jackpot determination value. If this jackpot determination process determines that the random number MR1-1 used for special symbol determination falls within the range of the distribution determination value that becomes the jackpot determination value, it is decided to set the special symbol display result to "jackpot". This makes it possible to decide whether to control the game state to a jackpot by setting the special symbol display result to "jackpot" before the variable display result is derived and displayed in response to the stop display of the confirmed special symbol. The special symbol display result determination table may be a common table used for the first and second special symbols, or separate tables may be used for the first and second special symbols. In this embodiment, it is sufficient that the table data corresponding to the distribution judgment value in the special symbol display result judgment table is set so that the special symbol display result can be determined as either a "big win" or a "miss," but the special symbol display result cannot be determined as a "minor win" or "time reduction."
[0140] In the judgment example 003AKD01 in Figure 10-4, the probability of the special symbol display result being a "jackpot" is higher when the probability variation control is "enabled" than when the probability variation control is "off". When the probability variation control is "off", the probability of the special symbol display result being a "jackpot" is 1 / 319, and the probability of the special symbol display result being a "miss" is 318 / 319. In this case, the jackpot probability in the special symbol game is 1 / 319. When the probability variation control is "enabled", the probability of the special symbol display result being a "jackpot" is 1 / 100, and the probability of the special symbol display result being a "miss" is 99 / 100. In this case, the jackpot probability in the special symbol game is 1 / 100. In this embodiment, the probability variation state, which is a high probability state, has a jackpot probability that is 3.19 times higher than the normal state, which is a low probability state. As a result, the probability of determining that the special symbol display result will be controlled to a jackpot game state as a "jackpot" is higher when the game is in a high-probability state where probability variation control is performed than when it is in a low-probability state where probability variation control is not performed. The jackpot probability in which the special symbol display result is a "jackpot" when the game is in a probability variation state or any other game state can be set arbitrarily based on the specifications of the pachinko game machine 1. Furthermore, the jackpot probability may be set differently for special symbol games using the first special symbol by the first special symbol display device 4A and for special symbol games using the second special symbol by the second special symbol display device 4B.
[0141] Figure 10-5 shows an example of a variable pattern setting that can be used for the variable display of the feature section 003AK, as setting example 003AKA01. These variable patterns include multiple patterns, some of which differ in the variable display content of the special feature variation time and the performance symbols. The multiple variable patterns include a variation pattern that corresponds to one of the following as the variable display content: "non-reach (miss)", "reach (miss)", or "jackpot".
[0142] The variable display pattern corresponding to "non-reach (miss)" is the non-reach variation pattern, and is used when the special symbol display result is "miss" and the variable display does not become a reach pattern, but a confirmed non-reach combination symbol is displayed. The variable display pattern corresponding to "reach (miss)" is the reach variation pattern, and is used when the special symbol display result is "miss" and the variable display becomes a reach pattern and a confirmed reach combination symbol is displayed. The variable display pattern corresponding to "jackpot" is the jackpot variation pattern, and is used when the special symbol display result is "jackpot," and the variable display becomes a reach pattern and a confirmed jackpot combination symbol is displayed.
[0143] Non-reach variation patterns and reach variation patterns are collectively referred to as losing variation patterns. In this embodiment, the reach variation patterns and jackpot variation patterns include "normal" variation patterns, "music" variation patterns, and "super" variation patterns. In the variable display using the "normal" variation pattern, the display result of the variable display stops after the reach animation that results in a normal reach is executed. In the variable display using the "music" variation pattern, the display result of the variable display stops after the reach animation that results in a normal reach is executed and then the reach animation that results in a music reach is executed. In the variable display using the "super" variation pattern, the display result of the variable display stops after the reach animation that results in a normal reach is executed and then the reach animation that results in a super reach is executed. The variable display content for "reach (miss)" includes the variable display content for "normal reach (miss)", the variable display content for "music reach (miss)", and the variable display content for "super reach (miss)". The variable display content for "Big Win" includes the variable display content for "Normal Reach (Big Win)", the variable display content for "Music Reach (Big Win)", and the variable display content for "Super Reach (Big Win)". Furthermore, the variable display content for "Big Win" may also include the variable display content for "Non-Probability Change (Big Win)" and the variable display content for "Probability Change (Big Win)".
[0144] In this embodiment, the reach animations include normal reaches and super reaches, as well as reach animations that are music-themed reaches. The music-themed reach animations can output a specific song and display animation symbols corresponding to the song. Examples of music-themed reach animations include song MUA, song MUB, and song MUC. Examples of super reaches animations include super SPA, super SPB, and super SPC. The music-themed and super reach animations only need to be reach animations that develop after the execution of a normal reach animation.
[0145] In setting example 003AKA01, variation patterns PA1-1 to PA1-3 are non-reach variation patterns where the variable display content corresponds to "non-reach (miss)". Variation pattern PA2-1 is a reach variation pattern where the variable display content corresponds to "normal reach (miss)". Variation patterns PA2-2 to PA2-4 are reach variation patterns where the variable display content corresponds to "music reach (miss)". Variation patterns PA2-5 to PA2-7 are reach variation patterns where the variable display content corresponds to "super reach (miss)". Variation pattern PA3-1 is a jackpot variation pattern where the variable display content corresponds to "normal reach (jackpot)". Variation patterns PA3-2 to PA3-4 are jackpot variation patterns where the variable display content corresponds to "music reach (jackpot)". Variation patterns PA3-5 through PA3-7 are jackpot variation patterns where the variable display content corresponds to "Super Reach (jackpot)".
[0146] Figure 10-6 shows an example of variation pattern determination in feature section 003AK. This variation pattern determination example includes a losing variation pattern determination example, which is determination example 003AKD02 shown in Figure 10-6(A), and a winning variation pattern determination example, which is determination example 003AKD03 shown in Figure 10-6(B). Determination example 003AKD02 in Figure 10-6(A) shows the determination ratio of variation patterns that become losing variation patterns usable when the special display result is "losing". Determination example 003AKD03 in Figure 10-6(B) shows the determination ratio of variation patterns that become winning variation patterns usable when the special display result is "winning".
[0147] The CPU 103 of the game control microcomputer 100, which executes the special symbol process P_TPROC shown in Figure 6, executes the special symbol normal process P_TNORMAL in step S112 if the special symbol process code is 00[H]. When the special symbol display result determined at the start of the special symbol game is either a "miss" or a "jackpot", the CPU 103 makes it possible to determine the variation pattern using the variation pattern determination table selected accordingly. When determining the variation pattern, the CPU 103 reads the random numbers MR3-3 for variation pattern type selection, MR3-4 for variation pattern, and these game random numbers from the first special symbol hold buffer or the second special symbol hold buffer. The random number MR3-3 for variation pattern type selection is used to select the variation pattern type. The random number MR3-4 for variation pattern is compared with a pre-set distribution judgment value in the variation pattern determination table corresponding to the result of the variation pattern type selection. For example, a variation pattern corresponding to a distribution judgment value that exceeds the random number MR3-4 for variation pattern is determined as the pattern to be used.
[0148] In the decision example 003AKD02 of Figure 10-6(A), the distribution judgment value of the variation pattern decision table is set such that the determination ratio of variation pattern PA2-1, which is a reach variation pattern whose variable display content corresponds to "normal reach (miss)", is higher than the determination ratios of each variation pattern PA2-2 to variation pattern PA2-7, which are reach variation patterns whose variable display content corresponds to "music reach (miss)" or "super reach (miss)". In this decision example 003AKD02, the distribution judgment value of the variation pattern decision table is set such that the determination ratios of each variation pattern PA2-2 to variation pattern PA2-4, which are reach variation patterns whose variable display content corresponds to "music reach (miss)", are higher than the determination ratios of each variation pattern PA2-5 to variation pattern PA2-7, which are reach variation patterns whose variable display content corresponds to "super reach (miss)".
[0149] In the decision example 003AKD03 in Figure 10-6(B), the distribution judgment value of the variation pattern decision table is set so that the determination ratios for each variation pattern PA3-5 to PA3-7, which are jackpot variation patterns corresponding to the variable display content "Super Reach (Jackpot)", are higher than the determination ratios for each variation pattern PA3-1 to PA3-4, which are jackpot variation patterns corresponding to the variable display content "Normal Reach (Jackpot)" or "Easy Reach (Jackpot)". In this decision example 003AKD03, the distribution judgment value of the variation pattern decision table is set so that the determination ratios for each variation pattern PA3-2 to PA3-4, which are jackpot variation patterns corresponding to the variable display content "Music Reach (Jackpot)", are higher than the determination ratio of variation pattern PA3-1, which is a jackpot variation pattern corresponding to the variable display content "Normal Reach (Jackpot)".
[0150] In the determination ratios of the reach variation pattern or jackpot variation pattern in determination examples 003AKD02 and 003AKD03, the probability of a jackpot is higher when a reach animation that results in a normal reach is executed and the variable display result stops displaying, compared to when a reach animation that results in a song reach or super reach is executed and the variable display result stops displaying without the reach animation that results in a super reach being executed. Furthermore, the probability of a jackpot is higher when a reach animation that results in a super reach is executed and the variable display result stops displaying, compared to when a reach animation that results in a song reach is executed and the variable display result stops displaying. Therefore, when a reach animation that results in a song reach is an example of a specific animation, a reach animation that results in a super reach is an example of a predetermined animation, and a jackpot game state is an example of an advantageous state, the probability of being controlled to an advantageous state is higher when a predetermined animation is executed than when a specific animation is executed.
[0151] In the judgment example 003AKD1 in Figure 10-4, the judgment rate for the special symbol display result to be a "miss" is significantly higher than the judgment rate for the special symbol display result to be a "jackpot". When the judgment rate for the special symbol display result to be a "miss" is significantly higher than the judgment rate for the special symbol display result to be a "jackpot", the reach variation pattern with a high determination rate in the judgment example 003AKD02, which is a loss variation pattern determination example, will result in a higher execution rate of the corresponding reach performance as a whole of the variable displays executed by the pachinko game machine 1. In the determination example 003AKD02, the determination rates for each variation pattern PA2-2 to PA2-4 that execute the reach performance which becomes a music reach are set to be higher than the determination rates for each variation pattern PA2-5 to PA2-7 that execute the reach performance which becomes a super reach. Therefore, when the reach performance which becomes a music reach is an example of a specific performance, and the reach performance which becomes a super reach is an example of a predetermined performance, the execution rate of the specific performance will be higher than that of the predetermined performance.
[0152] Figure 10-7 is a flowchart showing an example of a process that can be executed when the performance control process code is 01[H] in step S155 of the performance control process S_CPROC as the performance symbol variation start process. The CPU 120A of the performance control microprocessor 100A determines the final stop symbol in the variable display of the performance symbols when the performance symbol variation start process is executed (step 003AKS11). The final stop symbol in the variable display of the performance symbols only needs to be determinable based on the variable display content. The variable display content may be identified in accordance with the variation pattern indicated in the variation pattern specification command transmitted from the main board 11, or it may be identified including the variable display result indicated in the display result notification command. The variation pattern specification command and the display result notification command are transmitted from the main board 11 to the performance control board 12 by setting the transmission of commands corresponding to when the variable display of special symbols is started. The variation pattern specification command is a performance control command that specifies the variation pattern determined as the pattern to be used. The display result notification command is a performance control command that notifies the display result of special symbols as a variable display result determined using the random numbers MR1-1 for special symbol determination and MR1-2 for winning symbols.
[0153] If the variable display content is "not a reach (miss)", the performance symbols that are different and mismatched in the "left" and "right" performance symbol display areas 5L and 5R are determined to be the final stop symbols. If the variable display content is "reach (miss)", the performance symbols that are identical and match in the "left" and "right" performance symbol display areas 5L and 5R are determined to be the final stop symbols. In this case, the middle confirmed performance symbol that is stopped in the "middle" performance symbol display area 5C on the screen of the image display device 5 is determined to be a different performance symbol from the left and right confirmed performance symbols. If the variable display content is "jackpot", the performance symbols that are identical and match in the "left", "middle", and "right" performance symbol display areas 5L, 5C, and 5R are determined to be the final stop symbols. When the variable display content is "Big Win," the system should determine whether the variable display content is "Non-Probability (Big Win)" or "Probability (Big Win)," and whether or not a promotion animation is performed during the big win, in order to determine which of the regular symbols or probability symbols will be used as the confirmation animation symbols. Regular symbols are, for example, animation symbols that represent even numbers. Probability symbols are, for example, animation symbols that represent odd numbers. Big win combinations using regular symbols are also called non-probability big win combinations. Big win combinations using probability symbols are also called probability big win combinations.
[0154] If the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)", a decision may be made on whether or not to execute a probability change upgrade sequence, such as a re-draw sequence or a jackpot upgrade sequence. In the re-draw sequence, while the variable display of the performance symbols is in progress, a performance symbol of a non-probability change jackpot combination using the same normal symbols is displayed, making it difficult or impossible to recognize that the game is being controlled to a probability change state. Then, when the performance symbol of a probability change jackpot combination using the same probability change symbols is displayed after the performance symbol has been changed again, the player can be notified in a way that they will recognize that the game is being controlled to a probability change state. After the performance symbols have been changed again in the re-draw sequence, if a performance symbol of a non-probability change jackpot combination is displayed, the player can be notified in a way that they will recognize that the game is being controlled to a probability change state. If it is decided to execute the re-draw sequence, the combination of performance symbols to be temporarily displayed before the execution of the re-draw sequence should be decided.
[0155] After the final stop symbols are determined in step 003AKS11, the performance determination process is executed (step 003AKS12). The performance determination process only needs to be able to make decisions regarding the pre-announcement performance, such as whether or not to execute the pre-announcement performance, the timing of execution if the pre-announcement performance is executed, and the performance pattern. The performance determination process may also be able to make decisions regarding the reach performance, such as the performance pattern when executing a reach performance that will be a music reach or a super reach. The performance determination process may also be able to make decisions regarding the jackpot notification performance, such as the performance pattern when executing a jackpot notification performance.
[0156] Following the performance determination process in step 003AKS12, a process table is selected from a pre-prepared set of multiple tables (step 003AKS13). The CPU 120A of the performance control microprocessor 100A selects one of the special symbol variation process tables from the multiple prepared process tables, corresponding to, for example, the variation pattern indicated by the variation pattern specification command, and sets it as the table to be used. Alternatively, the CPU 120A may select some or all of the following from the multiple prepared process tables, corresponding to, for example, the result of the performance determination process in step 003AKS12: the preview performance process table used to execute the preview performance, the music reach process table used to execute the music reach performance, the super reach process table used to execute the super reach performance, and the jackpot notification process table used to execute the jackpot notification performance, and set them as the table to be used. Process tables corresponding to the variable display of performance symbols and various performances may be selected individually from multiple process tables, or a single process table corresponding to the combination of variable display of performance symbols and execution settings for various performances may be selected all at once.
[0157] When a process table is selected in step 003AKS13, the initial value of the performance control process timer is set based on the setting value read from that process table (step 003AKS14). The initial value of the performance control process timer is the initial value of the performance control process timer provided in the performance control timer setting section of the internal RAM 122A or external RAM 122B. At this time, the measurement of elapsed time by the performance control process timer begins. Also, the setting for starting the variable display on the image display device 5 is performed (step 003AKS15). This setting for starting the variable display is for starting the variable display of performance symbols on the screen of the image display device 5. In this case, for example, the variable display of performance symbols can be started in the "left", "center", and "right" performance symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5 by command transmission or register setting of VDP123A specified by the display control data included in the process table determined in step 003AKS13. At this time, the variable time timer is set to an initial value indicating the special symbol variation time corresponding to the variation pattern, and the measurement of elapsed time by the variable time timer begins. In this way, the variable display of the performance symbols begins on the screen of the image display device 5, and various performances corresponding to this variable display become available for execution.
[0158] After step 003AKS15, the setting for updating the hold display when the variable display starts is performed (step 003AKS16). This hold display update setting is for updating the hold displays in the hold display area provided on the screen of the image display device 5 in response to the start of the variable display. For example, when the execution of the first special game starts, in the first hold display area AKB1, the hold display corresponding to hold number "1" is erased and consumed, and the hold displays corresponding to other hold numbers "2" to "4" are moved and shifted. When the execution of the second special game starts, in the second hold display area AKB2, the hold display corresponding to hold number "1" is erased and consumed, and the hold displays corresponding to other hold numbers "2" to "4" are moved and shifted. The active display in the active display area AKA1 should be updated in response to the hold displays erased in the first hold display area AKB1 or the second hold display area AKB2. The display of the performance image that becomes the active display in the active display area AKA1 only needs to be able to start when the variable display starts. Then, the performance control process code is updated to 02[H], which corresponds to the performance symbol variation process (step 003AKS17), and the performance symbol variation start process is completed.
[0159] Figure 10-8 is an explanatory diagram of the process table. The process table is a control table in which process data that can be referenced by the CPU 120A of the performance control microprocessor 100A when controlling the performance device is set. The CPU 120A can control the performance device, including performance components such as the image display device 5, using the process data set in the process table. Figure 10-8(A) shows an example of a process table configuration as Configuration Example 003AKT01. Figure 10-5(B) shows an example of performance device control using the process table as Control Example 003AKC01.
[0160] The process table of configuration example 003AKT01 is composed of multiple process data, including process data #1 which is the first process data, process data #2 which is the second process data, ..., process data #n which is the nth process data. Here, n can be any integer. Each process data can be composed of some or all of the following: performance control process timer setting value, display control data, sound control data, lamp control data, detection control data, and other performance control data. The process data is control data that enables control of various performances using various performance devices, such as the image display device 5, speakers 8L and 8R, light-emitting elements such as game effect lamps 9 and decorative LEDs, stick controller 31A, push button 31B, movable body 32, and combinations of some or all of these. Performance control data such as display control data included in each process data is also called performance control execution data. For example, process data #1 can be composed of a combination of performance control process timer setting value #1 and performance control execution data #1. Process data #2 can be configured as a combination of the performance control process timer setting value #2 and the performance control execution data #2. Process data #n can be configured as a combination of the performance control process timer setting value #n and the performance control execution data #n. The process table only needs to allow the content and switching timing of the performance control to be set chronologically by arranging the process data.
[0161] The performance control process timer setting value is a value that can be set as the initial control value of the performance control process timer provided in the internal RAM 122A or external RAM 122B, and allows setting the execution period of performance control using performance control execution data. The CPU 120A of the performance control microprocessor 100A sets the performance control process timer setting value obtained from the process table to the performance control process timer, and then decrements and updates the timer value each time a timer interrupt occurs, and performs performance control using performance control execution data until a timeout occurs. This makes it possible to execute various performances, including variable display of performance symbols, in the performance mode corresponding to the performance control execution data for the execution period corresponding to the performance control process timer setting value. In addition, process data indicating the content of performance control and switching timing may be set when conditions corresponding to predetermined control content or processing content are met, such as when a predetermined performance control command is received from the main board 11, or when a predetermined process is executed by the CPU 120A in the performance control microprocessor 100A as processing for controlling performance operation.
[0162] Display control data is data that allows specifying the content of the performance images displayed on the screen of the image display device 5. The display of performance images is also called performance display. For example, display control data includes data that shows the variation of each performance symbol during the variable display of performance symbols. Audio control data is data that allows specifying the content of the audio output from speakers 8L and 8R. For example, audio control data includes data that shows the output of music and sound effects linked to the variable display of performance symbols. Lamp control data is data that allows specifying the lighting patterns of light-emitting elements such as game effect lamps 9 and decorative LEDs. For example, lamp control data includes data that shows the lighting patterns of light-emitting elements linked to the variable display of performance symbols. Detection control data is data that allows specifying performance control corresponding to the detection of actions and movements by the player. For example, detection control data includes data that specifies the detection validity period for effectively detecting tilting operations including pulling and pushing operations on the stick controller 31A, pressing operations on the push button 31B, and any operation including some or all of these, and data that specifies the control content corresponding to the detection of the operation.
[0163] There may be process tables that include some performance control data corresponding to the content of performance control using each process table. The multiple types of process data included in a process table may have different types of performance control data that make up each process data, corresponding to the content of performance control executed at each timing. That is, there may be process data that includes all of the following: display control data, sound control data, lamp control data, detection control data, or process data that includes some of these. Performance control data for performance devices that are not the target of control, corresponding to the performance control process timer setting value, may be set to dummy data that does not specify control. Furthermore, some or all of the process data in the process table may include movable body control data that shows the operation mode of the movable body 32 which is a performance prop, vibration control data that shows the on period and drive mode of the vibration motor, blower control data that shows the output mode of performance air by the blower unit, and other arbitrary performance control data.
[0164] The process table may have multiple patterns pre-prepared to correspond to multiple variation patterns and stored in the internal ROM 121A or external ROM 121B. Furthermore, multiple process tables with different performance modes may be pre-prepared to correspond to multiple performance stages resulting in multiple performance states in the pachinko game machine 1, even for the same variation pattern. In addition, the process table may have multiple patterns pre-prepared to correspond to multiple performances, such as a pre-announcement performance, a reach performance, a jackpot notification performance, and some or all of these. In the case of a variation pattern accompanied by a reach performance, the process table may be set after the variable display enters a reach state by stopping the left symbol display after a predetermined time has elapsed from the start of the variable display, and then stopping the right symbol display, and then process data indicating the content of the performance control during the execution of the reach performance may be set. The setting of the performance symbols to be stopped may be generated by synthesizing images for displaying the performance symbols, corresponding to the final stop symbol determined by step 003AKS11 shown in Figure 10-7, and the temporary stop symbols in pseudo-consecutive or sliding performances.
[0165] Control of the performance device, such as the control example 003AKC01 shown in Figure 10-8(B), can be executed using a process table like the configuration example 003AKT01 shown in Figure 10-8(A). In step 003AKS15 shown in Figure 10-7, the performance control microprocessor 100A reads process data #1, which becomes the first process data, from the CPU 120A. Process data #1 includes display control data #1, sound control data #1, lamp control data #1, detection control data #1, and other arbitrary performance control data, some or all of these. The CPU 120A uses this performance control data to control the performance device, including the performance components. For example, it outputs a command based on display control data to the VDP 123A to display a performance image corresponding to a variation pattern in the image display device 5. It also outputs a control signal based on sound control data to the sound processing circuit 131 to enable sound output from speakers 8L and 8R. A control signal based on lamp control data for turning on or off light-emitting elements such as the game effect lamp 9 is output to the lamp control circuit 132. In addition, detection signals from a group of performance detection sensors, including the controller sensor unit 35A and the push sensor 35B, are acquired based on detection control data, and performance control is performed in accordance with the detection results of actions and movements by the player. A control signal based on movable body control data may be output to the motor control circuit 133. A control signal based on airflow control data may be output to the airflow unit. A drive signal based on vibration control data may be output to the vibration motor.
[0166] After the performance control using process data #1 is started, a check is performed each time the value of the performance control process timer is decremented. If a timeout occurs, performance control is performed using the process data arranged in the process table in the following order. In this way, the performance control microprocessor 100A, CPU 120A, proceeds with the performance control using the performance device according to the contents of process data #1 to process data #n included in the process data. In the process table of configuration example 003AKT01, after process data #n, which is the nth process data, a combination of performance control process timer setting value #n+1 and an exit code is placed. The exit code can be any control code that specifies the end of performance control using the process table. The performance control process timer setting value #n+1 can be any timer setting value that corresponds to the termination waiting period for waiting for the termination of performance control using the process table.
[0167] Figure 10-9 is a flowchart showing an example of a process that can be executed in step 003AKS12 of the process to start the variation of the symbols as part of the process to determine the effect. In the effect control microprocessor 100A, when the CPU 120A executes the process to determine the effect, it determines whether or not there is a pre-announcement effect and, if so, the timing of the pre-announcement effect (step 003AKS31). The pre-announcement effect can be executed as an effect that displays an image that suggests the game is being controlled to a jackpot state. The presence or absence of a pre-announcement effect is "no pre-announcement effect" if the pre-announcement effect is not executed, and "pre-announcement effect present" if the pre-announcement effect is executed. The timing of the pre-announcement effect can be determined from multiple timings, including the first timing during the variation of all symbols, the second timing after a reach is established, the third timing during the reach effect, or some or all of these. It is determined whether or not the result of such a step 003AKS31 is "no pre-announcement effect" (step 003AKS32). Then, if the judgment result is "Preview animation present" (Step 003AKS32; No), the preview animation pattern is determined (Step 003AKS33).
[0168] If the presence or absence of a pre-announcement effect is "no pre-announcement effect" (Step 003AKS32; Yes), or after the decision in Step 003AKS33, it is determined whether or not a reach effect that results in a song reach will be executed (Step 003AKS34). In Step 003AKS34, it is sufficient to determine whether or not a reach effect that results in a song reach will be executed in accordance with the variation pattern indicated by the variation pattern specification command. If a reach effect that results in a song reach will be executed (Step 003AKS34; Yes), the effect pattern for the song reach is determined (Step 003AKS35), and the effect determination process ends.
[0169] If a reach animation that results in a song reach is not executed (Step 003AKS34; No), it is determined whether or not a reach animation that results in a super reach is executed (Step 003AKS36). In Step 003AKS36, it is sufficient to determine whether or not a reach animation that results in a super reach is executed in accordance with the variation pattern indicated by the variation pattern specification command. If a reach animation that results in a super reach is not executed (Step 003AKS36; No), the animation determination process ends. If a reach animation that results in a super reach is executed (Step 003AKS36; Yes), the animation pattern for the super reach is determined (Step 003AKS37), and the animation determination process ends. Note that the animation determination process may also include a process to determine an animation pattern corresponding to the jackpot notification animation when the display result of the special symbols is "jackpot".
[0170] Figure 10-10 is a flowchart showing an example of a process that can be executed in step S155 of the performance control process S_CPROC when the performance control process code is 02[H] as a performance symbol variation process. In the performance control microprocessor 100A, when the CPU 120A executes the performance symbol variation process, the timer update setting is performed (step 003AKS51). For example, the timer value of the performance control process timer is updated by subtracting 1, and the timer value of the variation time timer is updated by subtracting 1. Then, it is determined whether or not the variable display time has elapsed (step 003AKS52). For example, it is sufficient to determine that the variable display time has elapsed when the timer value of the updated variation time timer shows a specific timer value such as 0. Alternatively, it may be possible to determine that the variable display time has elapsed in response to the fact that an exit code is read from the process table as process data when the performance control process timer times out.
[0171] If the variable display time has not elapsed (step 003AKS52; No), it is determined whether or not it is the pre-announcement performance period (step 003AKS53). The pre-announcement performance period only needs to be identifiable by the process table selected in accordance with the pre-announcement performance pattern. If it is the pre-announcement performance period (step 003AKS53; Yes), the pre-announcement performance control is executed (step 003AKS54). In the performance control microprocessor 100A, the CPU 120A should use process data read from the process table selected in accordance with the pre-announcement performance pattern to control the display of performance images by the image display device 5, the output of sound by speakers 8L and 8R, the lighting of light-emitting elements such as game effect lamps 9 and decorative LEDs, the operation of the movable body 32 which is a performance prop, and performances by the performance device including some or all of these, thereby enabling the execution of the pre-announcement performance.
[0172] If it is not a preview animation period (Step 003AKS53; No), or after executing the control in Step 003AKS54, it is determined whether or not it is a reach animation period (Step 003AKS55). The reach animation period can be identified by any of the following: for example, a process table selected corresponding to a musical reach animation pattern, a process table selected corresponding to a super reach animation pattern, or a process table selected corresponding to any other variation pattern. If it is a reach animation period (Step 003AKS55; Yes), reach animation control is executed (Step 003AKS56). In the animation control microprocessor 100A, the CPU 120A can make the reach animation executable by using process data read from the process table to control the display of animation images by the image display device 5, the output of sound by speakers 8L and 8R, the lighting of light-emitting elements such as game effect lamps 9 and decorative LEDs, the operation of the movable body 32 which is an animation component, and animations by the animation device including some or all of these. Step 003AKS56 enables the execution of reach animations, including song reach animations and super reach animations. Therefore, the CPU 120A of the performance control microprocessor 100A that executes step 003AKS56 is an example of an animation execution means, and when a song reach animation is an example of a specific animation, and a super reach animation is an example of a predetermined animation, the animation execution means can execute both the predetermined animation and the specific animation.
[0173] If it is not the reach animation period (step 003AKS55; No), or after executing the control in step 003AKS56, it is determined whether or not it is the jackpot notification animation period (step 003AKS57). The jackpot notification animation period can be identified by, for example, a process table selected corresponding to the jackpot notification animation pattern, or a process table selected corresponding to the variation pattern, as long as it can be identified by either of these. If it is the jackpot notification animation period (step 003AKS57; Yes), the jackpot notification animation control is executed (step 003AKS58). In the animation control microprocessor 100A, the CPU 120A should control the animation to enable the execution of the jackpot notification animation by using process data read from the process table to control the animation by the animation device, including the display of animation images by the image display device 5, the output of sound by speakers 8L and 8R, the lighting of light-emitting elements such as game effect lamps 9 and decorative LEDs, and the operation of the movable body 32 which is an animation mechanism, or some or all of these.
[0174] If it is not the period for the big win notification animation (step 003AKS57; No), or after executing the control in step 003AKS58, other variable display animation control is executed (step 003AKS59) to terminate the animation symbol variation process. The variable display animation control may also control the variable display of the animation symbols by controlling the display of the animation image by the image display device 5 using process data read from a process table selected in accordance with the variation pattern.
[0175] If the variable display time elapses during the processing of changing performance symbols (Step 003AKS52; Yes), it is determined whether or not a symbol confirmation command transmitted from the main board 11 has been received (Step 003AKS60). If no symbol confirmation command is received (Step 003AKS60; No), the processing of changing performance symbols ends and the system waits. Alternatively, after the variable display time has elapsed, if no symbol confirmation command is received, the system may determine that the symbol confirmation command was not received properly in response to the elapsed abnormality determination time, and execute predetermined error processing. If a symbol confirmation command is received (Step 003AKS60; Yes), control is performed to display the final stopped symbol, which will be the display result in the variable display of the performance symbols, as a stopped symbol (Step 003AKS61). For example, the performance control microprocessor 100A may supply a drawing command corresponding to the symbol confirmation from the CPU 120A to the VDP 123A, thereby displaying the final stopped symbol as a stopped symbol. This derives and displays the variable display result of the performance symbols that will become the confirmed performance symbols.
[0176] Following the control in step 003AKS61, a predetermined fixed time is set as the waiting time for receiving the win start specification command (step 003AKS62). The waiting time for receiving the win start specification command is used as a waiting time in the performance symbol variation stop processing, which is executed in step S155 of the performance control process S_CPROC when the performance control process code is 03[H]. The performance control process code is also updated to 03[H], which corresponds to the performance symbol variation stop processing (step 003AKS63), and the performance symbol variation processing is terminated.
[0177] Figures 10-11 show the executable timings corresponding to the variation patterns for the preview effects. The executable timings of the preview effects can be set corresponding to whether the variable display of the effect symbols is non-reach, normal reach, music reach, super reach, or any of these. It is only necessary to be able to set them to include the first timing corresponding to during all symbol variations, the second timing corresponding to after reach is established, the third timing corresponding to before the win / loss notification, or some or all of these timings. Figure 10-11(A) shows the executable timings of the preview effects corresponding to the non-reach case. Figure 10-11(B) shows the executable timings of the preview effects corresponding to the normal reach case. Figure 10-11(C) shows the executable timings of the preview effects corresponding to the music reach case. Figure 10-11(D) shows the executable timings of the preview effects corresponding to the super reach case.
[0178] In the non-reach case shown in Figure 10-11(A), it is possible to execute the preview effect during all symbol variations before reach is established, which is the first timing. When the variable display of the effect symbols does not become a reach mode corresponding to non-reach, it is possible to execute the preview effect at the first timing included in the variable display part where the variable display of the effect symbols is being executed.
[0179] In the normal reach case shown in Figure 10-11(B), it is possible to execute the preview effect at either the first timing during all symbol variations before reach is established, which is the first timing, or the second timing after reach is established, which is the second timing. When the variable display of the effect symbols becomes a reach mode corresponding to normal reach but the reach effect does not include music reach or super reach, it is possible to execute the preview effect at the first timing included in the variable display part where the variable display of the effect symbols is being executed, or at the second timing after the variable display of the effect symbols becomes a reach mode.
[0180] In the case of the music reach shown in FIG. 10-11(C), a preview performance can be executed at any of the following timings: during all symbol variations before the establishment of the reach which is the first timing, after the establishment of the reach which is the second timing, and before the winning / losing notification which is the third timing. When the variable display of the performance symbols becomes the reach mode corresponding to the music reach and the reach performance is executed, a preview performance can be executed at the first timing included in the variable display part during which the variable display of the performance symbols is being executed, the second timing before the start of the music reach after the variable display of the performance symbols has become the reach mode, or the third timing before the winning / losing notification that notifies whether it is a big win after the start of the music reach.
[0181] In the case of the super reach shown in FIG. 10-11(D), a preview performance can be executed at any of the following timings: during all symbol variations before the establishment of the reach which is the first timing, after the establishment of the reach which is the second timing, and before the winning / losing notification which is the third timing. When the variable display of the performance symbols becomes the reach mode corresponding to the super reach and the reach performance is executed, a preview performance can be executed at the first timing included in the variable display part during which the variable display of the performance symbols is being executed, the second timing before the development into the super reach after the variable display of the performance symbols has become the reach mode, or the third timing before the winning / losing notification that notifies whether it is a big win after the start of the super reach.
[0182] Figure 10-12 shows examples of how to determine a pre-announcement effect in feature section 003AK. These examples of how to determine a pre-announcement effect include an example 003AKD11 corresponding to a non-reach shown in Figure 10-12(A), an example 003AKD12 corresponding to a normal reach (miss) shown in Figure 10-12(B), an example 003AKD13 corresponding to a normal reach (jackpot) shown in Figure 10-12(C), and an example 003AKD14 shown in Figure 10-12(D). This includes an example of a notification animation corresponding to a song reach (miss), an example of a notification animation corresponding to a song reach (jackpot) shown in Figure 10-12(E) as example 003AKD15, an example of a notification animation corresponding to a super reach (miss) shown in Figure 10-12(F) as example 003AKD16, and an example of a notification animation corresponding to a super reach (jackpot) shown in Figure 10-12(G) as example 003AKD17.
[0183] The CPU 120A of the performance control microprocessor 100A, which executes the performance determination process shown in Figure 10-9, can determine the presence and timing of a pre-prepared pre-announcement performance determination table in step 003AKS31, corresponding to each of the variable display contents: "No Reach (Miss)", "Normal Reach (Miss)", "Normal Reach (Big Win)", "Music Reach (Miss)", "Music Reach (Big Win)", "Super Reach (Miss)", and "Super Reach (Big Win)". The table data for the pre-announcement performance determination table only needs to be stored at a predetermined address in the internal ROM 121A or external ROM 121B. In the performance control microprocessor 100A, the CPU 120A can determine the presence and timing of a pre-announcement performance by extracting numerical data that will be random numbers for determining the pre-announcement performance, which can be updated by a performance random counter or the like provided in the internal RAM 122A or external RAM 122B, and by referring to the selected pre-announcement performance determination table.
[0184] The decision example 003AKD11 in Figure 10-12(A) shows the determination ratio for the presence and timing of a pre-announcement effect corresponding to a non-reach situation. In this decision example 003AKD11, the determination ratio for "no pre-announcement effect" is 80 / 100, and the determination ratio for the first timing is 20 / 100. Thus, when the variable display of the effect symbols does not become a reach pattern in a non-reach situation, the determination ratio should be set so that the proportion of "no pre-announcement effect" and the execution of the pre-announcement effect is high, and the proportion of execution of the pre-announcement effect at the first timing is low.
[0185] Figure 10-12(B) shows the determination ratio for the presence and timing of a pre-announcement effect in the case of a normal reach where the special symbol display result is "miss". In this determination example 003AKD12, the determination ratio for "no pre-announcement effect" is 50 / 100, the determination ratio for the first timing is 45 / 100, and the determination ratio for the second timing is 5 / 100. Thus, when the special symbol display result is "miss" and the variable display of the effect symbols corresponds to a normal reach, but the reach effect does not include a music reach or a super reach, it is sufficient to set the determination ratio so that the proportion of cases where there is "no pre-announcement effect" and the pre-announcement effect is not executed, or where the pre-announcement effect is executed at the first timing is high, and the timing of executing the pre-announcement effect at the second timing is low.
[0186] The decision example 003AKD13 in Figure 10-12(C) shows the determination ratio for the presence and timing of a pre-announcement effect corresponding to a normal reach where the special symbol display result is "Big Win". In this decision example 003AKD13, the determination ratio for "No pre-announcement effect" is 20 / 100, the determination ratio for the first timing is 30 / 100, and the determination ratio for the second timing is 50 / 100. Thus, when the special symbol display result is "Big Win" and the variable display of the effect symbols corresponds to a normal reach, but the reach effect does not include a music reach or a super reach, the determination ratio should be set such that the proportion of executing a pre-announcement effect at the first timing is higher than the proportion of not executing a pre-announcement effect, and the proportion of executing a pre-announcement effect at the second timing is higher than the proportion of executing a pre-announcement effect at the first timing.
[0187] The decision example 003AKD14 in Figure 10-12(D) shows the determination ratio for the presence and timing of a pre-announcement effect corresponding to a song reach where the special symbol display result is "miss". In this decision example 003AKD14, the determination ratio for "no pre-announcement effect" is 50 / 100, the determination ratio for the first timing is 45 / 100, the determination ratio for the second timing is 5 / 100, and the determination ratio for the third timing is 0 / 100. As shown in Figure 10-11(C), in the case of a song reach, a pre-announcement effect can be executed at the third timing before the win / loss notification. However, corresponding to the case where the special symbol display result is "miss", the determination ratio for the third timing becomes 0 / 100. Therefore, within the range of song reaches where the special symbol display result is "miss", a limitation is set that the pre-announcement effect cannot be executed at the third timing before the win / loss notification. Thus, when the special display result is a "miss" and the variable display of the performance symbols corresponds to a reach and the reach performance is executed, it is sufficient to set the determination ratio such that there is a high percentage of cases where there is "no pre-announcement performance" and the pre-announcement performance is not executed, or where the pre-announcement performance is executed at the first timing, and a low percentage of cases where the pre-announcement performance is executed at the second or third timing. If the percentage of cases in which the pre-announcement performance is executed is low, it may include cases in which the pre-announcement performance is not executed, or cases in which the pre-announcement performance is executed at a predetermined percentage.
[0188] The decision example 003AKD15 in Figure 10-12(E) shows the determination ratio for the presence and timing of a pre-announcement effect corresponding to a music reach where the special symbol display result is "Big Win". In this decision example 003AKD15, the determination ratio for "No pre-announcement effect" is 20 / 100, the determination ratio for the first timing is 30 / 100, the determination ratio for the second timing is 40 / 100, and the determination ratio for the third timing is 10 / 100. Thus, when the special symbol display result is "Big Win" and the variable display of the effect symbols corresponds to a reach and the reach effect is executed, the determination ratio should be set such that the proportion of executing the pre-announcement effect at the first timing is higher than the proportion of executing the pre-announcement effect at the first timing, the proportion of executing the pre-announcement effect at the second timing is higher than the proportion of executing the pre-announcement effect at the first timing, and the proportion of executing the pre-announcement effect at the third timing is lower.
[0189] Figure 10-12(F) shows the determination example 003AKD16, which indicates the determination ratio for the presence and timing of a pre-announcement effect in the case of a super reach where the special symbol display result is "miss". In this determination example 003AKD16, the determination ratio for "no pre-announcement effect", the determination ratio for the first timing, the determination ratio for the second timing, and the determination ratio for the third timing are all 25 / 100. Thus, when the special symbol display result is "miss" and the variable display of the effect symbols becomes a reach pattern in response to a super reach, the determination ratio should be set so that the percentage of cases where "no pre-announcement effect" occurs and the pre-announcement effect is not executed, the percentage of cases where the pre-announcement effect is executed at the first timing, the percentage of cases where the pre-announcement effect is executed at the second timing, and the percentage of cases where the pre-announcement effect is executed at the third timing are all the same percentage.
[0190] The decision example 003AKD17 in Figure 10-12(G) shows the determination ratio for the presence and timing of a pre-announcement effect corresponding to a super reach where the special symbol display result is "Big Win". In this decision example 003AKD17, the determination ratio for "No pre-announcement effect" is 10 / 100, the determination ratio for the first timing is 10 / 100, the determination ratio for the second timing is 20 / 100, and the determination ratio for the third timing is 60 / 100. Thus, when the special symbol display result is "Big Win" and the variable display of the effect symbols becomes a reach pattern in response to a super reach and the reach effect is executed, it is sufficient to set the determination ratio so that the proportion of "No pre-announcement effect" where no pre-announcement effect is executed and the proportion of pre-announcement effect executed at the first timing is higher than the proportion of pre-announcement effect executed at the second timing, and the proportion of pre-announcement effect executed at the third timing is higher than the proportion of pre-announcement effect executed at the second timing. In the decision examples 003AKD14 to 003AKD17, the display ratio of layer AKL3, which has a higher priority than layer AKL4, is lower for song-based reach animations than for super reach animations. In addition, any setting may be made so that the display ratio of song-based reach animations is lower for song-based reach animations than for super reach animations when layer AKL3 has a higher priority than layer AKL4.
[0191] In the decision example 003AKD14 in Figure 10-12(D) and the decision example 003AKD15 in Figure 10-12(E), the proportion of times a preview animation is executed at the third timing after the start of the music reach but before the win / loss notification is given is set to be lower than the proportion of times a preview animation is executed at the first or second timing before the start of the music reach. In particular, in decision example 003AKD14 when the special symbol display result is "miss", no preview animation is executed at the third timing after the start of the music reach. Conversely, the proportion of times a preview animation is executed at the first or second timing before the start of the music reach is set to be higher than the proportion of times a preview animation is executed at the third timing.
[0192] The image display in the preview performance is drawn using the layer AKL3 shown in FIG. 10-3. The image display showing the performance symbol is drawn using the layer AKL4 shown in FIG. 10-3. The layer AKL3 has a higher priority than the layer AKL4 and can display the image in the preview performance as an image suggesting that it is controlled to the big win gaming state. According to the determination ratio from the first timing to the third timing in the determination examples 003AKD14 and 003AKD15, the display of the layer AKL3 with a higher priority than the layer AKL4 has a lower display ratio for the reach performance that becomes the music reach than the variable display of the performance symbol. Therefore, when the performance symbol is an example of decoration identification information, the big win gaming state is an example of an advantageous state, the layer AKL4 is an example of the first layer, the layer AKL3 is an example of the second layer, the reach performance that becomes the music reach is an example of a specific performance, and the image in the preview performance is an example of a suggestive image, it is possible to display using a plurality of layers including the first layer and the second layer with a higher priority than the first layer, it is possible to display the decoration identification information on the first layer, and it is possible to display the suggestive image suggesting that it is controlled to the advantageous state on the second layer, and the suggestive image has a lower display ratio for the specific performance than the variable display of the decoration identification information. The variable display of the decoration identification information may mean, for example, the pre-reach display before the variable display of the performance symbol becomes the reach mode, the display until before the reach performance that becomes the music reach, which is an example of a specific performance, is executed, or any of these.
[0193] FIG. 10-13 shows a determination example of the preview performance pattern in the feature part 003AK. This determination example of the preview performance pattern includes the determination example of the preview performance pattern corresponding to the first timing shown in FIG. 10-13(A) as the determination example 003AKD21, the determination example of the preview performance pattern corresponding to the second timing shown in FIG. 10-13(B) as the determination example 003AKD22, and the determination example of the preview performance pattern corresponding to the third timing shown in FIG. 10-13(C) as the determination example 003AKD23.
[0194] The CPU 120A of the performance control microprocessor 100A, which executes the performance determination process shown in Figure 10-9, can determine a preview performance pattern in step 003AKS33 by selecting a preview performance pattern determination table that has been prepared in advance, corresponding to the first, second, and third timings for the execution timing of the preview performance. The table data of the preview performance pattern determination table only needs to be stored at a predetermined address in the internal ROM 121A or external ROM 121B. In the performance control microprocessor 100A, the CPU 120A can determine a preview performance pattern by extracting numerical data that will be random numbers for determining the performance pattern, which can be updated by a performance random counter or the like provided in the internal RAM 122A or external RAM 122B, and by referring to the selected preview performance pattern determination table.
[0195] The decision example 003AKD21 in Figure 10-13(A) shows the determination ratios for the notification performance patterns corresponding to the variable display content of "Non-reach (Miss)", "Normal reach (Miss)", "Music reach (Miss)", "Super reach (Miss)", and "Big win" when the notification performance is executed at the first timing. The notification performance patterns that can be determined when the notification performance is executed at the first timing include performance patterns AKY01 to AKY03. For example, if the special display result is "Miss", the determination ratio of each performance pattern should be set so that the determination ratio of performance pattern AKY01 is high and the determination ratio of performance pattern AKY03 is low. If the special display result is "Big win", the determination ratio of each performance pattern should be set so that the determination ratio of performance pattern AKY02 is higher than the determination ratio of performance pattern AKY01, and the determination ratio of performance pattern AKY03 is higher than the determination ratio of performance pattern AKY02. With these settings, the pre-announcement animations executed at the first timing will have a higher probability of winning if animation pattern AKY02 is performed than if animation pattern AKY01 is performed, and a higher probability of winning if animation pattern AKY03 is performed than if animation pattern AKY02 is performed.
[0196] The decision example 003AKD22 in Figure 10-13(B) shows the determination ratios for the notification performance patterns corresponding to the variable display content of "Normal Reach (Miss)", "Music Reach (Miss)", "Super Reach (Miss)", and "Big Win" when the notification performance is executed at the second timing. The notification performance patterns that can be determined when the notification performance is executed at the second timing include performance patterns AKY11 to AKY13. For example, if the special display result is "Miss", the determination ratio of each performance pattern should be set such that the determination ratio of performance pattern AKY12 is higher than the determination ratio of performance pattern AKY13, and the determination ratio of performance pattern AKY11 is higher than the determination ratio of performance pattern AKY12. When the special display result is "Big Win," the determination ratio for each performance pattern should be set such that the determination ratio for performance pattern AKY12 is higher than the determination ratio for performance pattern AKY11, and the determination ratio for performance pattern AKY13 is higher than the determination ratio for performance pattern AKY12. With this setting, the pre-announcement performances executed at the second timing will have a higher probability of a big win for performance pattern AKY12 than for performance pattern AKY11, and a higher probability of a big win for performance pattern AKY13 than for performance pattern AKY12.
[0197] The example 003AKD23 in Figure 10-13(C) shows the determination ratios for the notification animation patterns corresponding to "Super Reach (Miss)" and "Big Win" when the notification animation is executed at the third timing. The notification animation patterns that can be determined when the notification animation is executed at the third timing include animation patterns AKY21 to AKY23. For example, if the special display result is "Miss", the determination ratio of animation pattern AKY22 should be higher than the determination ratio of animation pattern AKY23, and the determination ratio of animation pattern AKY21 should be higher than the determination ratio of animation pattern AKY22. If the special display result is "Big Win", the determination ratio of animation pattern AKY22 should be higher than the determination ratio of animation pattern AKY21, and the determination ratio of animation pattern AKY23 should be higher than the determination ratio of animation pattern AKY22. With these settings, the pre-announcement animations performed at the third timing will have a higher probability of winning with animation pattern AKY22 than with animation pattern AKY21, and a higher probability of winning with animation pattern AKY23 than with animation pattern AKY22.
[0198] Figures 10-14 and 10-15 show examples of the execution of a preview animation corresponding to the first timing, second timing, third timing, and multiple timings. An example of the execution of a preview animation corresponding to the first timing is referred to as the first timing preview animation example. An example of the execution of a preview animation corresponding to the second timing is referred to as the second timing preview animation example. An example of the execution of a preview animation corresponding to the third timing is referred to as the third timing preview animation example. Figures 10-14(A1) to (A3) show an example of the first timing preview animation. Figures 10-14(B1) to (B3) show an example of the second timing preview animation. Figures 10-15(A1) to (A3) show an example of the third timing preview animation.
[0199] The execution example of the first timing pre-performance includes, as the pre-performance executable corresponding to the first timing, the pre-performance corresponding to the performance pattern AKY01 in Fig. 10-14(A1), the pre-performance corresponding to the performance pattern AKY02 in Fig. 10-14(A2), the pre-performance corresponding to the performance pattern AKY03 in Fig. 10-14(A3), and a plurality of pre-performances with different performance modes corresponding to these performance patterns. For example, the pre-performances corresponding to the performance patterns AKY01~AKY03 may be executed with different performance modes including the display mode of the performance image, such as the display of character information showing the lines of the character. In this case, the pre-performance corresponding to the performance pattern AKY01 includes the display of character information where the character's line is "···". The pre-performance corresponding to the performance pattern AKY02 includes the display of character information where the character's line is "from now on". The pre-performance corresponding to the performance pattern AKY03 includes the display of character information where the character's line is "might be hot".
[0200] The execution example of the second timing pre-performance includes, as the pre-performance executable corresponding to the second timing, the pre-performance corresponding to the performance pattern AKY11 in Fig. 10-14(B1), the pre-performance corresponding to the performance pattern AKY12 in Fig. 10-14(B2), the pre-performance corresponding to the performance pattern AKY13 in Fig. 10-14(B3), and a plurality of pre-performances with different performance modes corresponding to these performance patterns. For example, the pre-performances corresponding to the performance patterns AKY11~AKY13 may be executed with different performance modes including the display mode of the performance image, such as the display of character information showing the message on the placard included in the cut-in display. In this case, the pre-performance corresponding to the performance pattern AKY11 includes the display of character information where the message in the cut-in display is "???". The pre-performance corresponding to the performance pattern AKY12 includes the display of character information where the message in the cut-in display is "Chance!!". The pre-performance corresponding to the performance pattern AKY13 includes the display of character information where the message in the cut-in display is "Intense heat!!".
[0201] The execution examples of the third-timing pre-announcement effects include pre-announcement effects corresponding to the effect pattern AKY21 in Fig. 10-15(A1), pre-announcement effects corresponding to the effect pattern AKY22 in Fig. 10-15(A2), pre-announcement effects corresponding to the effect pattern AKY23 in Fig. 10-15(A3), and a plurality of pre-announcement effects with different effect modes corresponding to these effect patterns, as pre-announcement effects executable corresponding to the third timing. For example, the pre-announcement effects corresponding to the effect patterns AKY21 to AKY23 may be executed with different effect modes including the display mode of the effect image, such as the number and type of characters displayed along with the movement of the movable body 32. Also, the pre-announcement effects corresponding to the effect patterns AKY21 to AKY23 may be executed with different effect modes including the movement mode of the movable body 32, such as the amount of movement and the movement speed from the retreat position to the advance position, using the movable body 32.
[0202] At the executable timings of the pre-announcement effects shown in Fig. 10-11, the first timing is during the change of all symbols, the second timing is after the establishment of a reach, and the third timing is before the win / loss notification. The pre-announcement effects executable at these multiple timings have different display modes of the effect image corresponding to multiple effect patterns, and can suggest that it is controlled to a big-win gaming state. Thus, the pre-announcement effect can be included in a suggestive effect that displays an image suggesting that it is controlled to a big-win gaming state. Also, the pre-announcement effect executable at the third timing can be included in a movable body effect using the movable body 32.
[0203] In decision example 003AKD14 in Figure 10-12(D) and decision example 003AKD15 in Figure 10-12(E), the percentage of times a preview animation is executed at the third timing after the start of a music reach but before the win / loss notification is given is set to be lower than the percentage of times a preview animation is executed at the first or second timing before the start of a music reach. In particular, in decision example 003AKD14 when the special symbol display result is "miss", no preview animation is executed at the third timing after the start of a music reach. In contrast, in decision example 003AKD16 in Figure 10-12(F) and decision example 003AKD17 in Figure 10-12(G), the percentage of times a preview animation is executed at the third timing after the development into a super reach but before the win / loss notification is given is set to be higher than the percentage of times a preview animation is executed at the third timing in the case of a music reach. Furthermore, in the case of a reach sequence that results in a song-based reach, the pre-announcement sequence that can be executed at the third timing does not necessarily have to include a movable body sequence using the movable body 32. Therefore, if a reach sequence that results in a song-based reach is an example of a specific sequence, a reach sequence that results in a super reach is an example of a predetermined sequence, and a pre-announcement sequence that can be executed at the third timing is an example of a movable body sequence, then the movable body sequence using the movable body is executed less frequently in the specific sequence than in the predetermined sequence.
[0204] The preview animation can be performed in different ways depending on the content of the character's lines or messages, the type, size, shape, pattern, and color of the displayed character, the type, size, shape, pattern, and color of the frame displayed as the outer frame or the image displayed within the frame, the type, size, shape, pattern, and color of the effect display, some or all of these, and other arbitrary display methods of the animation images. The movable body animation using the movable body 32 is not limited to being performed as a preview animation, but may also be included in the reach animation that becomes a music reach or a super reach. In this case as well, the determination ratio, etc., may be set so that the number of times the movable body animation using the movable body 32 is performed is less in the reach animation that becomes a music reach than in the reach animation that becomes a super reach. The system may be set so that the movable body animation is always performed once or multiple times in the reach animation that becomes a super reach, while the system may be set so that the movable body animation is not performed in the reach animation that becomes a music reach.
[0205] Figure 10-16 shows an example of symbol movement in feature section 003AK. This example of symbol movement shows the movement path including the position before and after movement of the variably displayed performance symbols, and includes the normal symbol movement example 003AKE01 in Figure 10-16(A) and the music reach symbol movement example 003AKE02 in Figure 10-16(B). The normal symbol movement example shows the movement path of the performance symbols during normal play, such as when all symbols are changing before a reach is established. The music reach symbol movement example shows the movement path of the performance symbols after the start of a reach performance that becomes a music reach. Note that the music reach symbol movement example also includes the movement path of the performance symbols after the start of other reach performances different from the music reach.
[0206] The movement example 003AKE01 shown in Figure 10-16(A) includes starting points P01L, P01C, and P01R that can be set as the pre-movement position, destination points P02L, P02C, and P02R that can be set as the post-movement position, and paths A01L, A01C, and A01R that can be set as the movement path when the performance symbols move and are displayed from the pre-movement position to the post-movement position. Starting point P01L can be set as the pre-movement position when the left symbol is displayed. Starting point P01C can be set as the pre-movement position when the middle symbol is displayed. Starting point P01R can be set as the pre-movement position when the right symbol is displayed. Destination point P02L can be set as the post-movement position when the left symbol is displayed. Destination point P02C can be set as the post-movement position when the middle symbol is displayed. The destination P02R can be set as the position after the right symbol moves when it is displayed in a moving position. The path A01L can be set as the movement path in which the left symbol moves when the starting position is P01L and the destination position is P02L. The path A01C can be set as the movement path in which the middle symbol moves when the starting position is P01C and the destination position is P02C. The path A01R can be set as the movement path in which the right symbol moves when the starting position is P01R and the destination position is P02R.
[0207] The movement example 003AKE02 shown in Figure 10-16(B) shows the movement path of the middle symbol that is displayed in a reach animation after the variable display of the animation symbols has entered a reach animation. This movement example 003AKE02 includes starting points P11 and P12 that can be set as the pre-movement position, destination points P21 and P22 that can be set as the post-movement position, and paths A11 to A14 that can be set as the movement path when the middle symbol is displayed moving from the pre-movement position to the post-movement position. Both starting points P11 and P12 can be set as the pre-movement position when the middle symbol is displayed moving. Both destination points P21 and P22 can be set as the post-movement position when the middle symbol is displayed moving. Paths A11, A13, and A14 can be set as the movement path when the pre-movement position is the starting point P11 and the post-movement position is the destination point P21. Route A12 can be set as a movement path where the central figure is displayed as the starting point P12 and the destination point P22.
[0208] In movement example 003AKE01, the distance from the starting point P01L to the destination point P02L, the distance from the starting point P01C to the destination point P02C, and the distance from the starting point P01R to the destination point P02R, as well as in movement example 003AKE02, the distance from the starting point P11 to the destination point P21 and the distance from the starting point P12 to the destination point P22, are all the same straight-line distances on the screen of the image display device 5. In movement examples 003AKE01 and 003AKE02, some or all of the starting points may be the points where the display of the variable-display animation symbols begins, or they may be points set as comparison references on the path that is moved and passed through after the display of the variable-display animation symbols begins. In movement examples 003AKE01 and 003AKE02, some or all of the destination points may be the points where the display of the variable-display animation symbols ends, or they may be points set as comparison references on the path that is moved and passed through before the display of the variable-display animation symbols ends.
[0209] In the movement example 003AKE01 shown in Figure 10-16(A), the performance symbols in normal operation move along a predetermined distance along the following paths: path A01L from the starting point P01L (pre-movement position) to the destination point P02L (post-movement position); path A01C from the starting point P01C (pre-movement position) to the destination point P02C (post-movement position); and path A01R from the starting point P01R (pre-movement position) to the destination point P02R (post-movement position). In the movement example 003AKE02 of Figure 10-16(B), the performance symbol, which is the middle symbol displayed when the music reaches, moves along a specific distance different from the predetermined movement, which is the same distance as the specified paths A11 from the starting point P11 (pre-movement position) to the destination point P21 (post-movement position), A12 from the starting point P12 (pre-movement position) to the destination point P22 (post-movement position), A13 from the starting point P11 (pre-movement position) to the destination point P21 (post-movement position), and A14 from the starting point P11 (pre-movement position) to the destination point P21 (post-movement position). The specific movement may include moving along a different path even if it is the same straight-line distance as the predetermined movement, or moving along a different path with a different straight-line distance than the predetermined movement, or one or both of these. Therefore, when the performance symbols are an example of decorative identification information, the starting points P01L, P01C, P01R, P11, and P12 are examples of positions before movement, the destination points P02L, P02C, P02R, P21, and P22 are examples of positions after movement, the movement along paths A01L, A01C, and A01R is an example of predetermined movement, the reach performance that results in a song reach is an example of a specific performance, and the movement along paths A11 to A14 is an example of a specific movement, then in the variable display of decorative identification information, the decorative identification information moves from the position before movement to the position after movement as predetermined, and in the specific performance, the decorative identification information moves from the position before movement to the position after movement as a specific movement that is different from predetermined movement.
[0210] Figure 10-17 shows an example of symbol movement settings in feature section 003AK, as setting example 003AKA11. Setting example 003AKA11 shows the settings for the left symbol in normal mode, the middle symbol in normal mode, the right symbol in normal mode, the middle symbol in song MUA, the middle symbol in song MUB, the middle symbol in song MUC, and other symbols during reach, corresponding to the position before movement, the position after movement, the movement path, the movement speed, and the movement time. The left symbol in normal mode is a performance symbol that is variably displayed in the "left" performance symbol display area 5L during normal mode, corresponding to movement example 003AKE01 in Figure 10-16(A). The middle symbol in normal mode is a performance symbol that is variably displayed in the "middle" performance symbol display area 5C during normal mode, corresponding to movement example 003AKE01 in Figure 10-16(A). The normal right symbol is a performance symbol that is displayed variably in the "right" performance symbol display area 5R during normal play, corresponding to movement example 003AKE01 in Figure 10-16(A). The MUA middle symbol is a performance symbol that is displayed variably in the "middle" performance symbol display area 5C during a MUA song reach, corresponding to movement example 003AKE02 in Figure 10-16(B). The MUB middle symbol is a performance symbol that is displayed variably in the "middle" performance symbol display area 5C during a MUB song reach, corresponding to movement example 003AKE02 in Figure 10-16(B). The MUC middle symbol is a performance symbol that is displayed variably in the "middle" performance symbol display area 5C during a MUC song reach, corresponding to movement example 003AKE02 in Figure 10-16(B). Other symbols during a reach are included in the movement example 003AKE02 in Figure 10-16(B), and are symbols that are displayed variably in the "middle" symbol display area 5C during reaches that are different from music reaches such as normal reaches and super reaches. Movement speed is the speed at which the symbol moves from the starting position to the ending position. Movement time is the time required for the symbol to move from the starting position to the ending position.
[0211] In setting example 003AKA11, the left symbol, middle symbol, and right symbol in normal mode, as well as the movement example 003AKE01 in Figure 10-16(A), each of these symbols has its pre-movement position, post-movement position, and movement path set. In these cases, the movement speed is set to a speed 10V0, which is 10 times the unit movement speed V0. The movement time is also set to a time T0 equal to the unit movement time T0.
[0212] In the music MUA, the starting point P11 is the position before movement, and the destination point P21 is the position after movement, and the movement passes through the path A11 set as the movement path. In this case, the movement speed is set to speed 2V0, which is twice the unit movement speed V0. Also, the movement time is 5T0, which is five times the unit movement time T0. The music MUA moves and is displayed to pass through the same path A11 as the normal movement path A01C of the middle symbol. On the other hand, the movement speed of the normal middle symbol is 10 times the unit movement speed V0, while the movement speed of the music MUA symbol is 2 times the unit movement speed V0. Therefore, the movement time 5T0 of the music MUA symbol is longer than the movement time T0 of the normal middle symbol.
[0213] In the music MUB, the symbols move along path A12, which is set as the movement path, with the starting point P12 being the pre-movement position and the destination point P22 being the post-movement position, as shown in movement example 003AKE02 in Figure 10-16(B). In this case, the movement speed is set to speed 2V0, which is twice the unit movement speed V0. The movement time is set to time 5T0, which is five times the unit movement time T0. Unlike the normal movement path A01C for the middle symbols, the music MUB symbols move and are displayed by passing through path A12, where the starting point P12 is the pre-movement position and the destination point P22 is the post-movement position. Path A12 and path A01C are the same straight-line distance on the screen of the image display device 5. The movement speed of the normal middle symbols is 10 times the unit movement speed V0, while the movement speed of the music MUB symbols is 2 times the unit movement speed V0. Therefore, the movement time of the symbols during the music MUB (5T0) is longer than the movement time of the symbols during normal play (T0).
[0214] In the movement example 003AKE02 of Figure 10-16(B), the symbol in the music video (MUC) has its starting point P11 as the position before movement and its destination point P21 as the position after movement, and passes through either path A13 or A14, which are set as the movement path. Whether to pass through path A13 or A14 as the movement path can be set for each performance symbol displayed as the middle symbol. In this case, the movement speed is set to a speed of 10V0, which is 10 times the unit movement speed V0. Also, the movement time is set to a time of 3T0, which is 3 times the unit movement time T0. When comparing the movement path of the symbol in the music video (MUC) with the path A01C of the middle symbol in normal mode, the starting point P11 is the same as the starting point P01C of path A01C, and the destination point P21 is the same as the destination P02C of path A01C, whereas the paths A13 and A14 that the middle symbol passes through are different. While path A01C is a straight movement path, paths A13 and A14 are curved movement paths and are longer than path A01C. Therefore, although the speed 10V0 set for the movement speed of the symbols during the music video (MUC) is the same as that of the regular symbols, the movement time 3T0 of the symbols during the music video (MUC) is longer than the movement time T0 of the regular symbols.
[0215] Thus, in the reach animations that result in a song reach, the time 5T0 or time 3T0 for the song MUA middle symbol, song MUB middle symbol, song MUC middle symbol to move from their original position to their final position is longer than the time T0 for the left, middle, and right symbols to move from their original position to their final position. Therefore, the performance symbols are an example of decorative identification information, the starting points P01L, P01C, P01R, P11, and P12 are examples of positions before movement, the destination points P02L, P02C, P02R, P21, and P22 are examples of positions after movement, the straight-line distances of paths such as A01L, A01C, A01R, A11, and A12 are examples of specific distances, the movement display where the symbols pass through movement path A01C during normal play is an example of a predetermined movement, time T0 is an example of the time for a predetermined movement, and the symbols during the music MUA are on movement path A When a movement display passing through 11, or a movement display in the music MUB where the symbol passes through movement path A12, or a movement display in the music MUC where the symbol passes through movement paths A13 and A14, is an example of a specific movement, and when times 5T0 and 3T0 are examples of the time for a specific movement, in the variable display of the decorative identification information, the time for the decorative identification information to move from the pre-movement position to the post-movement position in a specific performance that is different from the pre-movement movement is longer than the time for the decorative identification information to move from the pre-movement position to the post-movement position in a predetermined manner.
[0216] In the example movement 003AKE02 of Figure 10-16(B), the other symbols in the reach sequence have their starting point P11 as the position before movement and their destination point P21 as the position after movement, and they pass through the path A11 which is set as the movement path. In this case, the movement speed is set to a speed 3V0 which is three times the unit movement speed V0. Also, the movement time becomes a time 3T0 which is three times the unit movement time T0. The other symbols in the reach sequence are displayed to move through the same path A11 as the normal middle symbols' path A01C. On the other hand, the movement speed of the normal middle symbols is 10 times the unit movement speed V0, while the movement speed of the other symbols in the reach sequence is 2 times the unit movement speed V0. Therefore, the movement time 3T0 of the other symbols in the reach sequence is longer than the movement time T0 of the normal middle symbols.
[0217] Thus, the travel time required when a performance symbol moves a predetermined or specific distance from a pre-movement position to a post-movement position on the screen of the image display device 5 may differ between normal operation and music reach due to differences in movement speed or path length. During music reach, the travel time may be longer than normal due to a slower movement speed or a longer path length. The movement speed of the performance symbol may be constant during the period of passing through each movement path, or it may be a speed that can change continuously or intermittently as it passes through each set movement path. When the movement speed of the performance symbol is variable, setting example 003AKA11 should indicate the average movement speed corresponding to the movement display of each performance symbol.
[0218] Figure 10-18 shows an example of background display in feature section 003AK. This background display example is an example of the background image drawn on layer AKL5 shown in Figure 10-3, and includes an example of the background image AKH01 corresponding to normal play as shown in Figure 10-18(A), an example of the background image MRH01 corresponding to music reach as shown in Figure 10-18(B), and an example of the background image SRH01 corresponding to super reach as shown in Figure 10-18(C). The background image AKH01 corresponding to normal play is a performance image that can be used as background display during normal play, for example, while all symbols are changing before a reach is established or while the performance symbols are stopped in the normal state. The background image MRH01 corresponding to music reach is a performance image that can be used as background display after the start of a reach performance that becomes a music reach. The background image SRH01 corresponding to super reach is a performance image that can be used as background display after the start of a reach performance that becomes a super reach.
[0219] The background image AKH01 shown in Figure 10-18(A) allows for the display of a stage scene without character displays. When displaying the background image AKH01, the background display can be dynamically changed by continuously or intermittently changing the display color of the stage equipment display AK01 at a normal rate of change over time. In this case, the dynamic change amount M0 is set as the degree of dynamic change of the background display.
[0220] The background image MRH01 shown in Figure 10-18(B) during song reach can display a stage scene including multiple character displays AK11~AK13. In addition to the multiple character displays AK11~AK13, background image MRH01 can also display multiple symbol displays AK21~AK26 that mimic musical symbols and effect display AK31. When displaying background image MRH02, the background display can be dynamically changed by continuously or intermittently changing the display color of the stage equipment display AK02 at a faster rate than the normal rate of change over time, by changing the multiple character displays AK11~AK13 as if they are dancing, by changing the multiple symbol displays AK21~AK26 and effect display AK31, or by changing some or all of these. Furthermore, when characters are displayed, the degree of dynamic change should be increased by making the amount of character movement larger than normal, by displaying a large number of characters, by making the dance movements of the characters larger, or by increasing the amount of change of any display elements including some or all of these. Thus, the background image MRH01 during song reach is set to a dynamic change amount of 12M0, which is larger than the normal amount, as the degree of dynamic change in the background display.
[0221] The background image is drawn using layer AKL5, as shown in Figure 10-3. The image displaying the performance symbols is drawn using layer AKL4, as shown in Figure 10-3. Layer AKL5 has a lower priority than layer AKL4 and can display multiple background images, including background image AKH01 which corresponds to the variable display during normal play, and background image MRH01 which corresponds to the music reach. Depending on the display settings of background images AKH01 and MRH01, the display of layer AKL5, which has a lower priority than layer AKL4, shows a greater degree of dynamic change for the music reach performance than for the variable display of the performance symbols. Therefore, when the performance symbols are an example of decorative identification information, background image AKH01 is an example of the first background image, the reach performance that becomes a song reach is an example of a specific performance, and background image MRH01 is an example of the second background image, it is possible to display using multiple layers, including the first layer and the second layer which has a lower priority than the first layer, the decorative identification information can be displayed on the first layer, the first background image can be displayed on the second layer in the variable display of decorative identification information, the second background image can be displayed on the second layer in the specific performance, and the display of the second layer has a higher degree of dynamic change in the specific performance than in the variable display of decorative identification information.
[0222] The background image SRH01 shown in Figure 10-18(C) during a Super Reach can display two character displays AK51 and AK52 representing enemy aircraft, a character display AK61 representing a targeting reticle, and a dogfight scene including these. When displaying the background image SRH01, the background display can be dynamically changed by some or all of the following: changing the enemy aircraft character displays AK51 and AK52 to appear as if they are dogfighting, changing the character display AK61 representing a targeting reticle to appear as if it is moving toward the enemy aircraft, and changing the missile display and effect display during other attacks. In this case, a dynamic change amount of 5M0 is set as the degree of dynamic change of the background display, which is greater than normal but less than during a Music Reach. Depending on the display settings of background images AKH01, MRH01, and SRH01, the display of layer AKL5, which has a lower priority than layer AKL4, should have a higher degree of dynamic change for Super Reach reach effects than for variable display of performance symbols, and a higher degree of dynamic change for Music Reach reach effects than for Super Reach reach effects. In this way, by increasing the degree of dynamic change in the display during the reach animation that features a song, it becomes possible to capture the player's attention with the lively reach animation that features a song.
[0223] Figure 10-19 shows an example of a timetable setting corresponding to a reach animation that results in a song reach in MUA. This timetable setting example includes the setting example of the common introduction part pattern 003AKP11 shown in Figure 10-19(A), the setting example of the notification part failure pattern 003AKP12 shown in Figure 10-19(B), and the setting example of the notification part success pattern 003AKP13 shown in Figure 10-19(C). A reach animation that results in a song reach includes multiple animation parts: an introduction part before announcing the animation result and a notification part that announces the animation result. The common introduction part pattern 003AKP11 shows the timetable in the introduction part that is common when the special symbol display result is "miss" and "jackpot". The notification part failure pattern 003AKP12 shows the timetable in the notification part when the special symbol display result is "miss". The notification part success pattern 003AKP13 shows the timetable for the notification part when the special symbol display result is "Big Win". The notification part can be executed in either a success pattern, which notifies the player of a favorable outcome when the special symbol display result is "Big Win", or a failure pattern, which notifies the player of an unfavorable outcome when the special symbol display result is "Miss". For reach sequences that become song reach sequences of song MUA, it is possible to output the audio of phrases included in song ESM01.
[0224] The CPU 120A of the performance control microprocessor 100A, which executes the performance determination process in Figure 10-9, may, in step 003AKS35, select or create a timetable that can specify the time schedule as a performance pattern for a song reach that corresponds to the performances and displays included in the reach performance that becomes a song reach. The timetable may be created by combining some or all of pre-prepared table data, or by combining some or all of table data generated by calculation.
[0225] In the common pattern 003AKP11 of the introduction part in Figure 10-19(A), the table data numbered a01 to a12 clearly shows the time schedule including the timing of the effects and displays included in the song reach of the song MUA, the display content, the sound output content, and the lamp output content. At timing ta01, a blackout display occurs, the playback output of phrase PHM12 included in song ESM01 begins, and the light-emitting element turns off. At timing ta02, the display of background image MRH01 begins, the playback output of phrase PHM12 included in song ESM01 continues, and the light-emitting element lights up blue. At timings ta03 to ta07, the first to fifth effect symbol images are displayed sequentially and move. In this case, the playback output of phrase PHM12 included in song ESM01 continues, and the light-emitting element lights up in a blue wave pattern. Wave lighting can be any lighting pattern in which the luminance of each part of the frame LED 173 changes in a wave pattern corresponding to the height and elapsed time.
[0226] At timing ta08, the display of the animation image moves, the playback output of the phrase PHM12 included in the music ESM01 stops, and the light-emitting element flashes blue twice. At timing ta09, the display of the background image MRH01 ends, and the light-emitting element flashes white twice. At timing ta10, the display of the animation image ends, and the light-emitting element turns off. At timing ta11, the display of the dramatic animation image begins along with the background image MRH11, the output of the sound effect EFS01 begins, and the red and blue loop lights up rapidly. The red and blue loop lights up rapidly can be achieved, for example, by arranging the frame LED 173 with alternating red and blue lighting sections, and the lighting pattern in which each section lights up changes in a loop corresponding to the elapsed time. At timing ta12, the display of the dramatic animation image ends along with the background image MRH11, the output of the sound effect EFS01 ends, and the light-emitting element turns off.
[0227] In the notification part failure pattern 003AKP12 in Figure 10-19(B), the table data numbered a21 and a22 clearly show the time schedule including the timing of the effects and displays, the displayed content, the sound output content, and the lamp output content corresponding to the case when the special symbol display result is "miss" in the music reach of song MUA. Timing ta21 is when the confirmed effect symbols are displayed when it is a miss, the sound effect EFA01 starts to be output, and the light-emitting element lights up in dark gray. Timing ta22 is when the background image AKH01 returns to display, the sound effect EFA01 ends to be output, and the light-emitting element lights up in yellow, corresponding to the normal background.
[0228] In the notification part success pattern 003AKP13 in Figure 10-19(C), the table data numbered a31 to a35 clearly shows the time schedule including the timing of the effects and displays, the display content, the sound output content, and the lamp output content corresponding to the case where the special display result is "Big Win" in the music reach of song MUA. Timing ta31 is when the effect image EFG01 for the movable body operation starts to be displayed, the sound effect EFS11 starts to be output, and the light-emitting element lights up in rainbow colors. Timing ta32 is when the effect image EFG01 for the movable body operation ends to be displayed, the sound effect EFS11 ends to be output, and the light-emitting element lights up in rainbow colors. Timing ta33 is when the effect image for the epilogue starts to be displayed, the phrase PHM13 included in song ESM01 starts to be played back, and the light-emitting element lights up in rainbow colors. Timing ta34 marks the end of the display of the epilogue animation image, the end of playback of the phrase PHM13 included in the song ESM01, and the light-emitting element lights up in rainbow colors. Timing ta35 marks the display of the winning animation symbols, the output of the sound effect EFA02, and the light-emitting element lights up in rainbow colors.
[0229] Figure 10-20 shows an example of a timetable setting corresponding to a reach animation that becomes a song reach in the MUB. This timetable setting example includes the setting example of the common introduction part pattern 003AKP21 shown in Figure 10-20(A), the setting example of the notification part failure pattern 003AKP22 shown in Figure 10-20(B), and the setting example of the notification part success pattern 003AKP23 shown in Figure 10-20(C). The common introduction part pattern 003AKP21 shows the timetable in the introduction part that is common when the special symbol display result is "miss" and "jackpot". The notification part failure pattern 003AKP22 shows the timetable in the notification part when the special symbol display result is "miss". The notification part success pattern 003AKP23 shows the timetable in the notification part when the special symbol display result is "jackpot". The reach animation for the song MUB can output audio of phrases included in song ESM02.
[0230] In the common pattern 003AKP21 of the introduction part in Figure 10-20(A), the table data numbered b01 to b16 clearly shows the time schedule including the timing of the effects and displays included in the song reach of the song MUB, the display content, the sound output content, and the lamp output content. Timing tb01 is when the display goes black, the playback output of phrase PHM22 included in song ESM02 begins, and the light-emitting element turns off. Timing tb02 is when the display of background image MRH01 begins, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element blinks red. Timing tb03 is when the display of the first effect symbol image begins, the movement of the effect symbol image is displayed, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element lights up in a red wave pattern. Timing tb04 is when the second performance symbol image is displayed and the performance symbol image moves, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element lights up in an orange wave. Timing tb05 is when the third performance symbol image is displayed and the performance symbol image moves, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element lights up in a yellow wave. Timing tb06 is when the fourth performance symbol image is displayed and the performance symbol image moves, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element lights up in a green wave. Timing tb07 is when the fifth performance symbol image is displayed and the performance symbol image moves, the playback output of phrase PHM22 included in song ESM02 continues, and the light-emitting element lights up in a blue wave. Timing tb08 is when the display of the 6th performance symbol image begins, the performance symbol image moves, the playback output of the phrase PHM22 included in the song ESM02 continues, and the light-emitting element lights up in a purple wave pattern.
[0231] At timing tb09, the display of the 7th performance symbol image begins, the performance symbol image moves, and the playback output of phrase PHM22 included in the song ESM02 continues, causing the light-emitting element to light up in a blue wave pattern. At timing tb10, the display of the 8th performance symbol image begins, the performance symbol image moves, and the playback output of phrase PHM22 included in the song ESM02 continues, causing the light-emitting element to light up in a green wave pattern. At timing tb11, the display of the 9th performance symbol image begins, the performance symbol image moves, and the playback output of phrase PHM22 included in the song ESM02 continues, causing the light-emitting element to light up in a red wave pattern. At timing tb12, the performance symbol image moves, the playback output of phrase PHM22 included in the song ESM02 stops, and the light-emitting element blinks purple twice. At timing tb13, the display of the background image MRH01 ends, and the light-emitting element blinks purple twice. At timing tb14, the display of the performance symbol image ends, and the light-emitting element turns off. Timing tb15 marks the start of the display of the dramatic effect image along with the background image MRH11, the start of the output of the sound effect EFS02, and the rapid flashing of red and blue loops. Timing tb16 marks the end of the display of the dramatic effect image along with the background image MRH11, the end of the output of the sound effect EFS02, and the light-emitting components turn off.
[0232] In the notification part failure pattern 003AKP22 in Figure 10-20(B), the table data numbered b21 and b22 clearly show the time schedule including the timing of the effects and displays, the displayed content, the sound output content, and the lamp output content corresponding to the case when the special symbol display result is "miss" in the music reach of song MUB. Timing tb21 is when the confirmed effect symbols are displayed when it is a miss, the sound effect EFA01 starts to be output, and the light-emitting element lights up in dark gray. Timing tb22 is when the background image AKH01 returns to display, the sound effect EFA01 ends to be output, and the light-emitting element lights up in yellow, corresponding to the normal background.
[0233] In the notification part success pattern 003AKP23 in Figure 10-20(C), the table data numbered b31 to b35 clearly shows the time schedule including the timing of the effects and displays, the display content, the sound output content, and the lamp output content corresponding to the case where the special display result is "Big Win" in the music reach of song MUB. Timing tb31 is when the effect image EFG01 for the movable body operation starts to be displayed, the sound effect EFS11 starts to be output, and the light-emitting element lights up in rainbow colors. Timing tb32 is when the effect image EFG01 for the movable body operation ends to be displayed, the sound effect EFS11 ends to be output, and the light-emitting element lights up in rainbow colors. Timing tb33 is when the effect image for the epilogue starts to be displayed, the phrase PHM23 included in song ESM02 starts to be played back, and the light-emitting element lights up in rainbow colors. Timing tb34 marks the end of the display of the epilogue animation image, the end of playback of the phrase PHM23 included in the song ESM02, and the light-emitting element lights up in rainbow colors. Timing tb35 marks the display of the winning animation symbols, the output of the sound effect EFA02, and the light-emitting element lights up in rainbow colors.
[0234] Figure 10-21 is a timing diagram showing an example of control for the timing of the reach animation execution that results in a song reach in MUA. The timings ta01 to ta35 shown in Figure 10-21 are set using the common pattern 003AKP11 for the introduction part, the failure pattern 003AKP12 for the notification part, and the success pattern 003AKP13 for the notification part in the timetable setting example in Figure 10-19. The control example in Figure 10-21 includes an example of the execution control example of the reach animation corresponding to the reach failure in Figure 10-21(A) as an example of the case where the special symbol display result is a "miss," and an example of the execution control example of the reach animation corresponding to the jackpot in Figure 10-21(B) as an example of the case where the special symbol display result is a "jackpot."
[0235] In the control example in Figure 10-21(A), the reach animation for the song MUA includes an introduction part, which is the animation part from timing ta01 to timing ta21, and a notification part, which is the animation part from timing ta21 to timing ta22. Of these, the introduction part includes a main song animation period from timing ta01 to timing ta11, and a symbol teasing period from timing ta11 to timing ta21. During the main song animation period, the phrase PHM12 included in song ESM01 is played back in conjunction with the start of display and movement of the animation symbol that becomes the middle symbol. This makes it possible to output song ESM01 in the reach animation for the song MUA. During the symbol teasing period, in the introduction part immediately before executing the notification part in which the animation result is announced, an animation is performed that teases whether the special symbol display result is a "miss" or a "jackpot" by changing the display pattern of the animation symbol. In this control example, the performance in the introductory part from the start of the main music performance period to the end of the pattern hype period only needs to be executable using the common introductory part pattern 003AKP11 shown in Figure 10-19(A).
[0236] In the control example shown in Figure 10-21(A), the notification part of the reach animation for the song MUA includes a period of displaying losing symbols from timing ta21 to timing ta22. During the period of displaying losing symbols, the player is notified that the special symbol display result is a "miss" by displaying the animation symbols that constitute the confirmed animation symbols of the reach combination. The animation in the notification part from the start to the end of the period of displaying losing symbols in this control example only needs to be executable using the notification part failure pattern 003AKP12 shown in Figure 10-19(B).
[0237] In the control example shown in Figure 10-21(B), the reach animation for the song MUA includes an introduction part, which is the animation part from timing ta01 to timing ta31, and a notification part, which is the animation part from timing ta31 to timing ta35. Of these, the introduction part includes a main song animation period and a symbol trigger period, similar to the control example shown in Figure 10-21(A). The animation in the introduction part from the start of the main song animation period to the end of the symbol trigger period in this control example only needs to be executable using the common introduction part pattern 003AKP11 shown in Figure 10-19(A).
[0238] In the control example shown in Figure 10-21(B), the notification part of the reach animation for the song MUA includes a movable body operation period from timing ta31 to timing ta33, a jackpot epilogue period from timing ta33 to timing ta34, and a jackpot symbol display period from timing ta34 to timing ta35. During the movable body operation period, the movable body 32 is moved from the retracted position to the extended position, resulting in the display of the effect image EFG01 and the output of the sound effect EFS11. During the jackpot epilogue period, the phrase PHM13 included in the song ESM01 is played back in conjunction with the display of the epilogue animation image. This makes it possible to output the song ESM01 in the notification part of the reach animation for the song MUA if the special symbol display result is "jackpot". During the jackpot symbol display period, the display of the symbols that constitute the winning combination of the jackpot provides notification to the player that the special symbol display result is a "jackpot." In this control example, the effects in the notification part from the start of the movable body operation period to the end of the jackpot symbol display period only need to be executable using the notification part success pattern 003AKP13 shown in Figure 10-19(C).
[0239] Figure 10-21(C) shows a modified example in which the notification part does not include the movable body operation period. In this case, when the main music performance period of the introduction part ends, the jackpot epilogue period from timing ta33 to timing ta34 begins, followed by the jackpot symbol display period from timing ta34 to timing ta35. Thus, the notification part when the special symbol display result is "jackpot" may be configured to include the jackpot epilogue period and the jackpot symbol display period, but not include the movable body operation period.
[0240] Regarding the reach sequences for songs MUB and MUC, it is sufficient that the sequences in the introduction part can be executed using a common pattern in the introduction part, that the sequences in the notification part can be executed using a failure pattern in the notification part when the special symbol display result is "miss", and that the sequences in the notification part can be executed using a success pattern in the notification part when the special symbol display result is "jackpot".
[0241] Figure 10-22 is a timing diagram showing an example of controlling the timing of the reach animation execution for a Super Reach in Super SPA. The timings td01 to td35 shown in Figure 10-22 can be set using a common pattern for the introduction part, a failure pattern for the notification part, and a success pattern for the notification part, similar to the case of a music reach. The control example in Figure 10-22 includes an example of the execution control of the reach animation corresponding to a reach miss in Figure 10-22(A) as an example of the case where the special symbol display result is a "miss," and an example of the execution control of the reach animation corresponding to a jackpot in Figure 10-22(B) as an example of the execution control of the reach animation corresponding to a jackpot in Figure 10-22(B) as an example of the case where the special symbol display result is a "jackpot." The reach animation that becomes a Super Reach can include multiple animation parts, such as an introduction part before announcing the animation result and a notification part that announces the animation result, similar to the reach animation that becomes a music reach.
[0242] In the control example shown in Figure 10-22(A), the reach animation that results in a Super Reach in Super SPA includes a Super Reach Part, which is an introductory part from timing td01 to timing td11, and a notification Part, which is a notification part from timing td11 to timing td21. Of these, the Super Reach Part, which is the introductory part, executes the reach animation, including the display of animation images, from the start of the reach animation that results in a Super Reach until the notification Part, which announces the result of the animation, is executed. The animation in the Super Reach Part of this control example only needs to be executable using a common introductory part pattern that can be selected or created in response to the reach animation that results in a Super Reach in Super SPA.
[0243] In the control example in Figure 10-22(A), the notification part of the reach animation that results in a Super Reach in Super SPA includes a period of displaying losing symbols from timing td11 to timing td21. During the period of displaying losing symbols, the player is notified that the special symbol display result is a "miss" by displaying the animation symbols that constitute the confirmed animation symbols of the reach combination. In this control example, the animation in the notification part from the start to the end of the period of displaying losing symbols only needs to be executable using a notification part failure pattern that can be selected or created in response to the reach animation that results in a Super Reach in Super SPA when the special symbol display result is a "miss".
[0244] In the control example shown in Figure 10-22(B), the reach animation that becomes a Super Reach in Super SPA includes a Super Reach Part, which is an introductory part from timing td01 to timing td31, and a notification Part, which is a notification part from timing td31 to timing td35. Of these, the Super Reach Part, which is the introductory part, executes a reach animation including the display of animation images, similar to the control example shown in Figure 10-22(A). The animation in the Super Reach Part of this control example only needs to be executable using a common introductory part pattern that can be selected or created in response to the reach animation that becomes a Super Reach in Super SPA.
[0245] In the control example shown in Figure 10-22(B), the notification part of the reach animation that becomes a Super Reach in Super SPA includes a movable body operation period from timing td31 to timing td33, a jackpot epilogue period from timing td33 to timing td34, and a jackpot symbol display period from timing td34 to timing td35. During the movable body operation period, effect images are displayed and sound effects are output as the movable body 32 moves from the retracted position to the extended position. During the jackpot epilogue period, music playback or sound effects are output as the epilogue animation image is displayed. During the jackpot symbol display period, the animation symbols that make up the confirmed jackpot combination are displayed, providing notification that the special symbol display result is a "jackpot" for the player. In this control example, the performance in the notification part from the start of the movable body operation period to the end of the jackpot symbol display period only needs to be executable using a notification part success pattern that can be selected or created in response to a reach performance that becomes a Super Reach of Super SPA when the special symbol display result is "jackpot".
[0246] In the case of a reach sequence that results in a super reach, similar to the case of a reach sequence that results in a music reach, the notification part may be configured to include the jackpot epilogue period and the jackpot symbol display period, but not the movable part operation period. For reach sequences that result in a super reach in Super SPB or Super SPC, it is sufficient that the sequence in the super reach part can be executed using a common pattern in the introduction part, and that the sequence in the notification part can be executed using a notification part failure pattern when the special symbol display result is a "miss", and that the sequence in the notification part can be executed using a notification part success pattern when the special symbol display result is a "jackpot".
[0247] FIG. 10-23 shows a music performance setting example in the feature part 003AK as setting example 003AKA21. Setting example 003AKA21 corresponds to the cases of music MUA, music MUB, music MUC, and the reach performances that are the reaches of these music pieces, and the cases of super SPA, super SPB, super SPC, and the reach performances that are the super reaches of these, and shows the settings of the music data and the brightness data table together with the music during reach and the corresponding volume, shows the settings of the music data and the brightness data table together with the music during jackpot and the corresponding volume, and in addition, shows the settings of the number of performance symbols corresponding to the music and the link. The music during reach is the music that is played and output during the execution of the reach performance. The music during jackpot is the music that is played and output in the jackpot game state controlled after the execution of the reach performance. The music data is the audio data used for the playback output of the music. The brightness data table is a setting table that can specify the brightness data used for the lighting control of the game effect lamp 9. The number of performance symbols corresponding to the music is the maximum number of performance symbols that can be displayed corresponding to the playback output of the music in the reach performance. The link may be referred to as, for example, a hyperlink, and is an object that gives a direct relevance when a performance symbol that becomes a medium symbol is displayed in the reach performance, and may be set including one or both of the rhythm and lyrics when the music is output.
[0248] In the case of the reach performance that is the music reach of music MUA, the music during reach is music ESM01 played and output at volume 8. In this case, music data 003AKG11 is used, and the brightness data is specified by brightness data table 003AKT51. When the reach performance that is the music reach of music MUA is executed and the special figure display result becomes "jackpot" and is controlled to the jackpot game state, the music during jackpot is music ESM01 played and output at volume 6. In this case, music data 003AKG12 is used, and the brightness data is specified by brightness data table 003AKT52. The music reach of music MUA has a number of performance symbols corresponding to the music of 5, and the performance symbols are displayed in accordance with the rhythm of the music played and output.
[0249] In the case of the reach effect that is the music reach of music MUB, the music during reach is played and output with music ESM02 at volume 8. In this case, music data 003AKG21 is used, and the luminance data is specified by luminance data table 003AKT53. When the reach effect that is the music reach of music MUB is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with music ESM02 at volume 6. In this case, music data 003AKG22 is used, and the luminance data is specified by luminance data table 003AKT54. The music reach of music MUB has 7 music-corresponding display symbol numbers, and the effect symbols are displayed according to the lyrics of the music played and output.
[0250] In the case of the reach effect that is the music reach of music MUC, the music during reach is played and output with music ESM03 at volume 8. In this case, music data 003AKG31 is used, and the luminance data is specified by luminance data table 003AKT55. When the reach effect that is the music reach of music MUC is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with music ESM03 at volume 6. In this case, music data 003AKG32 is used, and the luminance data is specified by luminance data table 003AKT56. The music reach of music MUC has 9 music-corresponding display symbol numbers, and the effect symbols are displayed according to the rhythm and lyrics of the music played and output.
[0251] It should be noted that in the original text, the luminance data table number for the "big win" state of music MUC in the fourth paragraph seems to be incorrect. It is written as 003AKT55 in the original, but it should probably be 003AKT56 for consistency with the pattern of the previous paragraph. I have translated it as 003AKT56 in the translation.In the case of a Super Reach in Super SPA, the music played during the reach is FSM01 at volume 8. In this case, music data 003AKG41 is used, and brightness data is specified by brightness data table 003AKT61. When a Super Reach in Super SPA is executed and the special symbol display result is "Big Win" and the game is controlled to a big win state, the music played during the big win is FSM01 at volume 6. In this case, music data 003AKG42 is used, and brightness data is specified by brightness data table 003AKT62. In Super SPA's Super Reach, the number of music-corresponding symbols to be displayed is 0, and the symbols for the performance are displayed without matching the rhythm or lyrics of the music being played.
[0252] In the case of a Super Reach in Super SPB, the music played during the reach is track FSM02 at volume 8. In this case, music data 003AKG51 is used, and brightness data is specified by brightness data table 003AKT63. When a Super Reach in Super SPB is executed and the special symbol display result is "Big Win" and the game is controlled to a big win state, the music played during the big win is track FSM02 at volume 6. In this case, music data 003AKG52 is used, and brightness data is specified by brightness data table 003AKT64. In Super SPB's Super Reach, the number of symbols corresponding to the music displayed is 1, and the symbols are displayed in time with the rhythm of the music being played.
[0253] In the case of a Super Reach in Super SPC, the music played during the reach is FSM03 at volume 8. In this case, music data 003AKG61 is used, and brightness data is specified by brightness data table 003AKT65. When a Super Reach in Super SPC is executed and the special symbol display result is "Big Win" and the game is controlled to a big win state, the music played during the big win is FSM03 at volume 6. In this case, music data 003AKG62 is used, and brightness data is specified by brightness data table 003AKT66. In Super Reach in Super SPC, the number of symbols displayed corresponding to the music is 2, and the symbols are displayed in accordance with the lyrics of the music being played.
[0254] In the timetable setting example in Figure 10-19, phrase PHM12 included in song ESM01 is played back in the intro part of song MUA's song reach using the common intro part pattern 003AKP11 shown in Figure 10-19(A). In the timetable setting example in Figure 10-20, phrase PHM22 included in song ESM02 is played back in the intro part of song MUB's song reach using the common intro part pattern 003AKP21 shown in Figure 10-20(A). Similarly, phrases included in song ESM03 should be played back in the intro part of song MUC's song reach using a common intro part pattern that can be selected or created in response to song MUC's song reach. Phrases included in song FSM01 should be played back in the intro part of Super SPA's Super Reach using a common intro part pattern that can be selected or created in response to Super SPA's Super Reach. The phrases included in song FSM02 should be played back in the introductory part of Super SPC's Super Reach, using a common introductory part pattern that can be selected or created in response to Super SPB's Super Reach.
[0255] Thus, in the introductory part of a reach sequence that results in a song reach, any of songs ESM01 to ESM03 can be played and output. Also, in the introductory part of a reach sequence that results in a super reach, any of songs FSM01 to FSM03 can be played and output. Therefore, when a reach sequence that results in a super reach is an example of a predetermined sequence, a reach sequence that results in a song reach is an example of a specific sequence, songs FSM01 to FSM03 are examples of predetermined songs, and songs ESM01 to ESM03 are examples of specific songs, then a predetermined song can be output in the introductory part of a predetermined sequence, and a specific song can be output in the introductory part of a specific sequence.
[0256] In the example setting 003AKA21 in Figure 10-23, the number of music-corresponding display symbols in a music reach is set to be greater for "5", "7", and "9" than for "0", "1", and "2" in a super reach. Note that the number of music-corresponding display symbols in a music reach can be set to any number greater than the number of music-corresponding display symbols in a super reach, as long as the performance symbols corresponding to songs ESM01 to ESM03 are displayed multiple times. In addition, songs ESM01 to ESM03 can be output in the introductory part of the reach performance that becomes a music reach. Songs FSM01 to FSM03 can be output in the introductory part of the reach performance that becomes a super reach. As a result, the degree to which performance symbols are displayed corresponding to songs ESM01 to ESM03 in the case of a music reach is greater than the degree to which performance symbols are displayed corresponding to songs FSM01 to FSM03 in the case of a super reach. Therefore, if songs FSM01 to FSM03 are examples of predetermined songs, songs ESM01 to ESM03 are examples of specific songs, and the display symbols are examples of decorative identification information, the degree to which decorative identification information is displayed in correspondence with a specific song is higher than the degree to which decorative identification information is displayed in correspondence with a predetermined song.
[0257] In Figure 10-19(B), the notification part failure pattern 003AKP12 shows that in the song reach for song MUA, if the special symbol display result is "miss", the notification part displays the winning symbol for a miss at timing ta21, accompanied by the output of sound effect EFA01. In Figure 10-19(C), the notification part success pattern 003AKP13 shows that in the song reach for song MUA, if the special symbol display result is "jackpot", the notification part displays the winning symbol for a jackpot at timing ta35, accompanied by the output of sound effect EFA02. In Figure 10-20(B), the notification part failure pattern 003AKP22 shows that in the song reach for song MUB, if the special symbol display result is "miss", the notification part displays the winning symbol for a miss at timing tb21, accompanied by the output of sound effect EFA01. According to the notification part success pattern 003AKP23 in Figure 10-20(C), in the notification part of the song reach for song MUB, if the special symbol display result is "Big Win", the winning symbol is displayed at timing tb35 along with the output of sound effect EFA02. Similarly, in the notification part of the song reach for song MUC, if the special symbol display result is "Miss", the winning symbol for a miss should be displayed along with the output of sound effect EFA01 or other sound effects, and if the special symbol display result is "Big Win", the winning symbol for a big win should be displayed along with the output of sound effect EFA02 or other sound effects. In this way, in the notification part of the reach animation that becomes a song reach, the animation symbols are displayed without corresponding to songs ESM01~ESM03. Therefore, when a reach animation that results in a song reach is an example of a specific animation, songs ESM01~ESM03 are examples of specific songs, and the animation symbols are examples of decorative identification information, the notification part of a specific animation will display decorative identification information without corresponding to the specific song.
[0258] Similar to the music reach, in the notification part of the Super Reach in Super SPA, if the special symbol display result is a "miss," the confirmed symbol for a miss should be displayed along with the output of sound effect EFA01 or other sound effects, and if the special symbol display result is a "jackpot," the confirmed symbol for a jackpot should be displayed along with the output of sound effect EFA02 or other sound effects. In the notification part of the Super Reach in Super SPB, if the special symbol display result is a "miss," the confirmed symbol for a miss should be displayed along with the output of sound effect EFA01 or other sound effects, and if the special symbol display result is a "jackpot," the confirmed symbol for a jackpot should be displayed along with the output of sound effect EFA02 or other sound effects. In the notification part of a Super Reach in Super SPC, if the special symbol display result is a "miss," the confirmed winning symbol for a miss should be displayed along with the output of sound effect EFA01 or other sound effects. If the special symbol display result is a "jackpot," the confirmed winning symbol for a jackpot should be displayed along with the output of sound effect EFA02 or other sound effects. In this way, in the notification part of a reach sequence that becomes a Super Reach, the symbols are displayed without corresponding to the music FSM01~FSM03. Therefore, if a reach sequence that becomes a Super Reach is an example of a predetermined sequence, music FSM01~FSM03 is an example of a predetermined music, and the symbols are an example of decorative identification information, the decorative identification information is displayed in the notification part of a predetermined sequence without corresponding to the predetermined music.
[0259] In the music performance setting example 003AK21 in Figure 10-23, when a reach performance occurs for song MUA, the number of music-corresponding display symbols is 5, and the performance symbols are displayed 5 times in time with the rhythm of the played-out song ESM01, thereby displaying the performance symbols multiple times in accordance with song ESM01. When a reach performance occurs for song MUB, the number of music-corresponding display symbols is 7, and the performance symbols are displayed 7 times in time with the lyrics of the played-out song ESM02, thereby displaying the performance symbols multiple times in accordance with song ESM02. When a reach performance occurs for song MUC, the number of music-corresponding display symbols is 9, and the performance symbols are displayed 9 times in time with the rhythm and lyrics of the played-out song ESM03, thereby displaying the performance symbols multiple times in accordance with song ESM03. When displaying performance symbols multiple times in accordance with songs ESM01 to ESM03, it may include cases where the same performance symbol is displayed repeatedly, or cases where different performance symbols are displayed once each. Thus, in a reach animation that results in a song-based reach, the animation symbols are displayed multiple times corresponding to songs ESM01 to ESM03. Therefore, when a reach animation that results in a song-based reach is an example of a specific animation, songs ESM01 to ESM03 are examples of specific songs, and the animation symbols are examples of decorative identification information, the decorative identification information is displayed multiple times in a specific animation corresponding to a specific song.
[0260] In the music performance setting example 003AKA21 in Figure 10-23, when a reach performance occurs for the song MUA, the performance symbols are displayed in time with the rhythm of the song ESM01, which is the song being played during the reach. Similarly, when a reach performance occurs for the song MUC, the performance symbols are displayed in time with the rhythm and lyrics of the song ESM03, which is the song being played during the reach. Therefore, when a reach performance occurs for the song MUA or MUC, which is an example of a specific performance, and songs ESM01 and ESM03 are examples of specific songs, and the performance symbols are examples of decorative identification information, the decorative identification information is displayed in time with the rhythm of the specific song during a specific performance.
[0261] In the music performance setting example 003AKA21 in Figure 10-23, when a reach performance occurs for song MUB, the performance symbols are displayed in accordance with the lyrics of song ESM02, which is the song being played during the reach. Similarly, when a reach performance occurs for song MUC, the performance symbols are displayed in accordance with the rhythm and lyrics of song ESM03, which is the song being played during the reach. Therefore, when a reach performance occurs for song MUB or song MUC, which is an example of a specific performance, songs ESM02 and ESM03 are examples of specific songs, and the performance symbols are examples of decorative identification information, the decorative identification information is displayed in accordance with the lyrics of the specific song during a specific performance.
[0262] Figure 10-24 shows an example of the structure of song ESM01. Song ESM01 is composed of multiple melodic sections, including the intro PHM10 shown in Figure 10-24(A), the phrase PHM11 shown in Figure 10-24(B), the phrase PHM12 shown in Figures 10-24(C) and 10-24(D), and the phrase PHM13 shown in Figure 10-24(E). The intro PHM10 is the introductory melody section that serves as the prelude to song ESM01. The phrase PHM11 is the first vocal melody section that serves as the A section of song ESM01. The phrase PHM12 is the second vocal melody section that serves as the B section and chorus section of song ESM01. The phrase PHM13 is the third vocal melody section that serves as the C section or final chorus section of song ESM01. Note that the structure of the melody sections can be arbitrarily set according to the song.
[0263] According to the common intro part pattern 003AKP11 corresponding to the song MUA in Figure 10-19(A), in the intro part of the song reach in the song MUA, the second vocal melody section, phrase PHM12, is played and output from among the multiple melody sections included in song ESM01, while the intro melody section, intro PHM10, the first vocal melody section, phrase PHM11, and the third vocal melody section, phrase PHM13, are not played and output. According to the notification part failure pattern 003AKP12 in Figure 10-19(B), in the notification part of the song reach in the song MUA, if the special display result is "miss", none of the multiple melody sections included in song ESM01 are played and output. According to the notification part success pattern 003AKP13 in Figure 10-19(C), in the notification part of the song MUA's song reach, if the special display result is "Big Win", the third vocal melody section, phrase PHM13, among the multiple melody sections included in song ESM01 is played and output, while the intro melody section, intro PHM10, the first melody section, phrase PHM11, and the second melody section, phrase PHM12, are not played and output.
[0264] When a reach animation is performed for the song MUA and the special display result is "Big Win" and the game is controlled to a big win state, the song ESM01 that is played and output as the song during the big win only needs to include all of the following melody sections: the intro PHM10 which is the intro melody section, the phrase PHM11 which is the first melody section, the phrase PHM12 which is the second melody section, and the phrase PHM13 which is the third melody section. When the special display result is "Big Win", the phrase PHM12 which is the second vocal melody section of song ESM01 is played and output by the introduction part common pattern 003AKP11 corresponding to the song MUA in Figure 10-19(A), and the phrase PHM13 which is the third vocal melody section of song ESM01 is played and output by the notification part success pattern 003AKP13 corresponding to the song MUA in Figure 10-19(C). Thus, song ESM01 is similar in that phrases PHM12 and PHM13 can be output in both the reach-in song and the jackpot song, but differs in that intro PHM10 and phrase PHM11 are not output in the reach-in song, while intro PHM10 and phrase PHM11 are output in the jackpot song.
[0265] In the timetable setting example in Figure 10-19, according to the common intro part pattern 003AKP11 shown in Figure 10-19(A), the intro part of the song reach for song MUA does not play back the phrase PHM11 contained in song ESM01, but plays back the phrase PHM12 contained in song ESM01. In the song performance setting example 003AKA21 in Figure 10-23, in the case of a reach performance that is a song reach for song MUA, the performance symbols are displayed in time with the rhythm of song ESM01, which is the song in the reach. For example, the first half of the phrase PHM12 shown in Figure 10-24(C) starts playing back at timing ta01 according to the common intro part pattern 003AKP11 in Figure 10-19(A), continues playing back at timing ta02, and then the first to third performance symbol images are displayed sequentially in time with the rhythm from timing ta03 to timing ta05. In the latter half of phrase PHM12 shown in Figure 10-24(D), the fourth and fifth performance symbol images are sequentially displayed in time with the rhythm of timings ta06 and ta07, according to the common introductory part pattern 003AKP11 in Figure 10-19(A). Playback output continues until timing ta08, at which point the final playback output ends. In this way, in the introductory part of the reach performance that leads to a song reach in the MUA, phrase PHM12 is output instead of phrase PHM11 included in the song ESM01. Also, in the introductory part of the reach performance that leads to a song reach in the MUA, performance symbols are displayed in accordance with phrase PHM12 included in the song ESM01. Therefore, if the reach animation for song MUA is an example of a specific animation, song ESM01 is an example of a specific song, phrase PHM11 is an example of the first part, phrase PHM12 is an example of the second part, and the animation symbols are an example of decorative identification information, then in the introductory part of the specific animation, the second part of the specific song is output without outputting the first part, and the decorative identification information is displayed in the introductory part of the specific animation corresponding to the second part of the specific song.
[0266] In the timetable setting example in Figure 10-19, according to the notification part failure pattern 003AKP12 shown in Figure 10-19(B), the notification part in the song reach of song MUA does not play any melody section of song ESM01 if the special display result is "miss". In contrast, according to the notification part success pattern 003AKP13 shown in Figure 10-19(C), the notification part in the song reach of song MUA plays the phrase PHM13 included in song ESM01 if the special display result is "jackpot". In song ESM01, phrase PHM13 is the melody section that follows phrase PHM12, which was played in the introduction part of the song reach of song MUA. For example, in the case of phrase PHM13 shown in Figure 10-24(E), according to the notification part success pattern 003AKP13 in Figure 10-19(C), the playback output of the beginning starts at timing ta33, continues until timing ta34, and then the playback output of the end ends at timing ta34. From the time the playback output of phrase PHM12 included in song ESM01 stops at timing ta08 of the introduction part common pattern 003AKP11 until the playback output of phrase PHM13 included in song ESM01 starts at timing ta33 of the notification part success pattern 003AKP13, the playback output of song ESM01 may be interrupted or temporarily suspended. The playback output of song ESM01 that stopped at timing ta08 should be output in a way that allows the player to recognize the continuity of song ESM01 when the playback output starts at timing ta33. Thus, the song ESM01, which is output in the introductory part of the reach animation that results in a song MUA, is output again in the notification part success pattern 003AKP13, but not in the notification part failure pattern 003AKP12. Therefore, when song ESM01 is an example of a specific song, notification part success pattern 003AKP13 is an example of a success pattern, and notification part failure pattern 003AKP12 is an example of a failure pattern, the specific song output in the introductory part is output again in the success pattern, but not in the failure pattern.
[0267] In the music performance setting example 003AKA21 in Figure 10-23, when a reach performance is performed with the song MUA as the song, both the song ESM01 is played and output as the song during the reach and the song during the jackpot. On the other hand, song data 003AKG11 is used for the song during the reach, and song data 003AKG12 is used for the song during the jackpot. Thus, it is possible to output song ESM01 when a reach performance with the song MUA as the song is being executed, it is possible to output song ESM01 when the game is controlled to be in a jackpot state, and it is possible to output song ESM01 using different song data 003AKG11 and 003AKG12 depending on whether the reach performance with the song MUA as the song is being executed or the game is controlled to be in a jackpot state. Therefore, if the reach animation for song MUA is an example of a specific animation, song ESM01 is an example of a specific song, the jackpot game state is an example of a favorable state, and song data 003AKG11 and 003AKG12 are examples of different song data, then it is possible to output a specific song when a specific animation is being performed, it is possible to output a specific song when controlled to a favorable state, and it is possible to output a specific song using different song data when a specific animation is being performed and when controlled to a favorable state.
[0268] Figure 10-25 shows an example of the structure of song ESM02. Song ESM02 is composed of multiple melodic sections, including the intro PHM20 shown in Figure 10-25(A), the phrase PHM21 shown in Figure 10-25(B), the phrase PHM22 shown in Figures 10-25(C) and 10-25(D), and the phrase PHM23 shown in Figure 10-25(E). Intro PHM20 is the introductory melody section that serves as the prelude to song ESM02. Phrase PHM21 is the first vocal melody section that serves as the A section of song ESM02. Phrase PHM22 is the second vocal melody section that serves as the B section and chorus section of song ESM02. Phrase PHM23 is the third vocal melody section that serves as the C section or final chorus section of song ESM02. Note that the structure of the melody sections can be arbitrarily set according to the song.
[0269] According to the common intro part pattern 003AKP21 corresponding to the song MUB in Figure 10-20(A), in the intro part of the song reach of the song MUB, the second vocal melody section, phrase PHM22, is played and output from among the multiple melody sections included in the song ESM02, while the intro melody section, intro PHM20, the first vocal melody section, phrase PHM21, and the third vocal melody section, phrase PHM23, are not played and output. According to the notification part failure pattern 003AKP22 in Figure 10-20(B), in the notification part of the song reach of the song MUB, if the special display result is "miss", none of the multiple melody sections included in the song ESM02 are played and output. According to the notification part success pattern 003AKP23 in Figure 10-20(C), in the notification part of the song reach for song MUB, if the special display result is "Big Win", the third vocal melody section, phrase PHM23, among the multiple melody sections included in song ESM02 is played and output, while the intro melody section, intro PHM20, the first melody section, phrase PHM21, and the second melody section, phrase PHM22, are not played and output.
[0270] When a reach animation is performed that results in a song reach for song MUB, and the special display result is "Big Win," and the game is controlled to a big win state, song ESM02, which is played back as the song during the big win, should include all of the following melody sections: the intro PHM20, the first melody section Phrase PHM21, the second melody section Phrase PHM22, and the third melody section Phrase PHM23. If the special display result is "Big Win," the common introduction part pattern 003AKP21 corresponding to song MUB in Figure 10-20(A) plays back Phrase PHM22, which is the second vocal melody section of song ESM02, and the success notification part pattern 003AKP23 corresponding to song MUB in Figure 10-20(C) plays back Phrase PHM23, which is the third vocal melody section of song ESM02. Thus, song ESM02 is similar in that phrases PHM22 and PHM23 can be output in both the reach-in music and the jackpot music, but differs in that intro PHM20 and phrase PHM21 are not output in the reach-in music, while intro PHM20 and phrase PHM21 are output in the jackpot music.
[0271] In the time table setting example of FIGS. 10-20, in the introduction part common pattern 003AKP21 shown in FIG. 10-20(A), in the introduction part of the music reach of music MUB, the phrase PHM21 included in music ESM02 is not reproduced and output, and the phrase PHM22 included in music ESM02 is reproduced and output. In the music performance setting example 003AKA21 of FIG. 10-23, in the case of the reach performance that becomes the music reach of music MUB, the performance pattern is displayed according to the lyrics of the music ESM02 which is the music during the reach. For example, in the first half part of the phrase PHM22 shown in FIG. 10-25(C), according to the introduction part common pattern 003AKP21 of FIG. 10-20(A), the start of the initial reproduction output starts at timing tb01, and after the reproduction output is continued at timing tb02, from timing tb03 to timing tb07, the first performance pattern image to the fifth performance pattern image are sequentially started to be displayed according to the lyrics. In the second half part of the phrase PHM22 shown in FIG. 10-25(D), according to the introduction part common pattern 003AKP21 of FIG. 10-20(A), the sixth performance pattern image to the ninth performance pattern image are sequentially started to be displayed according to the rhythm from timing tb08 to timing tb11, and after the reproduction output is continued until timing tb12, the final reproduction output ends at timing tb12. Thus, in the introduction part of the reach performance that becomes the music reach of music MUB, the phrase PHM22 is output without outputting the phrase PHM21 included in music ESM02. Also, in the introduction part of the reach performance that becomes the music reach of music MUB, the performance pattern is displayed corresponding to the phrase PHM22 included in music ESM02. Therefore, when the...
Claims
[Claim 1] A gaming machine that displays decorative identification information in a variable manner and can be controlled to create a favorable state for the player, Means of execution of the performance, Equipped with a sound output means, The aforementioned performance execution means is capable of executing predetermined performances and specific performances that suggest being controlled to the advantageous state, using the decoration identification information. The aforementioned predetermined performance and the aforementioned specific performance include an introductory part before announcing the performance result and a notification part for announcing the performance result, The sound output means is In the introductory part of the predetermined performance, a predetermined song can be output. In the introductory part of the aforementioned specific performance, a specific song can be output. In the aforementioned predetermined performance, a predetermined sound can be output in correspondence with displaying the decoration identification information. The aforementioned performance execution means is In the introductory part of the predetermined performance, the decorative identification information is displayed without being in accordance with the content of the predetermined song. In the introductory part of the aforementioned specific performance, the decoration identification information is displayed in accordance with the content of the aforementioned specific song. In the notification part of the predetermined performance, the decorative identification information is displayed without being in accordance with the content of the predetermined song. In the notification part of the aforementioned specific performance, the decorative identification information is displayed without being matched to the content of the aforementioned specific song. In the aforementioned specific performance, The decoration identification information is displayed in accordance with the content of the specified song. The ornament identification information is dynamically displayed in accordance with the specific notes of the specified song, When a special sound different from the specified sound of the specified song is output, the ornament identification information is not displayed. A gaming machine characterized by the following features.