Gaming machine
The gaming machine addresses monotony by implementing variable display patterns and additional effects to enhance player engagement through flexible and varied effect execution.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2025-07-01
- Publication Date
- 2026-05-22
AI Technical Summary
Existing gaming machines lack variety and engagement, leading to monotonous effects that fail to enhance player interest.
A gaming machine with variable display patterns and additional patterns that determine specific and special effects based on player interactions, allowing for flexible execution of effects to maintain player engagement.
Enhances gaming interest by providing varied and engaging effects through controlled variable displays and suggestive performances, preventing monotony and increasing player attention.
Smart Images

Figure 0007864230000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state for a player.
Background Art
[0002] There is known a gaming machine capable of executing any one of a plurality of challenge effects having different expectations, and capable of executing a suggestion effect indicating which challenge effect will be executed before executing any one of the plurality of challenge effects (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 may cause the effects to be monotonous, and there is room for improvement in the effects.
[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 appropriate effects.
Means for Solving the Problems
[0006] To achieve the above object, a gaming machine according to the present invention is a gaming machine controllable to an advantageous state, comprising: gaming control means capable of controlling the progress of a game; and effect determination means capable of determining an effect based on a command from the gaming control means. A variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns corresponding to a variable display period; an additional pattern determination means capable of determining one additional pattern from among multiple types of additional patterns corresponding to an added variable display period; and a variable display means capable of performing a variable display during a variable display period corresponding to the variable display pattern determined by the variable display pattern determination means, or a variable display period obtained by adding a variable display time corresponding to the variable display pattern determined by the variable display pattern determination means and a variable display period corresponding to the additional pattern determined by the additional pattern determination means. Effect execution means capable of executing a specific effect and a suggestion effect indicating that it is controlled to the advantageous state, and the effect execution means The specific performance can be executed in accordance with the case where a specific variable display pattern is determined by the variable display pattern determination means and the case where an additional pattern is determined by the additional pattern determination means.It is possible to execute the specified performance in a predetermined manner in response to one of the aforementioned suggestive performances, to execute the specified performance in a special manner in response to multiple of the aforementioned suggestive performances, and to execute the aforementioned suggestive performance without executing the specified performance. The additional pattern determination means includes, as a plurality of additional patterns, a first additional pattern in which a variable display period corresponding to the performance time of one suggestive performance is added, and a second additional pattern in which a variable display period corresponding to the performance periods of multiple suggestive performances is added, and the performance execution means can execute the specific performance of the special form when the specific variable display pattern is determined by the variable display pattern determination means and either the first additional pattern or the second additional pattern is determined by the additional pattern determination means, and when a non-specific variable display pattern is determined by the variable display pattern determination means and the second additional pattern is determined by the additional pattern determination means. Here, the advantageous state can be, for example, a jackpot game state. The game machine can be, for example, a pachinko game machine 1. The specific effects can be, for example, cut-in branching effect APE1 and character fusion effect APE3. The variable display period may be, for example, the special feature variation time. Multiple types of variable display patterns may be, for example, the variation patterns in variation pattern setting example AE21. The variable display pattern determination means may be, for example, the CPU 103 that executes step 001AKS04 of the variation pattern setting process. Multiple types of additional patterns may be, for example, the additional patterns PE1-1 to PE1-3 in additional pattern setting example AE22. The additional pattern determination means may be, for example, the CPU 103 that executes step 001AKS06 of the variation pattern setting process. The suggestive effects may be, for example, pre-announcement effects such as pre-announcement APD1 to APD7. The means for executing the effects may be, for example, a CPU 120 for effect control, an image display device 5, speakers 8L and 8R, a game effect lamp 9, etc. The specific effects of a predetermined mode may be, for example, a cut-in branching effect APE1. The specific effects of a special mode may be, for example, a character fusion effect APE3. With this configuration, it is possible to execute a predetermined type of specific performance in response to a single suggestive performance, and to execute a special type of specific performance in response to multiple suggestive performances, thereby attracting the player's attention to a variety of specific performances. Furthermore, in response to cases where the variable display period is added by an additional pattern along with a specific variable display pattern or a non-specific variable display pattern, a special type of specific performance can be executed. This allows for flexible execution of special types of specific performances while preventing an increase in the number of variable display patterns. In this way, the enjoyment of the game can be enhanced through appropriate presentation. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a pachinko game machine. [Figure 2] This is a diagram showing the configuration of various control boards and other components. [Figure 3] This figure shows an example of a random number generator used for gaming. [Figure 4] This flowchart shows the main processing for game control. [Figure 5] This flowchart shows an example of timer interrupt processing for game control. [Figure 6] This is a flowchart showing an example of the special pattern processing. [Figure 7] This figure shows an example of the configuration of a special pattern process jump table. [Figure 8] It is a flowchart showing the main processing for the exclusive use of the performance system. [Figure 9] It is a flowchart or the like showing an example of the performance control process. [Figure 10-1] It is a diagram showing an example of the determination of the special figure display result. [Figure 10-2] It is a diagram showing an example of the screen display configuration in the image display device. [Figure 10-3] It is a diagram showing an example of the setting of the performance symbol. [Figure 10-4] It is a diagram showing the performance images that can be used for the (A) to (E) hold display and active display. [Figure 10-5] It is a diagram showing (A) an example of the setting of the command at the start port winning, (B) the notification content of the winning determination result. [Figure 10-6] It is a diagram showing an example of the setting of the variation pattern. [Figure 10-7] It is a diagram showing an example of the setting of the additional pattern. [Figure 10-8] It is a flowchart showing an example of the variation pattern setting process. [Figure 10-9] It is a diagram showing an example of the determination of the variation pattern type (A) and (B). [Figure 10-10] It is a diagram showing an example of the determination of the variation patterns (A1) to (A4), (B1) to (B4). [Figure 10-11] It is a diagram showing an example of the determination of the additional pattern. [Figure 10-12] It is a flowchart showing an example of the pre-reading performance setting process. [Figure 10-13] [Figure 10-18A] (A), (B1)~(B4) are diagrams showing examples of settings for the timing and execution period of cut-in effects. [Figure 10-18B] (A), (B1), (B2), (C1), (C2) are diagrams showing examples of settings for the timing and execution period of cut-in effects. [Figure 10-19] This diagram shows examples of setting the cut-in animation, specifically (A) to (D) execution period and (E) animation content. [Figure 10-20] This figure shows an example of suggestive presentation settings. [Figure 10-21] This figure shows an example of how to determine the start timing. [Figure 10-22] This figure shows an example of how to determine the start timing. [Figure 10-23] This figure shows an example of how to determine the start timing. [Figure 10-24] This figure shows an example of how to determine the start timing. [Figure 10-25] This figure shows examples of how cut-in animations are determined. [Figure 10-26] This figure shows examples of how cut-in animations are determined. [Figure 10-27] This figure shows examples of how cut-in animations are determined. [Figure 10-28] This figure shows examples of how cut-in animations are determined. [Figure 10-29] This figure shows examples of how cut-in animations are determined. [Figure 10-30] This figure shows an example of branching pattern settings. [Figure 10-31] This is a diagram showing an example of character settings. [Figure 10-32] This figure shows an example of determining a branching presentation pattern. [Figure 10-33] (A) to (C) are diagrams showing examples of how to determine the direction patterns for the preview effects. [Figure 10-34] (A) and (B) are diagrams showing examples of how to determine the direction patterns for the preview effects. [Figure 10-35] (A) to (D) are diagrams showing examples of the display of effects in the cut-in premonition effect. [Figure 10-36](A) to (F) are diagrams showing examples of the display of cut-in effects. [Figure 10-37] (A), (B), (C1)~(C5) are diagrams showing examples of display effects related to preview effects. [Figure 10-38] (A) to (D) are examples of display effects related to the preview effects. [Figure 10-39] (A), (B), (C1)~(C3) are diagrams showing examples of display effects related to preview effects. [Figure 10-40] (A)~(C), (D1)~(D3) are diagrams showing examples of display effects related to the preview effects. [Figure 10-41] (A) to (D) are examples of display effects related to the preview effects. [Figure 10-42] (A), (B), (C1)~(C4) are diagrams showing examples of display effects related to preview effects. [Figure 10-43] (A), (B1) to (B5) are diagrams showing examples of display effects related to preview effects. [Figure 10-44] (A) to (D) are examples of the display of cut-in appearance effects. [Figure 10-45] (A) to (C) are diagrams showing examples of the display of the character fusion effect. [Figure 10-46] This flowchart shows an example of the process for determining the viewpoint switching effect. [Figure 10-47] (A) and (B) are examples of decisions regarding the viewpoint switching effect, and (C) is an example of settings regarding the viewpoint switching effect. [Figure 10-48] This diagram shows an example of how to determine the type of chance event. [Figure 10-49] (A) to (E) are examples of how to determine the chance pattern. [Figure 10-50] (A) to (D) are diagrams showing examples of how chance symbols and cut-in characters are displayed. [Figure 10-51] This figure shows examples of settings for the effects related to viewpoint switching. [Figure 10-52] (A) Example of a pattern determination for highlighting (B) Example of a pattern determination for suggesting a design. [Figure 10-53](A) Example of icon display pattern determination (B1) to (B4) This figure shows examples of icon display. [Figure 10-54] This diagram shows an example of how to determine a scene switching pattern. [Figure 10-55] (A) An example of determining the viewpoint re-switching pattern (B) An example of determining the part time pattern. [Figure 10-56] (A) and (B) are diagrams showing examples of timetable settings for perspective switching effects. [Figure 10-57] This diagram shows an example of setting a timetable for perspective switching effects. [Figure 10-58] This diagram shows an example of setting a timetable for perspective switching effects. [Figure 10-59] (A) to (D) are timing diagrams showing examples of control for viewpoint switching effects. [Figure 10-60] (1) to (8) are examples of visual effects related to viewpoint switching. [Figure 10-61] (9)~(15) This figure shows examples of visual effects related to viewpoint switching. [Figure 10-62] (1) to (8) are examples of visual effects related to viewpoint switching. [Figure 10-63] (9)~(15) This figure shows examples of visual effects related to viewpoint switching. [Figure 10-64] (1) to (8) are examples of visual effects related to viewpoint switching. [Figure 10-65] (9)~(16) This figure shows examples of visual effects related to viewpoint switching. [Figure 10-66] (1) to (8) are examples of visual effects related to viewpoint switching. [Figure 10-67] (9)~(16) This figure shows examples of visual effects related to viewpoint switching. [Figure 10-68] (17)~(19) This figure shows examples of visual effects related to viewpoint switching. [Figure 10-69] (A) An example of the configuration of the game effect lamp. (B) An example of the settings related to the control of the game effect lamp. [Figure 10-70] (1A) to (1C) are diagrams showing the lighting patterns related to the viewpoint switching effect. [Figure 10-71] This diagram shows the lighting patterns related to the viewpoint switching effect (1D) to (1F). [Figure 10-72] (1G)~(1I) This diagram shows the light emission patterns related to the viewpoint switching effect. [Figure 10-73] (2A) to (2C) are diagrams showing the light emission patterns related to the viewpoint switching effect. [Figure 10-74] This diagram shows the lighting patterns related to the viewpoint switching effect from (2D) to (2F). [Figure 10-75] (2G) to (2I) are diagrams showing the light emission patterns related to the viewpoint switching effect. [Figure 10-76] This diagram shows the light emission patterns related to the viewpoint switching effect (2J) to (2L). [Figure 10-77] (3A) to (3C) are diagrams showing the lighting patterns related to the viewpoint switching effect. [Figure 10-78] This diagram shows the lighting patterns related to the (3D) to (3F) viewpoint switching effect. [Figure 10-79] This diagram shows the light emission patterns related to the viewpoint switching effect (3G) to (3I). [Figure 10-80] (A) to (C) are diagrams showing examples of menu displays related to customization settings. [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. Random numbers for gameplay may also include random numbers for additional patterns. Random numbers for additional patterns are used to select additional patterns that correspond to the variable display period that can be added to the variable display period, which is the execution time of the variable display that can be set by 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 prize is on (step S103; Yes), the start port 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 the reading of the production control command stored in the buffer for receiving the production control command and the setting and control corresponding to the read production control command. By executing the command analysis process S_COMMAND, the production control CPU 120 can update the storage data indicating the flag state, the register storage data, and any other storage data in the work area of the RAM 122 corresponding to the production control command transmitted from the main board 11. The production control process S_CPROC in step S76 enables the control of the execution of productions using various production devices, including, for example, the display of production images on the screen of the image display device 5, the audio output from the speakers 8L and 8R, the lighting or extinguishing of decorative light emitters such as the game effect lamp 9 and the decorative LED, and the drive control of the movable body 32. The control content of the production using various production devices may be determined, decided, set, etc. based on the production control command transmitted from the main board 11 and the execution results of the processes by the production control CPU 120. The production random number update process S_RANDOM in step S77 enables at least a part of the production random numbers used on the production control board 12 side to be updated 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, the determination, decision, setting, etc. regarding the execution of the pre-reading preview production based on the production control command at the time of starting winning transmitted from the main board 11. Also, the pre-reading production setting process S_SAKI_SET enables the update of the hold display based on the number of hold memories specified from the production control command.
[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 001AK) Figure 10-1 shows a special symbol display result determination example AD01 related to feature section 001AK. Special symbol display result determination example AD01 is an example of determining whether or not to control the game to a jackpot state using a special symbol display result determination table to determine whether or not the special symbol display result is a "jackpot". The jackpot state is an example of an advantageous state for the player. The special symbol display result determination table is a table in which jackpot determination values are set to be compared with the random number MR1-1 used for special symbol display result determination.
[0112] The CPU 103 of the game control microcomputer 100, which executes the special symbol process processing P_TPROC shown in Figure 6, executes the start gate switch pass-through process P_TZU_ON in either step S104 when the first start prize response flag is on, or step S108 when the second start prize response 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, the special symbol normal processing P_TNORMAL, which is executed in step S112 of the special symbol process processing P_TPROC when the special symbol process code is 00[H], reads the 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 as a variable display result in the variable display of the special symbol by referring to the table data of the special symbol display result determination table that is stored in advance in the ROM 101.
[0113] 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 that the special symbol display result will be a "jackpot". This makes it possible to decide whether or not to control the game to a jackpot state by setting the special symbol display result to a "jackpot" before the variable display result is derived and displayed in response to the stop display of the confirmed special symbol. If it is decided that the special symbol display result will be a "jackpot", the CPU 103 sets the jackpot flag, for example, provided in the special symbol control data area of RAM 102, to the jackpot designation value. The special symbol display result determination table may be a common table used for both 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 determination value of the special symbol display result determination table is set so that the special symbol display result can be determined as either a "jackpot" or a "miss," but the special symbol display result cannot be determined as a "minor win" or "time reduction."
[0114] In the special symbol display result determination example AD01 in Figure 10-1, the probability of the special symbol display result being a "jackpot" is higher when probability variation control is "enabled" than when probability variation control is "off". When probability variation control is not performed ("off"), the probability of the special symbol display result being a "jackpot" is 1 / 399, and the probability of the special symbol display result being a "miss" is 398 / 399. In this case, the jackpot probability in the special symbol game is 1 / 399. When probability variation control is performed ("enabled"), the probability of the special symbol display result being a "jackpot" is 1 / 40, and the probability of the special symbol display result being a "miss" is 39 / 40. In this case, the jackpot probability in the special symbol game is 1 / 40. In this embodiment, the probability variation state, which is a high probability state, has a jackpot probability that is approximately 10 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.
[0115] Figure 10-2 shows an example screen display configuration AC01 of the image display device 5 relating to feature section 001AK. In the example screen display configuration AC01, 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 the active display area AB01, the first reserved display area AB11, and the second reserved display area AB12. The arrangement of each display area on the display screen can be arbitrarily set in accordance with the specifications and design concept of the pachinko game machine 1. The performance symbol that stops and is displayed in the "left" performance symbol display area 5L is also called the left symbol. The performance symbol that stops and is displayed in the "center" performance symbol display area 5C is also called the center symbol. The performance symbol that stops and is displayed in the "right" performance symbol display area 5R is also called the right symbol.
[0116] Active display area AB01 enables active display by displaying a performance image corresponding to the variable display currently being executed. First reserved display area AB11 enables reserved display by displaying a performance image corresponding to a variable display whose execution is being held in reserve, according to the number of first reserved memories. Second reserved display area AB12 enables reserved display by displaying a performance image corresponding to a variable display whose execution is being held in reserve, according to the number of second reserved memories. In this way, active display area AB01, first reserved display area AB11, and second reserved display area AB12 enable the display of an active display that becomes a specific display or a performance image that becomes a reserved display based on information about the variable display. The reserved display in the first reserved display area AB11 is also called the "first reserved display." The reserved display in the second reserved display area AB12 is also called the "second reserved display."
[0117] The first hold display area AB11 can display hold numbers corresponding to "1", "2", "3", and "4" in order from the right, and the display area should be configured so that the first hold display is right-aligned. The second hold display area AB12 can display hold numbers corresponding to "1", "2", "3", and "4" in order from the left, and the display area should be configured so that the second hold display is left-aligned. The active display area AB01 starts an active display corresponding to the first hold display erased (consumed) in the first hold display area AB11 in response to the start of the first special game, and starts an active display corresponding to the second hold display erased (consumed) in the second hold display area AB12 in response to the start of the second special game. The active display that can be displayed in the active display area AB01 only needs to have the same colors and patterns as the first and second hold displays, and for example, the active display may be a performance image that is the same as the first and second hold displays but is displayed larger than each of the individual hold displays. The display mode of the active display may change to a different mode than that of the first and second reserved displays when a preview effect that results in an active change effect is executed. The active display area AB01 may be made recognizable as distinct from the first and second reserved displays, for example, by displaying an effect image showing a pedestal below the active display.
[0118] A small symbol display area may be placed at a predetermined position on the display screen of the image display device 5. The small symbol display area is smaller than the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R, and is provided at a predetermined position, for example, the upper left of the display screen of the image display device 5. In the small symbol display area, variable display of small symbols is performed in accordance with the variable display of special symbols and performance symbols. The performance image showing the small symbol is reduced in size from the decorative identification information image which is the performance image showing the performance symbol, and should be a reduced identification information image that can perform variable display in a manner common to part or all of the performance symbol. In the small symbol display area, the small symbol may be displayed in a simpler manner than the performance symbol to prevent the player from misinterpreting the display content or display result of the small symbol. The small symbol display area is capable of performing variable display of small symbols which are reduced identification information, and can derive and display the confirmed small symbol which is the display result. The performance image showing the small symbol may be displayed in a position that is always visible.
[0119] Figure 10-3 shows example AE01 of the performance symbol settings for multiple types of performance symbols that can be displayed in the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R. Example AE01 of the performance symbol settings is an example of performance symbols set to enable variable display of decorative identification information on the display screen of the image display device 5. Example AE01 of the performance symbol settings includes an example of displaying performance symbols showing the numbers "1" to "7" corresponding to the symbol number, and an example of setting the display color corresponding to each performance symbol.
[0120] Multiple types of symbols have predetermined corresponding display colors. In symbol setting example AE01, the display color corresponding to symbol number "1" is "green," the display colors corresponding to symbol numbers "2," "4," and "6" are "blue," and the display colors corresponding to symbol numbers "3," "5," and "7" are "red." The display color of a symbol may be the same color throughout the entire symbol, or it may be the same color for most of the symbol while including some different colors. Each symbol only needs to have a color that allows the player or other viewer to recognize the display color corresponding to the symbol as a whole.
[0121] Figure 10-4 shows multiple visual effects that can be used for hold and active displays. In this embodiment, five visual effects GA1 to GA5 are pre-prepared as multiple visual effects that can be used for hold and active displays. The number of display images that can be used for hold and active displays is not limited to five; any multiple images based on an arbitrary design are acceptable. Visual effect GA1 shown in Figure 10-4(A) is the visual effect for displaying a plain white circle. Visual effect GA2 shown in Figure 10-4(B) is the visual effect for displaying a plain blue circle. Visual effect GA3 shown in Figure 10-4(C) is the visual effect for displaying a plain green circle. Visual effect GA4 shown in Figure 10-4(D) is the visual effect for displaying a plain red circle. Visual effect GA5 shown in Figure 10-4(E) is the visual effect for displaying a plain gold circle. The normal display mode for hold and active displays is a plain white circle.
[0122] Figure 10-5 shows the start-gate entry command included in the performance control command. The start-gate switch passage process P_TZU_ON in steps S104 and S108 of the special symbol process P_TPROC shown in Figure 6 enables the transmission of a performance control command from the main board 11 to the performance control board 12, which specifies the occurrence of a start-gate, based on the game ball passing through a start area such as the first start-gate or second start-gate. Furthermore, the start-gate switch passage process P_TZU_ON enables the transmission of a performance control command from the main board 11 to the performance control board 12, which specifies the number of reserved memory. In addition, the start-gate switch passage process P_TZU_ON enables the transmission of a performance control command from the main board 11 to the performance control board 12, which specifies the result of the win by executing the win-time performance process using the extracted random number for gameplay. A start-gate entry specification command is provided in advance as a performance control command that specifies the occurrence of a start-gate. A command to specify the number of reserved memories is provided as a performance control command, specifically a reserved memory information specification command. A command to specify the winning result is also provided as a performance control command. These three commands—the starting gate winning specification command, the reserved memory information specification command, and the winning result command—are collectively referred to as the "starting gate winning command."
[0123] Figure 10-5(A) shows an example of the settings for the starting gate entry command AE11, including the starting gate entry designation command, the hold memory information designation command, and the entry judgment result command. The starting gate entry designation command includes command B100[H], which is the first starting gate entry designation command, and command B200[H], which is the second starting gate entry designation command. The hold memory information designation command includes command C1XX[H], which is the first hold memory information designation command, and command C2XX[H], which is the second hold memory information designation command. Note that XX[H] represents a 1-byte data in the form of an unspecified hexadecimal number, and can be any value set according to the instructions given by the performance control command. The hold memory information designation command can be set to different EXT data, such as any of 00[H] to 04[H], corresponding to the first and second hold memory counts. The winning result command is a command C4XX[H] that allows you to set different EXT data corresponding to the result of the winning result judgment process executed using a random number generator for gameplay.
[0124] In the game control microcomputer 100 of the main board 11, the CPU 103 that executes the start gate switch passage process P_TZU_ON in steps S104 and S108 shown in Figure 6 controls the system to send multiple types of performance control commands as start-winning commands based on the fact that the game ball has passed through the start area. The start gate switch passage process P_TZU_ON in steps S104 and S108 stores the extracted random numbers for gameplay as hold information in the first special symbol hold buffer and the second special symbol hold buffer, and enables the execution of the winning determination process using these random numbers for gameplay. The winning determination process, for example, uses the random number MR1-1 for special symbol determination to determine whether the special symbol display result corresponds to a "jackpot" and whether the system is controlled to a jackpot game state before the variable display is executed. The CPU 103, which executes the prize-winning judgment process, performs a comparison operation with the jackpot judgment value to determine whether the value of the random number MR1-1 for special symbol determination is within the jackpot judgment range. At this time, if the random number MR1-1 for special symbol determination is within the jackpot judgment range, the prize-winning judgment result is set to "jackpot". The CPU 103, which executes the start gate switch passing process P_TZU_ON that includes such prize-winning judgment processing, is an example of a determination means that can determine whether or not the game will be controlled to an advantageous state based on the variable display before the variable display is executed.
[0125] The CPU 103, which executes the prize-winning judgment process, performs a comparison operation with the reach-confirmation judgment value for the random number MR3-2 used for selecting a losing animation if the random number MR1-1 used for special symbol judgment is not within the winning judgment range. If the random number MR3-2 used for selecting a losing animation is within the reach-confirmation range, the CPU 103 then uses the random number MR3-3 used for selecting the type of variation pattern to perform a comparison operation with the super reach-confirmation judgment value to determine if its value is within the super reach-confirmation range. In this way, the prize-winning judgment result is set to "Super reach confirmed on a loss" in response to the random number MR3-3 used for selecting the type of variation pattern being within the super reach-confirmation range. If the random number MR3-3 used for selecting the type of variation pattern is not within the super reach-confirmation range, and the random number MR3-2 used for selecting a losing animation is within the reach-confirmation range, the prize-winning judgment result is set to "Reach confirmed on a loss". In response to the fact that the random number MR3-2 used for selecting the losing animation is not within the range that guarantees a win, the winning judgment result is set to "General for losing".
[0126] Figure 10-5(B) illustrates the notification content AE12 from the winning result command. Among the winning result commands, commands C402H, C403H, and C404H may be sent when the random number MR1-1 for special symbol determination is not within the jackpot determination range, and notify that the winning result is determined to be "miss" and therefore the game will not be controlled to a jackpot state. On the other hand, command C401H is sent when the random number MR1-1 for special symbol determination is within the jackpot determination range, and notifies that the winning result is determined to be "jackpot" and therefore the game will be controlled to a jackpot state. Command C400H notifies that the winning result is restricted. For example, when the second special symbol game is executed with priority over the first special symbol game, the winning result may be restricted in response to the game ball passing through the first starting winning slot in a time-saving state where high base control is performed.
[0127] Figure 10-6 shows an example of a variable pattern setting AE21 for a variable pattern that has multiple types of variable display patterns corresponding to the variable display period. Multiple variable patterns are prepared in advance to correspond to the special symbol variation time and the variable display content of the performance symbols. The special symbol variation time, which is the variation time of the special symbols, corresponds to the variable display period in which the variable display is executed. In this way, multiple variable patterns corresponding to the variable display period are prepared in advance.
[0128] Multiple variation patterns include variation patterns corresponding to "non-reach (miss)", "reach (miss)", or "jackpot" as variable display content. Variation patterns corresponding to "non-reach (miss)" are called non-reach variation patterns and are used when the display result of the special symbols is "miss" and the confirmed winning combination of non-reach symbols stops to be displayed without becoming a reach. Variation patterns corresponding to "reach (miss)" are called reach variation patterns and are used when the display result of the special symbols is "miss" and the confirmed winning combination of reach symbols stops to be displayed as a reach. Variation patterns corresponding to "jackpot" are called jackpot variation patterns and are used when the display result of the special symbols is "jackpot". Non-reach variation patterns and reach variation patterns are collectively called miss variation patterns. The reach variation patterns and jackpot variation patterns include a "normal" variation pattern in which the variable display result stops after executing a normal reach animation, and a "super" variation pattern in which the normal reach animation progresses to a super reach animation, and the variable display result stops after executing the super reach animation. In this embodiment, the super reach animations include Super A, Super B, and Strongest Super. The variable display content for "jackpot" may include the variable display content for "non-probability variation (jackpot)" and the variable display content for "probability variation (jackpot)".
[0129] The plurality of variation patterns includes variation patterns capable of executing a pre-warning effect that is pre-associated as a variation-corresponding effect. For example, variation patterns PA2-3, PA2-4, PA2-7, PA3-2, PA3-3, and PA3-6 are variation patterns set to be capable of executing the pre-warning effect of pre-warning APD2 at timing Ta1 during the execution of variable display as a variation-corresponding effect. Variation patterns PA2-5, PA2-8, PA3-4, and PA3-7 are variation patterns set to be capable of executing the pre-warning effect of pre-warning APD3 at timing Ta3 during the execution of variable display as a variation-corresponding effect. Variation patterns PA2-10 and PA3-9 are variation patterns that are capable of executing the pre-warning effect of pre-warning APD2 at timing Ta1 during the execution of variable display and are set to be capable of executing the pre-warning effect of pre-warning APD5 at timing Ta4 during the execution of variable display as a variation-corresponding effect. Variation patterns PA2-11 and PA3-10 are variation patterns that are capable of executing the pre-warning effect of pre-warning APD3 at timing Ta3 during the execution of variable display and are set to be capable of executing the pre-warning effect of pre-warning APD5 at timing Ta4 during the execution of variable display as a variation-corresponding effect. Variation patterns PA2-12 and PA3-11 are variation patterns set to be capable of executing the pre-warning effect of pre-warning APD5 at timing Ta4 during the execution of variable display as a variation-corresponding effect.
[0130] The plurality of variation patterns includes variation patterns that do not execute a variation-corresponding effect. For example, among the variation patterns capable of executing a reach effect that becomes a super reach, variation patterns PA2-6, PA2-9, PA3-5, and PA3-8 are variation patterns set without a variation-corresponding effect.
[0131] Figure 10-7 shows an example of setting additional patterns AE22 for multiple additional patterns. In this embodiment, the variable display period set for each additional pattern can be added to the variable display period, which is the execution time of the variable display set for each variation pattern. Multiple additional patterns are prepared in advance, with each pattern having a variable display period of, for example, 27,000 ms (milliseconds) as one unit, corresponding to the number of times it is added. The variable display period added in accordance with the additional pattern is also called the "added variation time".
[0132] In the example AE22 of the additional pattern settings, three additional patterns, PE1-1 to PE1-3, are pre-configured as multiple additional patterns. Additional pattern PE1-1 is an additional pattern with an added variation time of 27,000 ms, corresponding to the case where the number of additions in the variable display period, which is one unit of 27,000 ms, is 1. Additional pattern PE1-2 is an additional pattern with an added variation time of 54,000 ms, corresponding to the case where the number of additions in the variable display period, which is one unit of 27,000 ms, is 2. Additional pattern PE1-3 is an additional pattern with an added variation time of 81,000 ms, corresponding to the case where the number of additions in the variable display period, which is one unit of 27,000 ms, is 3. In this way, multiple additional patterns corresponding to the number of additions in the variable display period are pre-configured.
[0133] Figure 10-8 is a flowchart showing an example of the variable pattern setting process. The special symbol normal process P_TNORMAL, which is executed in step S112 of the special symbol process P_TPROC shown in Figure 6 when the special symbol process code is 00[H], includes the variable pattern setting process as a process that can be called when the special symbol game starts. The CPU 103 of the game control microcomputer 100 determines whether the special symbol display result is a "jackpot" when the variable pattern setting process is executed (step 001AKS01). At this time, the CPU 103 loads a win flag from the special symbol control data area located at a predetermined address in RAM 102, for example. Then, it checks whether the win flag is the jackpot specification value by using an arithmetic jump instruction that can compare the win flag with a determination value corresponding to the jackpot specification value. If this winning flag is the designated value for a jackpot, the special display result is determined to be a "jackpot," and if the winning flag is not the designated value for a jackpot, the special display result is determined to be a "miss."
[0134] If the special display result in step 001AKS01 is "Big Win" (step 001AKS01; Yes), the type of big win variation pattern is determined (step 001AKS02). Conversely, if the special display result is "Miss" (step 001AKS01; No), the type of miss variation pattern is determined (step 001AKS03). The big win variation pattern type is specified using a variation pattern distribution table that can be selected in response to a "Big Win" special display result and a random number MR3-3 for variation pattern selection read from a variation pattern selection buffer located at a predetermined address in RAM 102, for example. The miss variation pattern type is specified using a variation pattern distribution table that can be selected in response to a "Miss" special display result and a random number MR3-3 for variation pattern selection read from a variation pattern selection buffer located at a predetermined address in RAM 102, for example.
[0135] After steps 001AKS02 and 001AKS03, the variation pattern is determined (step 001AKS04). At this time, the CPU 103 makes it possible to determine the variation pattern using a variation pattern distribution table specified by the type of winning variation pattern or the type of losing variation pattern, and random numbers MR3-4 for the variation pattern stored in a variation pattern buffer provided in RAM 102, for example. The CPU 103 also stores variation pattern specification data corresponding to the determined variation pattern in the performance symbol variation pattern buffer. The performance symbol variation pattern buffer is provided at a predetermined address in RAM 102, for example, and can store different variation pattern specification data corresponding to the result of determining the variation pattern.
[0136] Next, it is determined whether or not a reach animation that results in a super reach is executed in accordance with the determination result of the variation pattern (step 001AKS05). If a reach animation that results in a super reach is executed (step 001AKS05; Yes), an additional pattern is determined (step 001AKS06). For example, the CPU 103 makes it possible to determine the additional pattern using an additional pattern determination table and a random number for the additional pattern. Additional pattern specification data corresponding to the determined additional pattern is stored in the additional pattern buffer. The additional pattern buffer is provided, for example, at a predetermined address in RAM 102 and can store different additional pattern specification data corresponding to the determination result of the additional pattern.
[0137] If a reach animation that would result in a super reach is not executed (Step 001AKS05; No), or after determining the additional pattern in Step 001AKS06, the variable command transmission setting (Step 001AKS07) is performed. At this time, the variable command transmission table selection table and the stored value of the variable command specification buffer are used to make the variable command transmission table selectable. For example, it would be sufficient if different variable command transmission tables could be selected depending on whether the special symbol display result is a "jackpot" or a "miss". After the variable command transmission table is selected, the command set process is executed, making the symbol information specification command, the animation symbol specification command, and the animation symbol variation command sendable. The animation symbol variation command should be able to set different EXT data corresponding to the variation pattern determined in Step 001AKS04 and the additional pattern determined in Step 001AKS06.
[0138] Next, the special symbol variation time setting is performed (step 001AKS08), and the variation pattern setting process is completed. In step 001AKS08, the special symbol variation time setting is performed by executing a time data expansion process using the special symbol variation time table, variation pattern specification data, and additional pattern specification data, making it possible to set different special symbol variation times corresponding to the determination results of the variation pattern and additional pattern. As a result, the variable display period during which the variable display of the special symbol is executed is set as the sum of the variable display period corresponding to the variation pattern and the variable display period corresponding to the additional pattern. In the variation pattern setting process, it is possible to determine one of several additional patterns for one variation pattern, and it is possible to determine a common additional pattern for multiple variation patterns. Therefore, while suppressing the increase in variation patterns, it is possible to flexibly set various variable display periods and secure diverse performance periods.
[0139] The variation pattern in the variation pattern setting example AE21 shown in Figure 10-6 is an example of multiple types of variable display patterns corresponding to the variable display period. Therefore, the CPU 103 executing step 001AKS04 of the variation pattern setting process is an example of a variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns corresponding to the variable display period. The additional pattern in the additional pattern setting example AE22 shown in Figure 10-7 is an example of multiple types of additional patterns corresponding to the number of times the variable display period is added. Therefore, the CPU 103 executing step 001AKS06 of the variation pattern setting process is an example of an additional pattern determination means capable of determining one additional pattern from among multiple types of additional patterns corresponding to the number of times the variable display period is added.
[0140] The CPU 103 of the game control microcomputer 100 mounted on the main board 11 is an example of a game control means capable of controlling the progress of the game in the pachinko game machine 1. By executing steps 001AKS04 and 001AKS06 in the variable pattern setting process, the CPU 103 becomes an example of a variable display pattern determination means and an example of an additional pattern determination means, respectively. Therefore, the game control means includes a variable display pattern determination means and an additional pattern determination means.
[0141] Figure 10-9 shows examples of determining the type of variation pattern. These examples include the example AD11 of determining the type of losing variation pattern shown in Figure 10-9(A), and the example AD12 of determining the type of winning variation pattern shown in Figure 10-9(B). Example AD11 of determining the type of losing variation pattern is an example of determining the type of losing variation pattern in step 001AKS03 of the variation pattern setting process shown in Figure 10-6. Example AD12 of determining the type of winning variation pattern is an example of determining the type of winning variation pattern in step 001AKS02 of the variation pattern setting process shown in Figure 10-6.
[0142] If the special display result is "miss", the CPU 103, which executes step 001AKS03 of the variation pattern setting process, can determine one of the variation pattern types CPA01, CPA11~CPA14 included in the example of determining the type of miss variation pattern AD11 using the random number MR3-3 for selecting the variation pattern type. Variation pattern type CPA01 is a variation pattern type that includes multiple non-reach variation patterns. Variation pattern type CPA11 is a variation pattern type that includes the "normal" variation pattern among the reach variation patterns. Variation pattern type CPA12 is a variation pattern type that includes the "super" variation pattern among the reach variation patterns in which the Super A reach effect is executed. Variation pattern type CPA13 is a variation pattern type that includes the "super" variation pattern among the reach variation patterns in which the Super B reach effect is executed. Variation pattern type CPA14 is a variation pattern type that includes the "super" variation pattern among the reach variation patterns in which the strongest Super reach effect is executed.
[0143] When the special display result is "Big Win", the CPU 103, which executes step 001AKS02 of the variation pattern setting process, can determine one of the variation pattern types CPB11 to CPB14 included in the Big Win Variation Pattern Type Determination Example AD12 using the random number MR3-3 for variation pattern type selection. Variation pattern type CPB11 is a variation pattern type that includes the "Normal" variation pattern among the Big Win variation patterns. Variation pattern type CPB12 is a variation pattern type that includes the "Super A" variation pattern among the Big Win variation patterns. Variation pattern type CPB13 is a variation pattern type that includes the "Super B" variation pattern among the Big Win variation patterns. Variation pattern type CPB14 is a variation pattern type that includes the "Strongest Super" variation pattern among the Big Win variation patterns.
[0144] In the example AD11 for determining the type of losing variation pattern, the probability of determining variation pattern type CPA01 is the highest. Also, the probability of determining variation pattern type CPA11 is higher than the probability of determining variation pattern types CPA12 to CPA14. The probability of determining variation pattern type CPA14 is the lowest. In the example AD12 for determining the type of winning variation pattern, the probability of determining variation pattern type CPB11 is the lowest. Also, the probability of determining variation pattern type CPB13 is higher than the probability of determining variation pattern type CPB12. The probability of determining variation pattern type CPB14 is the highest. As a result, when a reach animation that results in a super reach is executed and the display result of the variable display stops, the probability of the special display result being "Big Win" is higher than when a reach animation that results in a normal reach is executed but a reach animation that results in a super reach is not executed and the display result of the variable display stops. Furthermore, among the reach sequences that result in a Super Reach, the "Strongest Super" Super Reach offers the highest probability of winning a jackpot, and the "Super B" Super Reach offers a higher probability of winning a jackpot than the "Super A" Super Reach.
[0145] Figure 10-10 shows examples of determining the variation pattern corresponding to the variation pattern type. This example includes the case of variation pattern type CPA11 shown in Figure 10-10(A1), the case of variation pattern type CPA12 shown in Figure 10-10(A2), the case of variation pattern type CPA13 shown in Figure 10-10(A3), and the case of variation pattern type CPA14 shown in Figure 10-10(A4), corresponding to the determination of the losing variation pattern type. This example also includes the case of variation pattern type CPB11 shown in Figure 10-10(B1), the case of variation pattern type CPB12 shown in Figure 10-10(B2), the case of variation pattern type CPB13 shown in Figure 10-10(B3), and the case of variation pattern type CPB15 shown in Figure 10-10(B3), corresponding to the determination of the winning variation pattern type.
[0146] For variable pattern type CPA11, the sorting determination value is set based on the stored data in the variable pattern sorting table so that it can be determined to one of variable patterns PA2-1 to PA2-3. For variable pattern type CPA12, the sorting determination value is set based on the stored data in the variable pattern sorting table so that it can be determined to one of variable patterns PA2-4 to PA2-6. For variable pattern type CPA13, the sorting determination value is set based on the stored data in the variable pattern sorting table so that it can be determined to one of variable patterns PA2-7 to PA2-9. For variable pattern type CPA14, the sorting determination value is set based on the stored data in the variable pattern sorting table so that it can be determined to one of variable patterns PA2-10 to PA2-12.
[0147] For variation pattern type CPB11, the distribution determination value is set based on the stored data in the variation pattern distribution table so that it can be determined to either variation pattern PA3-1 or PA3-2. For variation pattern type CPB12, the distribution determination value is set based on the stored data in the variation pattern distribution table so that it can be determined to either variation pattern PA3-3 to PA3-5. For variation pattern type CPB13, the distribution determination value is set based on the stored data in the variation pattern distribution table so that it can be determined to either variation pattern PA3-6 to PA3-8. For variation pattern type CPB14, the distribution determination value is set based on the stored data in the variation pattern distribution table so that it can be determined to either variation pattern PA3-9 to PA3-11.
[0148] Figure 10-11 shows an example of additional pattern determination AD21. The variable pattern setting process shown in Figure 10-8 makes it possible to determine the additional pattern by referring to the additional pattern determination table using a random number for additional pattern determination in step 001AKS06. In addition, if a reach animation that results in a super reach is executed based on the determination in step 001AKS05, the additional pattern can be determined. Therefore, the variable display in which a reach animation that results in a super reach is executed can be extended to a period that is the sum of the variable display period corresponding to the variable pattern and the variable display period corresponding to the additional pattern.
[0149] In the additional pattern determination example AD21, the addition time types CA1 to CA8 are set to correspond to the multiple variation patterns in the variation pattern setting example AE21 in Figure 10-6. In the variation pattern setting example AE21, if the special display result is a "miss" variation pattern, the addition time type is set to one of CA1 to CA4. Also, if the special display result is a "jackpot" variation pattern, the addition time type is set to one of CA1, CA5 to CA8. In the additional pattern determination example AD21, additional patterns PE1-3 can only be determined when the addition time type is CA5. Additional patterns PE1-3 result in a variable display period addition count of 3. Therefore, if the variable display period addition count is 3 due to additional patterns PE1-3, the special display result is confirmed to be a "jackpot". Furthermore, if the special display result is "jackpot" and the game is controlled to a jackpot state, the number of times the variable display period, with 27,000ms as one unit, is added can be set to three or less. Conversely, if the special display result is "miss" and the game is not controlled to a jackpot state, the number of times the variable display period, with 27,000ms as one unit, is added can be set to less than three.
[0150] Figure 10-12 is a flowchart showing an example of the pre-read performance setting process. The pre-read performance setting process is included in the processes that can be called from the performance control process S_CPROC shown in Figure 9(A), and can be executed in step S151 each time the performance control process S_CPROC is executed. When the performance control CPU 120 executes the pre-read performance setting process, it determines whether or not a performance control command that will be a starting gate entry command has been received (step 001AKS101). At this time, for example, the presence or absence of a performance control command at the time of starting entry can be determined by checking whether or not a starting gate entry specification command, a hold memory information specification command, or an entry judgment result command has been newly stored in the first starting entry command buffer or the second starting entry command buffer.
[0151] If a command is received when a ball enters the starting gate (Step 001AKS101; Yes), the content specified by the received command is identified (Step 001AKS102). For example, the content specified by the winning judgment result command is identified as the winning judgment result. Next, it is determined whether or not there is a judgment restriction (Step 001AKS103). In Step 001AKS103, it is determined that there is a judgment restriction if the predetermined conditions for limiting the winning judgment are met. The conditions for limiting the winning judgment are met, for example, when the content specified by the winning judgment result command is subject to a winning judgment restriction. In addition, the conditions for limiting the winning judgment may also be met, for example, when the number of reserved memories is "0". In a configuration in which the second special feature game is executed with priority over the first special feature game, during a time-saving control that makes it easier for the second special feature game to be executed, the conditions for limiting the winning judgment may be met when a command is received when a ball enters the starting gate based on the occurrence of a first starting gate win. Within the scope in which such limiting conditions for determining the winning outcome are met, if it is possible to determine whether or not the game will be controlled to a winning state based on the variable display before the variable display starts, then a limit should be set so that a pre-announcement effect is not executed before the variable display that is the subject of that determination.
[0152] If there are no judgment restrictions in step 001AKS103 (step 001AKS103; No), the winning animation is determined (step 001AKS104). The winning animation can be any pre-announcement animation that can be executed in response to the winning judgment result. If there are judgment restrictions (step 001AKS103; Yes), after determining the winning animation in step 001AKS104, the reserve display image is determined (step 001AKS105). The reserve display image is an animation image used for displaying the reserve. In this case, by determining the reserve display image to be one of the animation images GA2 to GA5, which is different from the normal animation image GA1, it is possible to execute a winning reserve change animation as a pre-announcement animation when winning.
[0153] Subsequently, the setting for updating the reserve display upon winning is performed (step 001AKS106). This adds a new reserve display so as to increase the number of reserve displays in the first reserve display area AB11 or the second reserve display area AB12 by 1. In step 001AKS106, the reserve display image determined in step 001AKS105 may be displayed to start the new reserve display. In this case, it is sufficient to display one of the performance images GA2 to GA5, which is different from the normal performance image GA1, so that the reserve change performance upon winning can be executed. Alternatively, in step 001AKS106, regardless of the result of the decision in step 001AKS105, the performance image GA1 may be displayed first so that the normal reserve display, a round, plain white display, is shown. Subsequently, at the shift timing when the reserve display shifts due to the consumption of reserve memory, the display may be changed to the reserve display image determined in step 001AKS105, so that the reserve change performance during variation can be executed as a pre-read performance during variation.
[0154] Next, the winning animation control is performed (step 001AKS107), and the pre-announcement animation setting process is completed. The winning animation control in step 001AKS107 is the execution control of the winning animation determined in step 001AKS104. This allows for the execution of a winning animation different from the winning reserve change animation as a pre-announcement animation when a win occurs. The pre-announcement animation only needs to be an animation that can suggest that the game will be controlled to a jackpot state based on the variable display before the variable display that is the target of the suggestion is executed.
[0155] Figure 10-13 is a flowchart showing an example of the process for initiating the change in the animation symbols. The process for initiating the change in the animation symbols can be executed in step S155 of the animation control process S_CPROC shown in Figure 9(A), corresponding to the animation control process code 01[H]. When the animation control CPU 120 executes the process for initiating the change in the animation symbols, it sequentially executes the change animation determination process (step 001AKS121), the cut-in animation determination process (step 001AKS122), and the viewpoint switching animation determination process (step 001AKS123).
[0156] This embodiment includes an active change effect as a notification effect that the pachinko game machine 1 can execute. The active change effect changes the active display in the active display area AB01 to a display mode different from the normal display mode, thereby notifying that the special symbol display result will be "jackpot" at a predetermined rate in the variable display of special symbols that is in execution when the start condition is met, and that the game will be controlled to a jackpot state. The display mode of the active display that is changed in response to the variable display in execution by the active change effect only needs to change from a round, plain white display using the effect image GA1 to an active display with a different display color using one of the effect images GA2 to GA5. However, it is not limited to the display color, and any display mode related to the active display, such as the presence or content of the display pattern, character, or message, can be changed to something different from the normal state. Notifications of special symbol display results etc. by the active change effect are also called "active display notification" or "active change notification". The change of the active display in the active change effect is also called "active display change". The active change effect is an example of a change effect.
[0157] This embodiment includes a cut-in effect as a specific effect that the pachinko game machine 1 can execute. The cut-in effect is initiated when a specific effect image is displayed on the display screen of the image display device 5 while the variable display of the effect symbols is being executed. The cut-in effect in this embodiment includes a cut-in premonition effect APE0, a cut-in branching effect APE1, a cut-in appearance effect APE2, and a character fusion effect APE3. All of these effects include a common part in which a common premonition effect is executed. The cut-in branching effect APE1 and the character fusion effect APE3 include a branching part after the common part that branches into multiple effect modes. Here, branching into multiple effect modes is sufficient if it allows the execution of an effect selected from among a pre-prepared set of effect effects. In the branching part, one or more effect effects can be executed as an effect that suggests that the special symbol display result will be a "jackpot" at a predetermined rate and that the game will be controlled to a jackpot state. In response to one effect, the cut-in branching effect APE1 is executed. In response to multiple suggestive animations, the character fusion animation APE3 is executed. The cut-in appearance animation APE2 includes a common part followed by a unique part that follows a predetermined animation pattern. The cut-in premonition animation APE0 ends after the common part without branching or having a unique part.
[0158] This embodiment includes a viewpoint switching effect as a predetermined effect that the pachinko game machine 1 can perform. The viewpoint switching effect consists of multiple parts, including a first part that displays the character and corresponding display as seen from a first viewpoint, a second part that emphasizes the corresponding display after the first part, and a third part that displays the corresponding display as seen from a second viewpoint different from the first viewpoint after the second part. The viewpoint switching effect determination process may determine a confirmed effect symbol, which is the final stop symbol in the variable display of the effect symbols, as a confirmed effect symbol, or it may determine a confirmed effect symbol that is a non-reach combination. In addition, the viewpoint switching effect determination process may not determine a confirmed effect symbol, which is the final stop symbol in the variable display of the effect symbols, depending on the type of viewpoint switching effect to be executed or if the viewpoint switching effect is not executed.
[0159] The production symbol variation start process shown in FIGS. 10-13 determines a solo preview production (step 001AKS124) after the viewpoint switching production determination process is executed in step 001AKS123. The solo preview production is a preview production that can be executed as a suggestive production in the branching parts of the cut-in branching production and the character fusion production, and is executed separately from the cut-in production. In step 001AKS124, it may be determined to enable the solo preview production in correspondence with the variable display in which the cut-in production is not executed. Alternatively, it may be determined to enable the solo preview production in correspondence with the timing when the cut-in production during the execution of the variable display is not executed.
[0160] Thereafter, it is determined whether the symbol has been determined (step 001AKS125). In step 001AKS125, when the determined production symbol, which is the final stop symbol in the variable display of the production symbol, is determined by the viewpoint switching production determination process in step 001AKS123, it is determined that the symbol has been determined. When the symbol has not been determined (001AKS125; No), the determined production symbol, which is the final stop symbol in the variable display of the production symbol, etc. are determined (step 001AKS126).
[0161] The CPU 120 for performance control, which executes step 001AKS126, only needs to be able to determine the final stop symbol in the variable display of performance symbols based on the variable display content. The variable display content may be identified in correspondence with the variation pattern shown in the performance symbol variation command transmitted from the main board 11, or it may be identified including the variable display result shown in the performance symbol specification command. The performance symbol specification command and the performance symbol variation command are transmitted from the main board 11 to the performance control board 12 based on the variation command transmission setting in step 001AKS07 of the variation pattern setting process shown in Figure 10-8. The performance symbol variation command is a performance control command that can specify the variation pattern determined as the pattern to be used. The performance symbol specification command is a performance control command that notifies a special symbol display result that makes it possible to determine the confirmed performance symbol as a variable display result determined using the random number MR1-1 for special symbol determination and the random number MR1-2 for winning symbols. Here, it is sufficient if the variable display content corresponding to the fluctuation pattern and variable display result can be identified as "not a reach (miss)", "reach (miss)", "not a probability variation (jackpot)", and "probability variation (jackpot)".
[0162] 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 as 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 as the final stop symbols. In this case, the middle final stop symbol displayed 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 final stop symbols. If the variable display content is "not a probability variation (jackpot)" or "probability variation (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 as the final stop symbols. At this point, the final stopping symbol should be determined based on whether the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)," and whether or not a promotion animation is performed during the jackpot. A normal symbol is, for example, an animation symbol that indicates an even number. A probability change symbol is, for example, an animation symbol that indicates an odd number. Jackpot combinations using normal symbols are also called non-probability change jackpot combinations. Jackpot combinations using probability change symbols are also called probability change jackpot combinations.
[0163] 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, the performance symbols of a non-probability change jackpot combination using the same normal symbols are displayed, making it difficult or impossible to recognize that the game is being controlled to a probability change state. Next, the performance symbols are changed again through a re-variation, and the performance symbols of a probability change jackpot combination using the same probability change symbols are displayed, thereby notifying the player that the game is being controlled to a probability change state. However, in some cases, the performance symbols of a non-probability change jackpot combination are displayed after the re-variation of the performance symbols in the re-draw sequence, so that the player is not notified 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.
[0164] When the symbol has been determined at step 001AKS125 (step 001AKS125; Yes), or after determining the final stop symbol etc. at step 001AKS126, a process table is selected from a plurality of pre-prepared tables (step 001AKS127). The effect control CPU 120 selects one of the plurality of prepared process tables corresponding to, for example, the variation pattern indicated by an effect symbol variation command, and sets it as the used table. Further, the effect control CPU 120, for example, in the change effect determination process of step 001AKS121, the cut-in effect determination process of step 001AKS122, the viewpoint switching effect determination process of step 001AKS123, the single preview effect in step 001AKS124, corresponding to these determination results, among the plurality of prepared process tables, may select an effect process table etc. used to execute various effects and set it as the used table. Process tables corresponding to the variable display of the effect symbol and various effects may be such that a plurality of process tables are individually selected, or a single process table corresponding to the combination of the variable display of the effect symbol and the execution settings of various effects may be collectively selected.
[0165] Step 001AKS127 selects a process table, and based on the settings read from that process table, the initial value of the performance control process timer is set (001AKS128). 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 RAM122, etc. 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 001AKS129). This setting for starting the variable display is for starting the variable display of performance symbols, etc. on the display 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 display screen of the image display device 5 by command transmission or register setting of the display control unit 123 specified by the display control data included in the process table determined in step 002AKS127. At this time, the variable time timer is set to an initial value indicating the variable display period corresponding to the variable pattern and the additional pattern, and the measurement of elapsed time by the variable time timer begins. Alternatively, the initial value of the variable time timer may be set to 0, and a variable time timer determination value corresponding to the variable display period may be set.
[0166] After step 001AKS129, the pending display update setting for the start of variable display is performed (step 001AKS130). This pending display update setting updates the pending displays in the first pending display area AB11 or the second pending display area AB12 provided on the display screen of the image display device 5 in response to the start of variable display. For example, when the execution of the first special game or the second special game starts, in the first pending display area AB11 or the second pending display area AB12, the pending display corresponding to the pending number "1" is erased and consumed, and the pending displays corresponding to the other pending numbers "2" to "4" are moved and shifted. The active display in the active display area AB01 may be updated in response to the erased pending display. The display of the performance image that becomes the active display in the active display area AB01 only needs to be able to start in conjunction with the start of variable display. Then, the performance control process code is updated to 02[H] corresponding to the performance symbol variation processing (step 001AKS131), and the performance symbol variation start processing ends.
[0167] The process table selectable in step 001AKS127 of the process to start the variation of the performance symbols is a control table in which process data that can be referenced by the performance control CPU 120 when controlling the performance device is set. The performance control CPU 120 can control the performance device, including performance components such as the image display device 5, using the process data set in the process table. The process table consists 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 may consist of performance control process timer setting values, display control data, sound control data, lamp control data, detection control data, and other performance control data, or some or all of these. 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, performance light-emitting elements such as game effect lamps 9 and decorative LEDs, stick controller 31A, push button 31B, movable body 32, and combinations of all or some of these. The 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 configured as 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 performance control process timer setting value #2 and performance control execution data #2. Process data #n can be configured as a combination of performance control process timer setting value #n and performance control execution data #n. The process table only needs to allow the content and switching timing of performance control to be set chronologically by arranging the process data.
[0168] 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 RAM 122, and allows setting the execution period of performance control using performance control execution data. The performance control CPU 120 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. For example, 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 in the performance control CPU 120 as processing to control performance operation.
[0169] Display control data is data that allows specifying the content of the performance images displayed on the display 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 sound output from speakers 8L and 8R. For example, audio control data includes data that shows the output of sound effects linked to the variable display of performance symbols. Lamp control data is data that allows specifying the lighting pattern of light-emitting elements such as game effect lamps 9 and decorative LEDs. For example, lamp control data includes data that shows the lighting pattern 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 all or part of these, and data that specifies the control content corresponding to the detection of the operation.
[0170] There may be a process table that includes some production control data corresponding to the content of production control using each process table. The plurality of types of process data included in the process table may have different types of production control data that make up each process data corresponding to the content of production control executed at each timing. That is, there may be process data composed of display control data, voice control data, lamp control data, detection control data, or all of these, or there may be process data composed of a part of these. Production control data of a production device that is not a control target corresponding to the production control process timer setting value may be set with dummy data that does not specify control. Further, all or part of the process data in the process table may include movable body control data indicating an operation mode of the movable body 32 that serves as a production prop, vibration control data indicating an on period and a drive mode of the vibration motor, blowing control data indicating an output mode of production air by the blowing unit, and any other production control data.
[0171] For example, a plurality of patterns may be prepared in advance for the process table corresponding to a plurality of variation patterns and stored in the ROM 121. Also, a plurality of process tables with different production modes may be prepared in advance for the same variation pattern corresponding to a plurality of production stages that are a plurality of production states in the pachinko game machine 1. In addition, the process table may have a plurality of patterns prepared in advance corresponding to a plurality of productions including, for example, active change production, cut-in production, viewpoint switching production, single notice production, reach production, jackpot notification production, or all or part of these. In the case of a variation pattern accompanied by a reach production, in the process table used, after the left symbol is stopped and displayed when a predetermined time has elapsed since the start of the variable display, and further the right symbol is stopped and displayed so that the variable display becomes a reach mode, process data indicating the content of production control during the execution of the reach production may be set. The setting of the production symbol to be stopped and displayed may be generated by synthesizing an image for displaying the production symbol corresponding to the final stop symbol determined in the production symbol variation start process of FIGS. 10-13 and the temporary stop symbol in the pseudo-consecutive or sliding production.
[0172] The CPU 120 for performance control can execute performance device control using a process table. In step 001AKS129 of the performance symbol variation start process, process data #1, which is the first process data, is read. Using the display control data #1, sound control data #1, lamp control data #1, detection control data #1, and other arbitrary performance control data contained therein, the CPU 120 for performance control executes control of the performance device, including performance components. For example, it outputs a command based on display control data to the display control unit 123 to display a performance image corresponding to the variation pattern on the image display device 5. It outputs a control signal based on sound control data to the sound control board 13 to cause sound output from speakers 8L and 8R. It outputs a control signal based on lamp control data to turn on or off light-emitting elements such as the game effect lamp 9 to the lamp control board 14. In addition, based on the detection control data, detection signals may be acquired from a group of detection sensors for performance, including the controller sensor unit 35A and the push sensor 35B, and performance control may be performed in accordance with the detection results of actions and movements by the player. Control signals based on the airflow control data may be output to the airflow unit. Drive signals based on the vibration control data may be output to the vibration motor.
[0173] 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 CPU 120 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, after process data #n, which is the nth process data, a combination of the 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 while waiting for the termination of performance control using the process table.
[0174] Figure 10-14 is a flowchart showing an example of processing during the change of performance symbols. Processing during the change of performance symbols can be executed in step S155 of the performance control process processing S_CPROC shown in Figure 9(A) when the performance control process code is 02[H]. When the performance control CPU 120 executes processing during the change of performance symbols, it sets the timer update (step 001AKS141). For example, it updates the timer value of the performance control process timer by subtracting 1, and updates the timer value of the variable time timer by subtracting 1 or adding 1. Then it determines whether the variable display time has elapsed (step 001AKS142). For example, it is sufficient to determine that the variable display time has elapsed when the timer value of the updated variable time timer is 0 or the variable time timer determination value. Alternatively, it may be possible to determine that the variable display time has elapsed when the performance control process timer times out and an exit code is read from the process table as process data.
[0175] If the variable display time has not elapsed (Step 001AKS142; No), it is determined whether or not it is a variable performance period (Step 001AKS143). The variable performance period only needs to be identifiable by the process table selected in accordance with the various performances during the variable display of the performance symbols. If it is not a variable performance period (Step 001AKS143; No), the performance symbol variable processing ends. If it is a variable performance period (Step 001AKS143; Yes), performance control is performed based on the process data (Step 001AKS144), and then the performance symbol variable processing ends.
[0176] In step 001AKS144, the performance control CPU 120 uses process data read from the process table to control the display of performance images by the image display device 5, sound output by speakers 8L and 8R, 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 component, and performances by the performance device including all or part of these, thereby enabling various performances while the variable display of performance symbols is being executed. For example, in step 001AKS129 of the performance symbol variation start process shown in Figure 10-13, after performance control using process data #1 from the process table is started, a determination is made as to whether a timeout has occurred each time the value of the performance control process timer is decremented and updated. 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 CPU 120 proceeds with the control of performances 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, following the process data #n, which is the nth process data, a combination of the 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 termination 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 while waiting for the termination of performance control using the process table.
[0177] If the variable display time elapses during the processing of changing performance symbols (Step 001AKS142; No), it is determined whether or not a symbol confirmation command transmitted from the main board 11 has been received (Step 001AKS145). If no symbol confirmation command is received (Step 001AKS145; 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 could not be received properly in response to the elapsed abnormality determination time, and execute predetermined error processing. If a symbol confirmation command is received (Step 001AKS145; Yes), control is performed to stop displaying the final stopped symbol, which will be the display result in the variable display of the performance symbols, for example, by transmitting a command corresponding to the symbol confirmation from the performance control CPU 120 to the VDP of the display control unit 123 (001AKS146). As a result, the variable display result of the performance symbols that will become the confirmed performance symbols is derived and displayed.
[0178] Following the control by step 001AKS146, a predetermined fixed time is set as the waiting time for receiving the win start designation command (step 001AKS147). The waiting time for receiving the win start designation 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 then updated to 03[H], which corresponds to the performance symbol variation stop processing (step 001AKS148), and the performance symbol variation processing ends.
[0179] Figure 10-15 is a flowchart showing an example of the change animation determination process. The change animation determination process can be executed in step 001AKS121 of the animation symbol variation start process shown in Figure 10-13. When the animation control CPU 120 executes the change animation determination process, it identifies the variable display content (step 001AKS201). Here, it is sufficient to identify "non-reach (miss)", "normal reach (miss)", "super reach (miss)", or "jackpot" as the variable display content corresponding to the variation pattern specified by the animation symbol variation command and the variable display result specified by the animation symbol specification command.
[0180] Following step 001AKS201, the presence or absence of a change animation is determined (step 001AKS202). The animation control CPU 120 reads a random number for determining the execution of the change animation and, based on the variable display content, refers to the change animation execution determination table to determine whether an active change animation is executed ("change animation present") or not ("no change animation"). After that, it is determined whether or not to execute the change animation ("change animation present") (step 001AKS203). If the change animation is not executed ("no change animation"), the change animation determination process ends. If the change animation is executed ("change animation present") (step 001AKS203; Yes), the animation pattern for the change animation is determined (step 001AKS204), and then the change animation determination process ends.
[0181] Figure 10-16 shows examples of decisions and settings related to change effects. These examples of decisions and settings related to change effects include the execution decision example AD31 shown in Figure 10-16(A), the effect pattern setting example AE31 shown in Figure 10-16(B), and the effect pattern decision example AD32 shown in Figure 10-16(C). Execution decision example AD31 is an example of determining whether or not to perform a change effect in step 001AKS201 of the change effect determination process shown in Figure 10-15. Effect pattern setting example AE31 is an example of setting an effect pattern that can be determined in step 001AKS204 of the change effect determination process shown in Figure 10-15. Effect pattern decision example AD32 is an example of determining an effect pattern in step 001AKS204 of the change effect determination process shown in Figure 10-15.
[0182] In the example AD31 of the change animation determination, when the variable display content is "non-reach (miss)", the probability of determining "no change animation" is significantly higher than the probability of determining "change animation" as "present". When the variable display content is "normal reach (miss)" or "jackpot", the probability of determining "change animation" as "present" is higher than the probability of determining "no change animation". When the variable display content is "super reach (miss)", the probability of determining "no change animation" and the probability of determining "change animation" as "present" are the same. When the variable display content is "jackpot", the probability of determining "change animation" as "present" is higher than the probability of determining "no change animation". With these determination ratio settings, when the variable display of the animation symbols is in a reach pattern, the probability of the change animation being executed is higher than when it is not in a reach pattern. Note that the ratio for determining whether or not a change animation is performed can be any setting that makes it easier for the change animation to be executed when it is in a reach pattern.
[0183] In Pachinko game machine 1, multiple performance patterns corresponding to change effects are pre-prepared, with performance patterns QA1-1 to QA1-5 in performance pattern setting example AE31. These performance patterns correspond to active changes resulting from a combination of the active display image before the execution of the change effect (pre-change image) and the active display image after the execution of the change effect (post-change image). In performance pattern setting example AE31, the pre-change image is performance image GA1 in all of performance patterns QA1-1 to QA1-5. In performance pattern QA1-1, the post-change image after the execution of the active change effect is also performance image GA1, and the active display does not change. In performance pattern QA1-2, the post-change image is performance image GA2, and the active display changes to blue. In performance pattern QA1-3, the post-change image is performance image GA3, and the active display changes to green. In performance pattern QA1-4, the post-change image is performance image GA4, and the active display changes to red. Performance pattern QA1-5 changes the active display to gold, with the transformed image being designated as performance image GA5.
[0184] In the example AD32 for determining the performance pattern, when the variable display content is "not a reach (miss)", it is possible to determine either performance pattern QA1-1 or QA1-2, and the probability of determining performance pattern QA1-1 is significantly higher than the probability of determining performance pattern QA1-2. When the variable display content is "normal reach (miss)", it is possible to determine any of performance patterns QA1-1 to QA1-4, and the probability of determining performance pattern QA1-1 is the highest, followed by performance pattern QA1-2, then performance pattern QA1-3, and finally performance pattern QA1-4. When the variable display content is "Super Reach (Miss)", the determination rate of performance pattern QA1-2 is higher than that of performance pattern QA1-1, the determination rate of performance pattern QA1-3 is higher than that of performance pattern QA1-2, the determination rate of performance pattern QA1-4 is lower than that of each of the performance patterns QA1-1 to QA1-3, and the determination rate of performance pattern QA1-5 is the lowest. When the variable display content is "Big Win", the determination rate of performance pattern QA1-1 is the lowest, the determination rate of performance pattern QA1-2 is higher than that of performance pattern QA1-1, the determination rate of performance pattern QA1-3 is higher than that of performance pattern QA1-2, the determination rate of performance pattern QA1-4 is higher than that of performance pattern QA1-3, and the determination rate of performance pattern QA1-5 is the highest. With these determination ratios, when an active change animation is performed, the probability of winning a jackpot is highest when the active display changes to gold using animation image GA5, the next highest when it changes to red using animation image GA4, the third highest when it changes to green using animation image GA3, the fourth highest when it changes to blue using animation image GA2, and the lowest when it does not change to white using animation image GA1. Note that the ratio for determining the animation pattern can be any setting that corresponds to the design of the jackpot probability.
[0185] Furthermore, multiple effect patterns corresponding to the change effect may include effect patterns that allow the image to change from a display color different from white, such as effect image GA2, as the pre-change image, to a display color that is the same as or different from the pre-change image, such as one of effect images GA2 to GA5, as the post-change image. Additionally, effect patterns that change the active display in multiple stages may be included, for example, changing from effect image GA1 (the pre-change image) to a blue display using effect image GA2, and then changing to one of effect images GA3 to GA5 (the post-change image).
[0186] Figure 10-17 is a flowchart showing an example of the cut-in animation determination process. The cut-in animation determination process can be executed in step 001AKS122 of the animation symbol variation start process shown in Figure 10-13. The animation control CPU 120 determines whether or not a reach animation that results in a super reach will be executed when the cut-in animation determination process is executed (step 001AKS221). At this time, it is sufficient to determine whether or not a reach animation that results in a super reach will be executed in accordance with the variation pattern specified by the animation symbol variation command.
[0187] If a reach animation that results in a super reach is executed (Step 001AKS221; Yes), the variation pattern, additional pattern, and presence or absence of a change animation are identified (Step 001AKS222). The variation pattern and additional pattern only need to be identifiable in accordance with the specified content of the animation symbol variation command. The presence or absence of a change animation only needs to be identifiable in accordance with the execution result of the change animation determination process shown in Figure 10-16. Of these identified items, it is determined whether or not there is an additional pattern (Step 001AKS223). The additional pattern can be determined in Step 001AKS06 of the variation pattern setting process shown in Figure 10-8, and a variable display period is set to be added to the variable display period set for each variation pattern based on the additional pattern setting example AE22 shown in Figure 10-7.
[0188] If an additional pattern is present (Step 001AKS223; Yes), the start timing of the cut-in effect is determined (001AKS224), and the post-branching effect and post-appearance effect are determined (001AKS225). The start timing of the cut-in effect can be determined from a plurality of pre-set start timings corresponding to the variable display of the effect symbols. The post-branching effect is a preview effect that is an indicative effect that can be executed in the cut-in branching effect APE1 or the character fusion effect APE3 among the cut-in effects. The post-appearance effect is a preview effect of a predetermined effect type that is executed in the cut-in appearance effect APE2 among the cut-in effects. After Step 001AKS225, it is determined whether or not there is a post-branching effect because a preview effect that will be a post-branching effect has been determined (Step 001AKS226). If there is no post-branching effect corresponding to the absence of a preview effect that will be a post-branching effect (Step 001AKS226; No), the cut-in effect determination process ends.
[0189] If there is a post-branching sequence in step 001AKS226 (step 001AKS226; Yes), the branching presentation pattern is determined (step 001AKS227). The branching presentation pattern is a sequence pattern used to present candidates for the post-branching sequence from among multiple preview sequences. Subsequently, after determining the sequence pattern for the post-branching sequence (step 001AKS228), the cut-in sequence determination process ends.
[0190] If a reach animation that results in a super reach is not executed in step 001AKS221 (step 001AKS221; No), or if there are no additional patterns in step 001AKS223 (step 001AKS223; No), it is determined whether or not there is a variation-corresponding animation (step 001AKS229). At this time, if a variation-corresponding animation is executed based on the variation pattern specified by the animation symbol variation command, it is determined that there is a variation-corresponding animation.
[0191] If there is a variation-dependent effect in step 001AKS229 (step 001AKS229; Yes), the cut-in branching effect to be executed based on the variation-dependent effect is determined (step 001AKS230), and the cut-in effect determination process ends. On the other hand, if there is no variation-dependent effect (step 001AKS229; No), the cut-in premonition effect is determined (step 001AKS231), and the cut-in effect determination process ends.
[0192] Figures 10-18A and 10-18B show examples of settings for the timing and execution period of the cut-in effect. Of these, Figure 10-18A(A) shows the possible start timing of the cut-in effect. Figures 10-18A(B1) to (B4) illustrate the execution period corresponding to the combination of variation pattern, additional pattern, start timing, and cut-in effect. The possible start timing of the cut-in effect includes multiple timings corresponding to the variable display of the effect symbols. The combination of variation pattern, additional pattern, start timing, and cut-in effect corresponds to the determination results by steps 001AKS224 and 001AKS225 of the cut-in effect determination process shown in Figure 10-17.
[0193] The possible start timings shown in Figure 10-18A(A) include timing Ta1, 2 seconds after the start of the variation; timing Ta2, when the left symbol stops; timing Ta3, when a reach is established; timing Ta4, when a super development occurs; and timing Ta5, just before the win / loss branch. Timing Ta4, when a super development occurs, is the timing when the execution of the reach animation that becomes a super reach begins after the execution of the reach animation that becomes a normal reach. Timing Ta5, just before the win / loss branch, is the timing just before the player is notified in a recognizable way whether the winning combination's confirmed symbols stop and are controlled to the jackpot game state in the final stage of the reach animation that becomes a super reach. Note that timing Ta5 can be determined as the start timing of the cut-in animation when the special symbol display result is "jackpot" and the game state is controlled to the jackpot game state, but it cannot be determined as the start timing of the cut-in animation when the special symbol display result is "miss" and the game state is not controlled to the jackpot game state.
[0194] In Figures 10-18A(B1)~(B4), variation pattern PA3-5 is selected as an example of a winning variation pattern. In variation pattern setting example AE21 shown in Figure 10-6, variation pattern PA3-5 is a winning variation pattern in which there is no variation-corresponding effect, and after a reach effect that becomes a Super A Super Reach is executed, the winning combination's confirmed effect symbols are stopped and displayed. In addition, in the case of variation pattern PA3-5, the addition time type CA6 is set. In step 001AKS06 of the variation pattern setting process shown in Figure 10-8, as in the additional pattern determination example AD21 shown in Figure 10-11, it is possible to determine either no additional pattern or one of the additional patterns PE1-1~PE1-3 with a determination ratio corresponding to the addition time type CA6.
[0195] In Figure 10-18A(B1), the combination of variable pattern PA3-5 and additional pattern PE1-1 adds the variable display period from additional pattern PE1-1 to the variable display period, which is the execution time of the variable display by variable pattern PA3-5. Additional pattern PE1-1 corresponds to the case where the variable display period, with 27000ms as one unit, is added once. As a result, the execution time of the variable display becomes 27000ms longer than when there is no additional pattern, corresponding to one addition of 27000ms. Here, the case shown in Figure 10-18A(A) is compared with variable pattern PA3-5 and without the additional pattern. Using the variable display period added in this way, one of the cut-in effects can be executed. In Figure 10-18A(B1), a single cut-in branch effect APE1, with timing Ta1 as the starting timing, is executed as a cut-in effect corresponding to additional pattern PE1-1. The start timing of the cut-in animation, which is executed in accordance with the additional pattern, can be determined in step 001AKS224 of the cut-in animation determination process shown in Figure 10-17. In Figure 10-18A(B1), the start timing of the cut-in branch animation APE1 is determined to be timing Ta1 in step 001AKS224 of the cut-in animation determination process shown in Figure 10-17.
[0196] The cut-in branching effect APE1 can be executed using a variable display period of one increment. In the case of Figure 10-18A(B1), the cut-in branching effect APE1 is inserted at timing Ta1, so the other effects are temporarily suspended, and after the execution of the cut-in branching effect APE1 is completed, the remaining suspended effects resume.
[0197] In Figure 10-18A(B2), the combination of variable pattern PA3-5 and additional pattern PE1-2 results in the variable display period from additional pattern PE1-2 being added to the variable display period from variable pattern PA3-5. Additional pattern PE1-2 corresponds to the case where the variable display period, with 27,000ms as one unit, is added twice. As a result, the execution time of the variable display becomes 54,000ms longer than when there is no additional pattern, corresponding to two additions of 27,000ms. Using this added variable display period, one of the cut-in effects can be executed. In Figure 10-18A(B2), the first cut-in branching effect APE1, which starts at timing Ta2, and the second cut-in branching effect APE1, which starts at timing Ta4, are executed as cut-in effects corresponding to additional pattern PE1-2. In this case, the first cut-in branching sequence APE1 is inserted at timing Ta2, causing the other sequences to pause temporarily. After the first cut-in branching sequence APE1 finishes executing, the remaining paused sequences resume. Also, the second cut-in branching sequence APE1 is inserted at timing Ta4, causing the other sequences to pause temporarily. After the second cut-in branching sequence APE1 finishes executing, the remaining paused sequences resume.
[0198] In Figure 10-18A(B3), similar to Figure 10-18A(B2), the combination of variable pattern PA3-5 and additional pattern PE1-2 results in the variable display period of additional pattern PE1-2 being added to the variable display period of variable pattern PA3-5. As a result, the execution time of the variable display is 54,000 ms longer than in the case without the additional pattern, corresponding to two additions of 27,000 ms. In Figure 10-18A(B3), a different type of cut-in effect from Figure 10-18A(B2) is executed as a cut-in effect corresponding to additional pattern PE1-2, with timing Ta3 as the starting timing. Character fusion effect APE3 can be executed using a variable display period of two additions. In this case, since character fusion effect APE3 is inserted at timing Ta3, the other effects are temporarily suspended, and after the execution of character fusion effect APE3 is completed, the remaining suspended effects resume.
[0199] In Figure 10-18A(B4), the combination of variable pattern PA3-5 and additional pattern PE1-3 results in the variable display period of additional pattern PE1-3 being added to the variable display period of variable pattern PA3-5. As a result, the execution time of the variable display is 81,000 ms longer than when there is no additional pattern, corresponding to three additions of 27,000 ms. In Figure 10-18A(B4), the character fusion animation APE3, which starts at timing Ta4, and the cut-in appearance animation APE2, which starts at timing Ta5, are executed as cut-in animations corresponding to additional pattern PE1-3. The cut-in appearance animation APE2 can be executed using a variable display period of one addition, similar to the cut-in branching animation APE1. In this case, since the character fusion animation APE3 is inserted at timing Ta4, the other animations are temporarily suspended, and after the execution of the character fusion animation APE3 is completed, the remaining suspended animations resume. Additionally, since the cut-in appearance animation APE2 is inserted at timing Ta5, the other animations are temporarily paused, and after the execution of the cut-in appearance animation APE2 is completed, the remaining paused animations resume.
[0200] Figure 10-18B shows an example of settings such as the timing and execution period of the cut-in effect when variation pattern PA3-9 is selected as the pattern to be used, as another example of a jackpot variation pattern. In variation pattern setting example AE21 shown in Figure 10-6, variation pattern PA3-9 is a jackpot variation pattern in which a variation-corresponding effect with timing Ta1 and timing Ta4 as the starting timing is included, and after the reach effect which becomes the strongest super reach is executed, the confirmed effect symbols of the jackpot combination are stopped and displayed. In addition, in the case of variation pattern PA3-9, the addition time type CA7 is set. In step 001AKS06 of the variation pattern setting process shown in Figure 10-8, it is possible to decide on no additional pattern or additional pattern PE1-1 with a determination ratio corresponding to the addition time type CA7, as in the additional pattern determination example AD21 shown in Figure 10-11.
[0201] In Figure 10-18B(A), the combination of variation pattern PA3-9 and no additional pattern means that the variable display period due to the additional pattern is not added to the variable display period, which is the execution time of the variable display due to variation pattern PA3-9. In Figure 10-18B(A), the first cut-in branching effect APE1, which starts at timing Ta1, is executed as a variation-responsive effect. Also, the second cut-in branching effect APE1, which starts at timing Ta4, is executed as a variation-responsive effect. The execution period of the variation-responsive effects corresponding to these two cut-in branching effects APE1 is included in the variable display period due to variation pattern PA3-9, and even without an additional pattern, it is possible to execute the variation-responsive effect in accordance with variation pattern PA3-9. The start timing of the cut-in effect executed as a variation-responsive effect can be set in accordance with the variation pattern. Furthermore, when the cut-in branching effect APE1 is executed as a variation-dependent effect set in accordance with the variation pattern, the execution period of the cut-in branching effect APE1 does not need to be the same as the variable display period for one increment. It is sufficient if any execution period can be set in accordance with the variable display period and the start timing of the variation-dependent effect based on the variation pattern.
[0202] In Figure 10-18B(B1), the combination of variation pattern PA3-9 and additional pattern PE1-1 adds the variable display period from additional pattern PE1-1 to the variable display period, which is the execution time of the variable display by variation pattern PA3-9. Additional pattern PE1-1 corresponds to the case where the number of additions of the variable display period, which is one unit of 27,000 ms, is one. As a result, the execution time of the variable display becomes 27,000 ms longer than when there is no additional pattern, corresponding to one addition of 27,000 ms. Using this added variable display period, it becomes possible to execute either the cut-in animation in addition to the variation-responding animation. In Figure 10-18B(B1), in addition to two cut-in branch animations APE1, which start at timings Ta1 and Ta4 as variation-responding animations, a cut-in branch animation APE1, which starts at timing Ta2, is executed as a cut-in animation corresponding to additional pattern PE1-1. Of these three cut-in branching sequences APE1, the two sequences executed as variation-responsive sequences have their start timings set to timing Ta1 and timing Ta4, corresponding to variation patterns PA3-9. In contrast, the one cut-in branching sequence APE1 corresponding to additional pattern PE1-1 has its start timing set to timing Ta2 in step 001AKS224 of the cut-in sequence determination process shown in Figure 10-17. In the case of Figure 10-18B(B1), since the cut-in branching sequence APE1 is inserted at timing Ta2, the other sequences are temporarily suspended, and after the execution of the cut-in branching sequence APE1 is completed, the remaining sequences that were temporarily suspended resume.
[0203] In Figure 10-18B(B2), the combination is the same as in Figure 10-18B(B1), with variation pattern PA3-9 and additional pattern PE1-1. In Figure 10-18B(B2), among the variation-responding effects that start at timing Ta1 and timing Ta4, character fusion effect APE3 is executed in response to those that start at timing Ta1, and cut-in branching effect APE1 is executed in response to those that start at timing Ta4. Cut-in branching effect APE1 can be executed using a variable display period of one increment, while character fusion effect APE3 can be executed using a variable display period of two increments. Character fusion effect APE3 that starts at timing Ta1 includes a variation-responding effect in which timing Ta1 is set as the start timing in response to variation pattern PA3-9, and a preview effect that is a suggestive effect determined in response to additional pattern PE1-1. In step 001AKS224 of the cut-in animation determination process shown in Figure 10-17, the cut-in animation corresponding to the additional pattern PE1-1 includes cases where the start timing Ta1, which is common to the variable-response animation, is determined, and cases where the start timing Ta2, which is adjacent to the start timing Ta1 included in the start timing of the variable-response animation, is determined. In these cases, by combining the cut-in animation corresponding to the additional pattern PE1-1 with the variable-response animation whose start timing is Ta1, the character fusion animation APE3, which starts at Ta1, becomes executable. In the case of Figure 10-18B(B2), since the character fusion animation APE3, which has a longer execution period than the cut-in branch animation APE1, is executed at Ta1, the other animations are temporarily suspended until the execution of the character fusion animation APE3, which starts at Ta1, is completed. After the execution of the character fusion animation APE3 is completed, the remaining paused animations resume.Furthermore, when the character fusion animation APE3 is executed including a variation-dependent animation set in accordance with the variation pattern, the character fusion animation APE3 does not need to have the same execution period as the variable display period for two increments; it is sufficient if any execution period can be set in accordance with the variable display period and the start timing of the variation-dependent animation based on the variation pattern.
[0204] In Figure 10-18B(C1), the combination is also that of the variation pattern PA3-9 and the additional pattern PE1-1. In Figure 10-18B(C1), in addition to two cut-in branching animations APE1 that start at timings Ta1 and Ta4 as variation-responsive animations, a cut-in branching animation APE1 that starts at timing Ta3 is executed as an animation corresponding to the additional pattern PE1-1. Of these three cut-in branching animations APE1, the two cut-in branching animations APE1 that are executed as variation-responsive animations have timings Ta1 and Ta4 set as the start timings corresponding to the variation pattern PA3-9. In contrast, the one cut-in branching animation APE1 that corresponds to the additional pattern PE1-1 has timing Ta3 determined as the start timing in step 001AKS224 of the cut-in animation determination process shown in Figure 10-17. In the case of Figure 10-18B(C1), the cut-in branching effect APE1 is inserted at timing Ta3, causing the other effects to pause temporarily. After the execution of the cut-in branching effect APE1 is completed, the remaining paused effects resume.
[0205] In Figure 10-18B(C2), the combination is also that of the variation pattern PA3-9 and the additional pattern PE1-1. In Figure 10-18B(C2), among the variation-responding effects that start at timing Ta1 and timing Ta4, the cut-in branching effect APE1 is executed in response to the one that starts at timing Ta1, and the character fusion effect APE3 is executed in response to the one that starts at timing Ta4. The character fusion effect APE3 that starts at timing Ta4 includes a variation-responding effect that starts at timing Ta4 in response to the variation pattern PA3-9, and a preview effect that is a suggestive effect determined in response to the additional pattern PE1-1. In step 001AKS224 of the cut-in effect determination process shown in Figure 10-17, the cut-in effect corresponding to the additional pattern PE1-1 includes the case where the start timing Ta4, which is common to the variation-responding effect, is determined, and the case where the start timing Ta3, which is adjacent to the start timing Ta4 of the variation-responding effect, is determined. In these cases, by combining the cut-in animation corresponding to the additional pattern PE1-1 with the variation-responding animation whose start timing is timing Ta4, the character fusion animation APE3, which starts at timing Ta4, can be executed. Note that in step 001AKS224 of the cut-in animation determination process shown in Figure 10-17, the cut-in animation corresponding to the additional pattern PE1-1 may also be determined to start at timing Ta5, which is adjacent to the start timing Ta4 of the variation-responding animation. However, in this embodiment, timing Ta5 is set as the start timing specifically for the cut-in appearance animation APE2. Therefore, when timing Ta5 is determined as the start timing, the cut-in appearance animation APE2, which starts at timing Ta5, can be executed without being combined with an animation whose start timing is timing Ta4. In the case of Figure 10-18B(C2), since the character fusion animation APE3, which has a longer execution period than the cut-in branch animation APE1, is executed at timing Ta4, the other animations are temporarily paused until the execution of the character fusion animation APE3, which starts at timing Ta4, is completed.After the execution of the character fusion sequence APE3 has finished, the remaining paused sequences will resume.
[0206] Figure 10-19 shows an example of settings regarding the execution period and content of cut-in effects. In this embodiment, among the multiple types of cut-in effects, the execution period of cut-in branching effect APE1 includes the effects periods BCE1 to BCE5 shown in Figure 10-19(A), the execution period of cut-in appearance effect APE2 includes the effects periods BCE1 and BCE6 to BCE9 shown in Figure 10-19(B), and the execution period of character fusion effect APE3 includes the effects periods BCE1 to BCE4 and BCF1 to BCF3 shown in Figure 10-19(C). In addition, the execution period of cut-in premonition effect APE0 includes the effects periods BCE1 and BCG1 shown in Figure 10-19(D). Figure 10-19(E) shows an example of setting AE41 regarding the content of the effects in each effects period.
[0207] The cut-in branching sequence APE1, the cut-in appearance sequence APE2, the character fusion sequence APE3, and the cut-in premonition sequence APE0 all include sequence period BCE1 at the beginning of their execution period. Sequence period BCE1 is the period during which the common premonition sequence is executed. The common premonition sequence is an example of a common premonition sequence. Sequence period BCE1, during which the common premonition sequence is executed, is an example of a common part. The cut-in branching sequence APE1, the cut-in appearance sequence APE2, the character fusion sequence APE3, and the cut-in premonition sequence APE0 all include a common part in which the common introductory sequence is executed.
[0208] The execution period for cut-in branching sequence APE1 includes sequence BCE2 to BCE5 after sequence BCE1. Sequence BCE2 is the period during which the branching start sequence is executed. Sequence BCE3 is the period during which the branching suggestion sequence is executed. Sequence BCE4 is the period during which the branching result sequence is executed. Sequence BCE5 is the period during which the post-branching sequence is executed. The branching start sequence is a suggestion sequence that corresponds to multiple sequences and notifies that a branching sequence has begun to one of several types of preview sequences. The branching suggestion sequence is a sequence that displays a character corresponding to one of several types of preview sequences that is a candidate for the branching destination. The branching result sequence is a sequence that notifies the character corresponding to the sequence that has been decided as the post-branching sequence from among several types of preview sequences. The post-branching sequence is a preview sequence that is executed as the sequence after the branching.
[0209] The execution period for the cut-in appearance sequence APE2 includes sequence BCE6 to BCE9, following sequence BCE1. Sequence BCE6 is the period during which the appearance start sequence is executed. Sequence BCE7 is the period during which the appearance progression sequence is executed. Sequence BCE8 is the period during which the appearance completion sequence is executed. Sequence BCE9 is the period during which the post-appearance sequence is executed. The appearance start sequence is a sequence that notifies the start of the appearance of the character display that has been pre-set as the cut-in character for the cut-in appearance sequence APE2. The appearance progression sequence is a sequence that shows the character display progressing. The appearance completion sequence is a sequence that notifies the completion of the character display's appearance. The post-appearance sequence is a pre-announcement sequence that is executed as a sequence after the appearance.
[0210] The execution period for character fusion animation APE3 includes, after animation period BCE1, animation periods BCE2-BCE4 which are partially the same as when cut-in branching animation APE1 is performed, and animation periods BCF1-BCF5 which are different from when cut-in branching animation APE1 is performed. Animation period BCF1 is the period during which the fusion notification animation is performed. Animation period BCF2 is the period during which the fusion progress animation is performed. Animation period BCF3 is the period during which the fusion result animation is performed. Animation period BCF4 is the period during which the first post-branch animation is performed. Animation period BCF5 is the period during which the second post-branch animation is performed. The fusion start animation is an animation that notifies that the cut-in branching animation APE1 is transitioning to character fusion animation APE3 midway through. The fusion progress animation is an animation in which the fusion of character displays progresses, corresponding to the second post-branch animation which is different from the first post-branch animation which is notified by the branch result animation in animation period BCE4. The fusion result animation is an animation that notifies the character display corresponding to the first branching animation and the second branching animation, which are selected from among several types of pre-announcement animations. The first branching animation is a pre-announcement animation that is executed first as the first animation after fusion. The second branching animation is a pre-announcement animation that is executed later as the second animation after fusion. In the following explanation, the first branching animation and the second branching animation in character fusion animation APE3 may be referred to as "branching animations" along with the branching animation in cut-in branching animation APE1.
[0211] The execution period for cut-in premonition effect APE0 includes the execution period BCE1 followed by the execution period BCG1. The execution period BCG1 is the period during which the premonition end effect is executed. The premonition end effect is an effect that allows the player to recognize that the effect has ended without proceeding to any of the cut-in branching effect APE1, cut-in appearance effect APE2, or character fusion effect APE3 after the common premonition effect has been executed. Note that the execution period for cut-in premonition effect APE0 may include only the execution period BCE1 in which the common premonition effect is executed. The execution period BCE1 in which the common premonition effect is executed may be a period not included in the variable display period added by the additional patterns PE1-1 to PE1-3, and the common premonition effect may be executed as an added effect within the range of the variable display period corresponding to the variable pattern.
[0212] Figure 10-20 shows example AE42 of suggestive effect settings for suggestive effects using preview effects. Suggestive effects can be executed during the execution periods of cut-in branching effect APE1, cut-in appearance effect APE2, and character fusion effect APE3, which are among several types of cut-in effects. Of these, in the case of cut-in branching effect APE1, suggestive effects using preview effects can be executed during the execution period BCE5 of the post-branching effect shown in Figures 10-19(A) and (E). In the case of cut-in appearance effect APE2, suggestive effects using preview effects can be executed during the execution period BCE9 of the post-appearance effect shown in Figures 10-19(B) and (E). In the case of character fusion effect APE3, suggestive effects using preview effects can be executed during the execution period BCF4 of the first post-branching effect and the execution period BCF5 of the second post-branching effect shown in Figures 10-19(C) and (E).
[0213] In the suggestion performance setting example AE42, as multiple types of preview performances, nine types of preview APDs, namely preview APD1 to APD3, APD4-1, APD4-2, APD5 to APD8, are prepared in advance. Preview APD1 is a preview performance that is an active change performance. The preview performance that is an active change performance of preview APD1 is a change performance whose execution presence or absence and performance pattern can be determined by the change performance determination process shown in FIGS. 10-15. Preview APD2 is a preview performance that is a development flutter performance. Preview APD3 is a preview performance that is a panel destruction development performance. Preview APD4-1 is a preview performance that is a chance-up stock performance using character CH04. Preview APD4-2 is a preview performance that is a chance-up stock performance using character CH05. Preview APD5 is a preview performance that is a strongest super development performance. Preview APD6 is a preview performance that is a zone entry performance. Preview APD7 is a preview performance that is an expectancy suggestion character performance. Preview APD8 is a preview performance that is a winning determination device appearance performance.
[0214] In the suggestion performance setting example AE42, for each preview performance that is a suggestion performance, it includes the setting of the startable timing and the execution period setting. The startable timing corresponds to the startable timing of the cut-in performance shown in FIG. 10-18A(A). The execution period setting indicates whether each preview performance can be executed when included in the variable-corresponding performance set corresponding to the variable pattern or when included in the cut-in performance determined corresponding to the additional patterns PE1-1 to PE1-3. In step 001AKS225 of the cut-in performance determination process shown in FIG. 10-17, when the variable-corresponding performance is executed by the variable pattern that is the usage pattern, the preview performance whose execution period setting is the variable pattern can be determined as the post-branch performance. Also, among the preview performances whose execution period setting is the additional pattern, the preview performance whose start timing determined in step 001AKS224 is included in the startable timing can be determined as the post-branch performance and the post-appearance performance.
[0215] The notification animation for notification APD1, which is an active change animation, can be started at timings Ta1, Ta2, and Ta3. The notification animation for notification APD2, which is a development-enhancing animation, can be started at timing Ta1. The notification animation for notification APD3, which is a panel destruction development animation, can be started at timing Ta3. The notification animation for notification APD4-1, which is a chance-up stock animation using character CH04, can be started at timings Ta3 and Ta4. The notification animation for notification APD4-2, which is a chance-up stock animation using character CH05, can be started at timings Ta3 and Ta4. The notification animation for notification APD5, which is the strongest super development animation, can be started at timing Ta4. The notification animation for notification APD6, which is a zone entry animation, can be started at timings Ta1, Ta2, Ta3, and Ta4. The notification animation for notification APD7, which is an expectation level suggestion text animation, can be started at timings Ta1 and Ta2. The notification animation for the APD8 notification, which is a guaranteed win device appearance animation, has its start timing set to timing Ta5.
[0216] In the example variation pattern setting AE21 shown in Figure 10-6, variation patterns with variation-corresponding effects specify a preview effect that will be executed as a post-branching effect in the cut-in effect, at each start timing of the cut-in effect that is a variation-corresponding effect. Variation patterns PA2-3, PA2-4, PA2-7, PA3-2, PA3-3, and PA3-6 specify a preview effect that is a development-enhancing effect of preview APD2 and is included in the post-branching effect as a preview effect, with timing Ta1 as the starting timing for the variation-corresponding effect. Variation patterns PA2-5, PA2-8, PA3-4, and PA3-7 specify a preview effect that is a panel-destroying development effect of preview APD3 and is included in the post-branching effect as a preview effect, with timing Ta3 as the starting timing for the variation-corresponding effect. For variation patterns PA2-10 and PA3-9, the variation corresponding effect starting at timing Ta1 is specified as a suggestive cut-in effect included in the post-branch effect, where the preview effect that develops into a preview APD2 is a suggestive effect. For variation patterns PA2-11 and PA3-10, the variation corresponding effect starting at timing Ta3 is specified as a suggestive cut-in effect included in the post-branch effect, where the preview effect that develops into the strongest super development of preview APD5 is a suggestive effect. For variation patterns PA2-12 and PA3-11, the variation corresponding effect starting at timing Ta4 is specified as a suggestive cut-in effect included in the post-branch effect, where the preview effect that develops into a panel destruction development of preview APD3 is a suggestive effect. For variation patterns PA2-11 and PA3-10, the variation corresponding effect starting at timing Ta3 is specified as a suggestive cut-in effect included in the post-branch effect, where the preview effect that develops into the strongest super development of preview APD5 is a suggestive effect.
[0217] The cut-in animation designated as a variation-corresponding animation based on each variation pattern includes cases where it is determined to be cut-in branch animation APE1 and cases where it is determined to be character fusion animation APE3. Whether such a cut-in animation is determined to be cut-in branch animation APE1 or character fusion animation APE3 will result in different outcomes depending on the presence or absence of an additional pattern and the start timing of the cut-in animation determined in response to the additional pattern. If it is determined that there is no additional pattern in step 001AKS06 of the variation pattern setting process shown in Figure 10-8, the cut-in animation designated as a variation-corresponding animation based on the variation pattern will be determined to be cut-in branch animation APE1 and not character fusion animation APE3. Since character fusion animation APE3 can be executed using a variable display period with two increments, it will not be executed if it is determined that there is no additional pattern and no increment of the variable display period is used. In contrast, if one of the additional patterns PE1-1 to PE1-3 is determined, the cut-in animation designated as a variation-corresponding animation by the variation pattern can be determined as character fusion animation APE3, corresponding to the start timing determined in step 001AKS224 of the cut-in animation determination process shown in Figure 10-17 being the same timing as or adjacent to the start timing of the variation-corresponding animation specified by the variation pattern. However, even if the timings are adjacent, it may not be determined as character fusion animation APE3 due to other restrictive conditions.
[0218] In the hint presentation setting example AE42, the preview presentation that is the preview device appearance presentation when the preview APD8 is hit is executed only as a hint presentation that is a post-appearance presentation after the appearance of the cut-in appearance presentation APE2, although the execution period setting is an additional pattern and the startable timing is set only to timing Ta5. Also, timing Ta5 is not included in the startable timing for preview presentations other than the preview presentation that is the preview device appearance presentation when the preview APD8 is hit. The preview presentation that is the preview device appearance presentation when the preview APD8 is hit is only the hint presentation that is executed as a post-appearance presentation after the appearance of the cut-in appearance presentation APE2. Also, the hint presentation that is a post-appearance presentation after the appearance of the cut-in appearance presentation APE2 is only the preview presentation that is the preview device appearance presentation when the preview APD8 is hit.\nTherefore, the preview presentation that is the preview device appearance presentation when the preview APD8 is hit can be executed only as the hint presentation that is a post-appearance presentation after the appearance of the cut-in appearance presentation APE2 with timing Ta5 as the only start timing. Also, timing Ta5 is such that only the cut-in appearance presentation APE2 that includes the preview presentation that is the preview device appearance presentation when the preview APD8 is hit as a hint presentation in the post-appearance presentation can be executed. Thus, the preview presentation that is the preview device appearance presentation when the preview APD8 is hit is a presentation that is not executed as a hint presentation that is a post-first-branch post-appearance presentation and a post-second-branch post-appearance presentation included in the character fusion presentation APE3.
[0219] The preview presentation that is the chance-up stock presentation using the character CH05 of the preview APD4-2 is only the hint presentation that is executed as a post-second-branch post-appearance presentation in the character fusion presentation APE3 that includes the preview presentation that is the chance-up stock presentation using the character CH04 of the preview APD4-1 as a hint presentation in the post-first-branch post-appearance presentation, and is not included as a hint presentation in other post-branch post-appearance presentations. Thus, the preview presentation that is the chance-up stock presentation using the character CH05 of the preview APD4-2 is a presentation that can be executed as a hint presentation only in the character fusion presentation APE3.
[0220] The only preview animations that serve as the text indication of expectation level for Preview APD7 are those that are executed as post-branching animations in Cut-in Branching Animation APE1, and are not included as post-first branching animations or post-second branching animations in Character Fusion Animation APE3. Thus, the preview animations that serve as the text indication of expectation level for Preview APD7 are animations that are not executed as post-first branching animations or post-second branching animations included in Character Fusion Animation APE3.
[0221] Figures 10-21 to 10-24 show examples of start timing determination. Of these, Figure 10-21 shows start timing determination example AD41 corresponding to variation patterns PA2-4 to PA2-9 and PA2-12. Figure 10-22 shows start timing determination example AD42 corresponding to variation patterns PA3-3, PA3-4, PA3-6 and PA3-7. Figure 10-23 shows start timing determination example AD43 corresponding to variation patterns PA3-5 and PA3-8. Figure 10-24 shows start timing determination example AD44 corresponding to variation patterns PA3-9 to PA3-11. Start timing determination examples AD41 to AD44 show the determination ratio of the start timing among the possible start timings Ta1 to Ta5, corresponding to the variation pattern, additional pattern, presence or absence of change effects, and combinations thereof. The change effect is a preview effect that becomes the active change effect of preview APD1, and whether or not it is executed and the effect pattern can be determined by the change effect determination process shown in Figure 10-15.
[0222] The CPU 120 for performance control, which executes the cut-in performance determination process shown in Figure 10-17, identifies the presence or absence of the variation pattern, additional pattern, and change performance in step 001AKS222, and then determines the start timing in step 001AKS224. At this time, it selects a pre-prepared start timing determination table corresponding to the variation pattern, and makes it possible to determine the start timing with a determination ratio corresponding to the presence or absence of the additional pattern and change performance. The start timing determination table may be pre-prepared to correspond to the presence or absence of the additional pattern and change performance, and it is sufficient that the table data is stored at a predetermined address in ROM 121. When determining the start timing, the CPU 120 for performance control can determine the start timing by extracting numerical data that becomes a random number for determining the start timing, which can be updated by the performance random counter or random number circuit 124 provided in RAM 122, and referring to the selected start timing determination table.
[0223] In the start timing determination example AD41 shown in Figure 10-21, both variation patterns PA2-4 and PA2-7 are specified as variation-corresponding effects with timing Ta1 as the start timing according to the variation pattern setting example AE21 shown in Figure 10-6. These effects include a suggestive effect using a preview effect that develops into a preview effect APD2, and a cut-in effect that becomes the effect after the branching. Additionally, the added time type CA2 is set corresponding to variation patterns PA2-4 and PA2-7, and according to the additional pattern determination example AD21 shown in Figure 10-11, it can be determined to have no additional pattern or to have an additional pattern PE1-1.
[0224] When the variation pattern is either PA2-4 or PA2-7, the start timing can be determined from one of the timings Ta1 to Ta4, corresponding to the combination of additional pattern PE1-1 and no change effect. When the variation pattern is either PA2-4 or PA2-7, the start timing can be determined from one of the timings Ta2 or Ta3, corresponding to the combination of additional pattern PE1-1 and change effect.
[0225] In the start timing determination example AD41, for the variation patterns PA2-5 and PA2-8, in the variation response production with the timing Ta3 as the start timing according to the variation pattern setting example AE21 shown in FIG. 10-6, a suggestive production using a preview production that becomes a panel destruction development production of the preview APD3 designates a cut-in production that becomes a post-branch production. Also, corresponding to the variation patterns PA2-5 and PA2-8, an addition time type CA2 is set, and according to the additional pattern determination example AD21 shown in FIG. 10-11, it is possible to determine that there is no additional pattern or the additional pattern PE1-1.
[0226] When it is either of the variation patterns PA2-5 and PA2-8, corresponding to the combination of the additional pattern PE1-1 and no change production, it is possible to determine any of the timings Ta1 to Ta4 as the start timing. When it is either of the variation patterns PA2-5 and PA2-8, corresponding to the combination of the additional pattern PE1-1 and a change production, it is possible to determine either of the timings Ta1 and Ta2 as the start timing.
[0227] In the start timing determination example AD41, for the variation patterns PA2-6 and PA2-9, no variation response production is designated according to the variation pattern setting example AE21 shown in FIG. 1-6. Also, corresponding to the variation patterns PA2-6 and PA2-9, an addition time type CA3 is set, and according to the additional pattern determination example AD21 shown in FIG. 10-11, it is possible to determine that there is no additional pattern or either of the additional patterns PE - 1 and PE1-2.
[0228] When it is either of the variation patterns PA2-6 and PA2-9, corresponding to the combination of the additional pattern PE1-1 and no change production, it is possible to determine any of the timings Ta1 to Ta4 as the start timing. When it is either of the variation patterns PA2-6 and PA2-9, corresponding to the combination of the additional pattern PE1-1 and a change production, it is possible to determine any of the timings Ta1 to Ta3 as the start timing.
[0229] When it is either of the variation patterns PA2-6 and PA2-9, corresponding to the combination of the additional pattern PE1-2 and no change effect, any of the timings Ta1 and Ta4 (Ta1 + Ta4), Ta2 and Ta4 (Ta2 + Ta4), Ta3 and Ta4 (Ta3 + Ta4), twice at timing Ta3 (Ta3 × 2), twice at timing Ta4 (Ta4 × 2) can be determined as the start timing. When it is determined to be any of Ta1 and Ta4, Ta2 and Ta4, Ta3 and Ta4, two cut-in branching effects APE1 can be executed during the execution of one variable display. However, when it is determined to be Ta3 and Ta4, due to being adjacent timings, it also includes the case of executing the character fusion effect APE3. When it is determined to be either twice at timing Ta3 or twice at timing Ta4, a variable display period corresponding to the addition count of 2 is assigned to the timing determined as the start timing, enabling the execution of the character fusion effect APE3.
[0230] In the start timing determination example AD41, the variation pattern PA2-12 designates a cut-in effect in which a suggestive effect using a preview effect that becomes the strongest super development effect of the preview APD5 is the post-branching effect as a variation corresponding effect with timing Ta4 as the start timing according to the variation pattern setting example AE21 shown in FIG. 10-6. Also, an additional time type CA4 is set corresponding to the variation pattern PA2-12, and it can be determined to have no additional pattern or the additional pattern PE1-1 according to the additional pattern determination example AD21 shown in FIG. 10-11.
[0231] When it is the variation pattern PA2-12, any of the timings Ta1 to Ta4 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and no change effect. When it is the variation pattern PA2-12, any of the timings Ta1 to Ta3 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and having a change effect.
[0232] In the start timing determination example AD42 shown in Figure 10-22, both variation patterns PA3-3 and PA3-6 are specified as variation-corresponding effects with timing Ta1 as the start timing according to the variation pattern setting example AE21 shown in Figure 10-6. These effects use a preview effect that develops into a preview effect APD2, and the suggestive effect becomes a cut-in effect after the branching point. Additionally, the added time type CA5 is set corresponding to variation patterns PA3-3 and PA3-6, and can be determined to be either the added pattern PE1-1 or PE1-2 according to the added pattern determination example AD21 shown in Figure 10-11.
[0233] When the variation pattern is either PA3-3 or PA3-6, the start timing can be determined from one of the timings Ta1 to Ta5, corresponding to the combination of additional pattern PE1-1 and no change effect. When the variation pattern is either PA3-3 or PA3-6, the start timing can be determined from one of the timings Ta2 or Ta3, corresponding to the combination of additional pattern PE1-1 and change effect.
[0234] When the variation pattern is either PA3-3 or PA3-6, the combination of additional pattern PE1-2 and no change effect allows for the selection of one of the following as the starting timing: timing Ta1 and timing Ta5 (Ta1+Ta5), timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta4 and timing Ta5 (Ta4+Ta5), timing Ta3 twice (Ta3×2), timing Ta4 twice (Ta4×2). When the variation pattern is either PA3-3 or PA3-6, the combination of additional pattern PE1-2 and change effect allows for the selection of one of the following as the starting timing: timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta3 twice (Ta3×2), timing Ta4 twice (Ta4×2).
[0235] In the start timing determination example AD42, for the variation patterns PA3-4 and PA3-7, both are specified as cut-in effects that become post-branch effects, using a suggestive effect that is a preview effect where the panel destruction development effect of the preview APD3 uses the variation pattern setting example AE21 shown in Fig. 10-6 with timing Ta3 as the start timing. Also, an addition time type CA5 is set corresponding to the variation patterns PA3-4 and PA3-7, and it can be determined to be either of the addition patterns PE1-1 and PE1-2 according to the additional pattern determination example AD21 shown in Fig. 10-11.
[0236] When it is either of the variation patterns PA3-4 and PA3-7, any of the timings Ta1 to Ta5 can be determined as the start timing corresponding to the combination of the addition pattern PE1-1 and no change effect. When it is either of the variation patterns PA3-4 and PA3-7, either of the timings Ta1 and Ta2 can be determined as the start timing corresponding to the combination of the addition pattern PE1-1 and an effect with change.
[0237] When it is either of the variation patterns PA3-4 and PA3-7, any of the following can be determined as the start timing corresponding to the combination of the addition pattern PE1-2 and no change effect: the timing Ta1 and the timing Ta5 (Ta1 + Ta5), the timing Ta3 and the timing Ta5 (Ta3 + Ta5), the timing Ta4 and the timing Ta5 (Ta4 + Ta5), twice at the timing Ta4 (Ta4 × 2). When it is either of the variation patterns PA3-4 and PA3-7, any of the following can be determined as the start timing corresponding to the combination of the addition pattern PE1-2 and an effect with change: the timing Ta1 and the timing Ta5 (Ta1 + Ta5), twice at the timing Ta1 (Ta1 × 2), twice at the timing Ta2 (Ta2 × 2).
[0238] In the start timing determination example AD43 shown in Figure 10-23, both variation patterns PA3-5 and PA3-8 are specified as having no variation-responding effects according to the variation pattern setting example AE21 shown in Figure 10-6. In addition, the addition time type CA6 is set corresponding to variation patterns PA3-5 and PA3-8, and according to the additional pattern determination example AD21 shown in Figure 10-11, it can be determined to have no additional pattern or one of the additional patterns PE1-1 to PE1-3.
[0239] When the variation pattern is either PA3-5 or PA3-8, the start timing can be determined from one of the timings Ta1 to Ta5, corresponding to the combination of additional pattern PE1-1 and no change effect. When the variation pattern is either PA3-5 or PA3-8, the start timing can be determined from one of the timings Ta1 to Ta3, corresponding to the combination of additional pattern PE1-1 and change effect.
[0240] When the variation pattern is either PA3-5 or PA3-8, the combination of additional pattern PE1-2 and no change effect allows for the selection of one of the following as the starting timing: timing Ta1 and timing Ta5 (Ta1+Ta5), timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta4 and timing Ta5 (Ta4+Ta5), timing Ta3 twice (Ta3×2), timing Ta4 twice (Ta4×2). When the variation pattern is either PA3-5 or PA3-8, the combination of additional pattern PE1-2 and change effect allows for the selection of one of the following as the starting timing: timing Ta1 and timing Ta5 (Ta1+Ta5), timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta1 twice (Ta1×2), timing Ta2 twice (Ta2×2), timing Ta3 twice (Ta3×2).
[0241] When it is either of the variation patterns PA3-5 or PA3-8, corresponding to the combination of the additional pattern PE1-3 and no change effect, it is possible to determine any of the following as the start timing: two times at timing Ta3 and timing Ta5 (Ta3×2 + Ta5), two times at timing Ta4 and timing Ta5 (Ta4×2 + Ta5), two times at timing Ta1 and timing Ta4 (Ta1 + Ta4×2), two times at timing Ta2 and timing Ta4 (Ta2 + Ta4×2), two times at timing Ta3 and timing Ta4 (Ta3 + Ta4×2). When it is either of the variation patterns PA3-5 or PA3-8, corresponding to the combination of the additional pattern PE1-3 and with a change effect, it is possible to determine any of the following as the start timing: two times at timing Ta1 and timing Ta5 (Ta1×2 + Ta5), two times at timing Ta3 and timing Ta5 (Ta3×2 + Ta5), two times at timing Ta1 and timing Ta4 (Ta1 + Ta4×2), two times at timing Ta2 and timing Ta4 (Ta2 + Ta4×2), two times at timing Ta3 and timing Ta4 (Ta3 + Ta4×2).
[0242] In the start timing determination example AD44 of FIG. 10-24, for the variation pattern PA3-9, according to the variation pattern setting example AE21 shown in FIG. 10-6, as a variation corresponding effect with timing Ta1 as the start timing, a suggestive effect using a preview effect that becomes a developing upward effect of the preview APD2 is specified as a cut-in effect that becomes the post-branch effect. Also, as a variation corresponding effect with timing Ta4 as the start timing, a suggestive effect using a preview effect that becomes the strongest super-developing effect of the preview APD5 is specified as a cut-in effect that becomes the post-branch effect. Corresponding to the variation pattern PA3-9, an addition time type CA7 is set, and according to the additional pattern determination example AD21 shown in FIG. 10-11, it is possible to determine no additional pattern or the additional pattern PE1-1.
[0243] When it is the variable pattern PA3-9, any one of the timings Ta1 to Ta5 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and no change effect. When it is the variable pattern PA3-9, any one of the timings Ta2 and Ta3 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and having a change effect.
[0244] In the start timing determination example AD44, for the variable pattern PA3-10, according to the variable pattern setting example AE21 shown in FIG. 10-6, as a variable corresponding effect with the timing Ta3 as the start timing, a suggestion effect using a preview effect that becomes a panel destruction development effect of the preview APD3 is specified as a cut-in effect that becomes a post-branch effect. Also, as a variable corresponding effect with the timing Ta4 as the start timing, a suggestion effect using a preview effect that becomes the strongest super development effect of the preview APD5 is specified as a cut-in effect that becomes a post-branch effect. A addition time type CA7 is set corresponding to the variable pattern PA3-10, and it can be determined as no additional pattern or the additional pattern PE1-1 according to the additional pattern determination example AD21 shown in FIG. 10-11.
[0245] When it is the variable pattern PA3-10, any one of the timings Ta1 to Ta5 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and no change effect. When it is the variable pattern PA3-10, any one of the timings Ta1 and Ta2 can be determined as the start timing corresponding to the combination of the additional pattern PE1-1 and having a change effect.
[0246] [[ID=eleven]] In the start timing determination example AD44, for the variable pattern PA3-11, according to the variable pattern setting example AE21 shown in FIG. 10-6, as a variable corresponding effect with the timing Ta4 as the start timing, a suggestion effect using a preview effect that becomes the strongest super development effect of the preview APD5 is specified as a cut-in effect that becomes a post-branch effect. Also, a addition time type CA8 is set corresponding to the variable pattern PA3-11, and it can be determined as no additional pattern, either the additional pattern PE1-1 or PE1-2 according to the additional pattern determination example AD21 shown in FIG. 10-11.
[0247] When the variation pattern is PA3-11, the start timing can be determined from one of timings Ta1 to Ta5, corresponding to the combination of additional pattern PE1-1 and no change effect. When the variation pattern is PA3-11, the start timing can be determined from one of timings Ta1 to Ta3, corresponding to the combination of additional pattern PE1-1 and change effect.
[0248] When the variation pattern is PA3-11, the combination of the additional pattern PE1-2 and no change effect allows for the selection of one of the following as the starting timing: timing Ta1 and timing Ta4 (Ta1+Ta4), timing Ta2 and timing Ta4 (Ta2+Ta4), timing Ta3 and timing Ta4 (Ta3+Ta4), timing Ta1 and timing Ta5 (Ta1+Ta5), timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta4 and timing Ta5 (Ta4+Ta5), or timing Ta3 twice (Ta3×2). When the variation pattern is PA3-11, the combination of the additional pattern PE1-2 and the presence of a change effect allows for the selection of one of the following as the starting timing: timing Ta1 and timing Ta4 (Ta1+Ta4), timing Ta2 and timing Ta4 (Ta2+Ta4), timing Ta3 and timing Ta4 (Ta3+Ta4), timing Ta1 and timing Ta5 (Ta1+Ta5), timing Ta3 and timing Ta5 (Ta3+Ta5), timing Ta1 twice (Ta1×2), timing Ta2 twice (Ta2×2), timing Ta3 twice (Ta3×2).
[0249] In addition, start timing determination examples AD41 to AD44 indicate production codes. The production code is an identification code for determining a cut-in effect, which is assigned corresponding to a variation pattern, an addition pattern, the presence or absence of a change effect and the start timing of a cut-in effect, and combinations thereof. In this embodiment, among the loss variation patterns in which a reach effect that becomes a super reach is executed and the special figure display result is "loss", production codes FA01 to FA06 are assigned corresponding to variation patterns PA2-4 and PA2-7, production codes FA11 to FA16 are assigned corresponding to variation patterns PA2-5 and PA2-8, production codes FA21 to FA27 and FA31 to FA38 are assigned corresponding to variation patterns PA2-6 and PA2-9, and production codes FA41 to FA47 are assigned corresponding to variation pattern PA2-12.
[0250] Among the jackpot variation patterns in which a reach effect that becomes a super reach is executed and the special figure display result is "jackpot", production codes FB01 to FB13 are assigned corresponding to variation patterns PA3-3 and PA3-6, production codes FB21 to FB33 are assigned corresponding to variation patterns PA3-4 and PA3-7, production codes FB41 to FB63 are assigned corresponding to variation patterns PA3-5 and PA3-8, production codes FC01 to FC07 are assigned corresponding to variation pattern PA3-9, production codes FC11 to FC17 are assigned corresponding to variation pattern PA3-10, and production codes FC21 to FC28 and FC31 to FC43 are assigned corresponding to variation pattern PA3-11.
[0251] Figures 10-25 to 10-29 show examples of cut-in animation decisions AD51 to AD59. Of these, Figure 10-25 shows example AD51 corresponding to animation codes FA01 to FA06, FA11 to FA16, and FA21 to FA27, and example AD52 corresponding to animation codes FA31 to FA38 and FA41 to FA47. Figure 10-26 shows example AD53 corresponding to animation codes FB01 to FB13, and example AD54 corresponding to animation codes FB21 to FB33. Figure 10-27 shows example AD55 corresponding to animation codes FB41 to FB55, and example AD56 corresponding to animation codes FB56 to FB63. Figure 10-28 shows example AD57 corresponding to animation codes FC01 to FC07 and FC11 to FC17, and example AD58 corresponding to animation codes FC21 to FC28. Figure 10-29 shows example AD59 of the performance determination corresponding to performance codes FC31 to FC43. In these performance determination examples, the pre-announcement performance determined in response to any of "Ta1" to "Ta4" is the post-branching performance when cut-in branching performance APE1 is executed with one of timings Ta1 to Ta4 as the starting timing. The pre-announcement performance determined in response to "Ta5" is the post-appearance performance when cut-in appearance performance APE2 is executed with timing Ta5 as the starting timing. Note that the only pre-announcement performance that can be determined in response to timing Ta5 is the pre-announcement performance that is the winning confirmation device appearance performance of pre-announcement APD8. The pre-announcement performances determined in response to "1st" and "2nd" are the post-first branching performance and the post-second branching performance when character fusion performance APE3 is executed with one of timings Ta1 to Ta4 corresponding to the performance code, etc. as the starting timing.
[0252] The CPU 120 for performance control, which executes the cut-in performance determination process shown in Figure 10-17, determines the start timing in step 001AKS224, and then determines the post-branching performance and post-appearance performance in step 001AKS225. At this time, it determines at least one of the following: the post-branching performance when cut-in branching performance APE1 is executed, the first post-branching performance and the second post-branching performance when character fusion performance APE3 is executed, and the post-appearance performance when cut-in appearance performance APE2 is executed. If the special display result is "miss," cut-in appearance performance APE2 is not executed, and the post-appearance performance is not determined.
[0253] The CPU 120 for controlling the effects selects a pre-prepared effect determination table corresponding to the effect code based on the result of determining the start timing, and makes it possible to determine the post-branch effect and the post-appearance effect with a determination ratio corresponding to the effect code. The effect determination table may be pre-prepared to correspond to multiple effect codes, and it is sufficient that the table data is stored at a predetermined address in the ROM 121. The CPU 120 for controlling the effects extracts numerical data that becomes a random number for determining the cut-in effect, which can be updated by the effect random counter or random number circuit 124 provided in the RAM 122, and makes the post-branch effect and the post-appearance effect by referring to the selected effect determination table.
[0254] In the example AD51 of the performance determination in Figure 10-25, performance codes FA01 to FA06 correspond to the cases of variation patterns PA2-4 and PA2-7. Variation patterns PA2-4 and PA2-7 both specify a cut-in performance that is a suggestive performance using a preview performance that is a development-enhancing performance of preview APD2, as a variation-corresponding performance with timing Ta1 as the starting timing according to the variation pattern setting example AE21 shown in Figure 10-6. Therefore, the post-branching performance determined in correspondence with performance codes FA01 to FA06 includes a preview performance that is a development-enhancing performance of preview APD2 corresponding to timing Ta1.
[0255] Performance code FA01 is the case where the start timing Ta1 is determined as the start timing according to the start timing determination example AD41 shown in FIGS. 10-21. In this case, the preview performance that becomes the zone entry performance of the preview APD6 and the preview performance that becomes the developed upward floating performance of the preview APD2 included in the variation corresponding performance are determined as the post-first-branch performance and the post-second-branch performance. Thereby, in the character fusion performance APE3 with the timing Ta1 as the start timing, the post-first-branch performance becomes the zone entry performance of the preview APD6, and the post-second-branch performance becomes the developed upward floating performance of the preview APD2.
[0256] Performance code FA02 is the case where the start timing Ta2 is determined as the start timing according to the start timing determination example AD41 shown in FIGS. 10-21. In this case, it can be determined as any one of the preview APD2 at the timing Ta1 and the preview APD6 at the timing Ta2, the preview APD2 at the timing Ta1 and the preview APD7 at the timing Ta2, the preview APD6 of the post-first-branch performance and the preview APD2 of the post-second-branch performance. Corresponding to the preview APD2 at the timing Ta1 and the preview APD6 at the timing Ta2, the post-branch performance of the cut-in branch performance APE1 with the timing Ta1 as the start timing becomes the developed upward floating performance of the preview APD2, and the post-branch performance of the cut-in branch performance APE1 with the timing Ta2 as the start timing becomes the zone entry performance of the preview APD6. Corresponding to the preview APD2 at the timing Ta1 and the preview APD7 at the timing Ta2, the post-branch performance of the cut-in branch performance APE1 with the timing Ta1 as the start timing becomes the developed upward floating performance of the preview APD2, and the post-branch performance of the cut-in branch performance APE1 with the timing Ta2 as the start timing becomes the expectancy suggestion character performance of the preview APD7. Corresponding to the preview APD6 of the post-first-branch performance and the preview APD2 of the post-second-branch performance, the post-first-branch performance of the character fusion performance APE3 with the timing Ta1 as the start timing becomes the zone entry performance of the preview APD6 and the post-second-branch performance becomes the developed upward floating performance of the preview APD2.
[0257] Since performance code FA02 determines timing Ta2 as the start timing, it becomes the timing adjacent to timing Ta1, which is the start timing of the variable response performance specified by variable patterns PA2-4 and PA2-7. Thus, in the case of performance code FA02, in addition to executing the two cut-in branch performances APE1 that are determined to be either the preview APD2 of timing Ta1 and the preview APD6 of timing Ta2, the preview APD2 of timing Ta1 and the preview APD7 of timing Ta2, and using these as the start timings for timing Ta1 and timing Ta2, it also includes the case of executing one character fusion performance APE3 with the start timing of timing Ta1, which is determined to be the preview APD6 of the post-first-branch performance and the preview APD2 of the post-second-branch performance.
[0258] Performance code FA03 is the case where timing Ta3 is determined as the start timing according to the start timing determination example AD41 shown in Fig. 10-21. In this case, it can be determined to be either the preview APD2 of timing Ta1 and the preview APD4-1 of timing Ta3, or the preview APD2 of timing Ta1 and the preview APD6 of timing Ta2. Corresponding to the preview APD2 of timing Ta1 and the preview APD4-1 of timing Ta3, the post-branch performance of the cut-in branch performance APE1 with timing Ta1 as the start timing becomes the development upward performance of preview APD2, and the post-branch performance of the cut-in branch performance APE1 with timing Ta3 as the start timing becomes the chance-up stock performance using character CH04 of preview APD4-1. Corresponding to the preview APD2 of timing Ta1 and the preview APD6 of timing Ta3, the post-branch performance of the cut-in branch performance APE1 with timing Ta1 as the start timing becomes the development upward performance of preview APD2, and the post-branch performance of the cut-in branch performance APE1 with timing Ta3 as the start timing becomes the zone entry performance of preview APD6.
[0259] Since performance code FA03 determines timing Ta3 as the start timing, it will not be adjacent to timing Ta1, which is the start timing of the variable response performance specified by variable patterns PA2-4 and PA2-7. Thus, in the case of performance code FA03, when performing the two cut-in branch performances APE1 that are determined by either the preview APD2 of timing Ta1 and the preview APD4-1 of timing Ta3, or the preview APD2 of timing Ta1 and the preview APD6 of timing Ta3, with timing Ta1 and timing Ta3 as the start timings, the case of performing the character fusion performance APE3 is not included. <> <>
[0260] <> Performance code FA04 is the case where timing Ta4 is determined as the start timing according to the start timing determination example AD41 shown in FIGS. 10-21. In this case, it can be determined by either the preview APD2 of timing Ta1 and the preview APD4-1 of timing Ta4, or the preview APD2 of timing Ta1 and the preview APD6 of timing Ta4. Corresponding to the preview APD2 of timing Ta1 and the preview APD4-1 of timing Ta4, the post-branch performance of the cut-in branch performance APE1 with timing Ta1 as the start timing becomes the developed upward performance of preview APD2, and the post-branch performance of the cut-in branch performance APE1 with timing Ta4 as the start timing becomes the chance-up stock performance using character CH04 of preview APD4-1. Corresponding to the preview APD2 of timing Ta1 and the preview APD6 of timing Ta4, the post-branch performance of the cut-in branch performance APE1 with timing Ta1 as the start timing becomes the developed upward performance of preview APD2, and the post-branch performance of the cut-in branch performance APE1 with timing Ta4 as the start timing becomes the zone entry performance of preview APD6. <> <>
[0261] <> Since the performance code FA04 determines the timing Ta4 as the start timing, it does not become the timing adjacent to the timing Ta1 which is the start timing of the variable corresponding performance specified by the variable patterns PA2-4 and PA2-7. Thus, in the case of the performance code FA04, it includes the case of executing the two cut-in branch performances APE1 which are determined to be either the preview APD2 of the timing Ta1 and the preview APD4-1 of the timing Ta4, or the preview APD2 of the timing Ta1 and the preview APD6 of the timing Ta4, with the timings Ta1 and Ta4 as the start timings, while it does not include the case of executing the character fusion performance APE3.
[0262] The performance code FA05 is the case where the timing Ta2 is determined as the start timing according to the start timing determination example AD41 shown in FIGS. 10-21. In this case, it can be determined as the preview APD2 of the timing Ta1 and the preview APD1 of the timing Ta2. Corresponding to the preview APD2 of the timing Ta1 and the preview APD1 of the timing Ta2, the post-branch performance of the cut-in branch performance APE1 with the timing Ta1 as the start timing becomes the development upward performance of the preview APD2, and the post-branch performance of the cut-in branch performance APE1 with the timing Ta2 as the start timing becomes the active change performance of the preview APD1. The cut-in branch performance APE1 with the timing Ta1 as the start timing is the variable corresponding performance specified by the variable patterns PA2-4 and PA2-7. The cut-in branch performance APE1 with the timing Ta2 as the start timing is a cut-in performance including a preview performance which becomes the active change performance of the preview APD1 which is a change performance in the post-branch performance. Thus, during the execution of one variable display, it is possible to execute a cut-in performance as the variable corresponding performance and a cut-in performance corresponding to the change performance.
[0263] Since the performance code FA05 determines the timing Ta2 as the start timing, it becomes the timing adjacent to the timing Ta1, which is the start timing of the variable corresponding performance designated by the variable patterns PA2-4 and PA2-7. However, in the case of the performance code FA05, unlike the case of the performance code FA02, it includes the case of executing the two cut-in branching performances APE1 that determine the preview APD2 of the timing Ta1 and the preview APD1 of the timing Ta2 and set the timing Ta1 and the timing Ta2 as the start timings, while it does not include the case of executing the character fusion performance APE3. Thus, restrictions are provided so as not to execute the character fusion performance APE3 that includes, as suggestive performances, the preview performance that becomes the active change performance of the preview APD1, which is a change performance, and the preview performance that becomes the development upheaval performance of the preview APD2 included in the variable corresponding performance, in the post-first-branch performance and the post-second-branch performance.
[0264] <00010@9>The performance code FA06 is the case where the timing Ta3 is determined as the start timing according to the start timing determination example AD41 shown in FIGS. 10-21. In this case, it is possible to determine the preview APD2 of the timing Ta1 and the preview APD1 of the timing Ta3. Corresponding to the preview APD2 of the timing Ta1 and the preview APD1 of the timing Ta3, the post-branch performance of the cut-in branching performance APE1 with the timing Ta1 as the start timing becomes the development upheaval performance of the preview APD2, and the post-branch performance of the cut-in branching performance APE1 with the timing Ta3 as the start timing becomes the active change performance of the preview APD1. The cut-in branching performance APE1 with the timing Ta@1 as the start timing is the variable corresponding performance designated by the variable patterns PA2-4 and PA2-7. The cut-in branching performance APE1 with the timing Ta3 as the start timing is a cut-in performance that includes, in the post-branch performance, the preview performance that becomes the active change performance of the preview APD1, which is a change performance. Thereby, during the execution of one variable display, it is possible to execute the cut-in performance as the variable corresponding performance and the cut-in performance corresponding to the change performance.
[0265] Since performance code FA06 determines timing Ta3 as the start timing, it will not be adjacent to timing Ta1, which is the start timing of the variable-corresponding performance specified by variable patterns PA2-4 and PA2-7. Thus, in the case of performance code FA06, it includes the case of executing the two cut-in branch performances APE1 with the start timings of timing Ta1 and timing Ta3 determined by the previews APD2 of timing Ta1 and APD1 of timing Ta3, while it does not include the case of executing the character fusion performance APE3.
[0266] Based on the determination procedure according to the same start timing, for performance codes FA11~FA16 and FA21~FA27, the determination of the post-branch performance such as the performance determination example AD51 is made. Among these, performance codes FA11~FA16 correspond to the cases of variable patterns PA2-5 and PA2-8. Both variable patterns PA2-5 and PA2-8 are suggestive performances using the preview performance that becomes the panel destruction development performance of preview APD3 as the variable-corresponding performance with timing Ta3 as the start timing according to the variable pattern setting example AE21 shown in Fig. 10-6, and specify the cut-in performance where the post-branch performance is the preview performance. Therefore, the post-branch performance determined corresponding to performance codes FA11~FA16 includes the preview performance that becomes the panel destruction development performance of preview APD3 corresponding to timing Ta3.
[0267] Performance codes FA21 to FA27 correspond to either variation pattern PA2-6 or PA2-9 and the additional pattern PE1-1. Variation patterns PA2-6 and PA2-9 both specify no variation-corresponding performance according to variation pattern setting example AE21 shown in Figure 10-6. Therefore, the post-branching performances determined for performance codes FA21 to FA27 are all included in the cut-in performances executed in accordance with the variable display period added by the additional pattern PE1-1. Performance codes FA21 to FA24 correspond to no change performance, and no preview performance that becomes the active change performance of preview APD1 is determined for the post-branching performance of cut-in branching performance APE1 at each start timing. Performance codes FA25 to FA27 correspond to change performance, and a preview performance that becomes the active change performance of preview APD1 is determined as the post-branching performance of cut-in branching performance APE1 at each start timing.
[0268] For performance codes FA31-FA38 and FA41-FA47, a post-branching performance like the example performance AD52 is determined. Of these, performance codes FA31-FA38 correspond to either variation pattern PA2-6 or PA2-9 and additional pattern PE1-2. All post-branching performances determined for performance codes FA31-FA38 are included in the cut-in performances that are executed in accordance with the variable display period added by additional pattern PE1-2. For performance codes FA31-FA34, which correspond to no change performance, no preview performance that becomes the active change performance of preview APD1 is determined for the post-branching performance of cut-in branching performance APE1 or the first and second post-branching performances of character fusion performance APE3 at their respective start timings. For performance codes FA35~FA38, corresponding to the presence of a change performance, it is determined that the post-branch performance of cut-in branch performance APE1 or the post-second branch performance of character fusion performance APE3, which starts at one of timings Ta1~Ta3, will include a preview performance that is the active change performance of preview APD1.
[0269] Performance codes FA41 to FA47 correspond to the case of variation pattern PA2-12. Variation pattern PA2-12 specifies a cut-in performance that becomes a suggestive performance after branching, using a preview performance that is the strongest super development performance of preview APD5, as the starting timing of the variation-corresponding performance with timing Ta4 as shown in the variation pattern setting example AE21 in Figure 10-6. Therefore, the performance after branching determined in correspondence with performance codes FA41 to FA47 includes a preview performance that is the strongest super development performance of preview APD5 corresponding to timing Ta4.
[0270] In the example AD41 for determining the start timing shown in Figure 10-21, when either the variation pattern PA2-4 or PA2-7 is selected, the determination rate of timing Ta1 is 0 / 100, corresponding to the combination of additional pattern PE1-1 and the presence of a change effect, and timing Ta1 is not determined as the start timing. The combination of additional pattern PE1-1 and the presence of a change effect executes a cut-in effect that includes a preview effect, which is the active change effect of preview APD1, as a suggestive effect, at the start timing determined in accordance with additional pattern PE1-1. Timing Ta1 is the start timing of the cut-in effect, which is the branched effect, using a preview effect that is the development-enhancing effect of preview APD2 as a variation-corresponding effect specified by variation patterns PA2-4 and PA2-7. Therefore, in the case of either variation pattern PA2-4 or PA2-7, in response to the presence of a change effect, the timing Ta1 is not determined to be the start timing, and a restriction is imposed so that the character fusion effect APE3, which includes the announcement effect that becomes the active change effect of the announcement APD1 (a change effect) and the announcement effect that becomes the development-enhancing effect of the announcement APD2 (included in the variation-corresponding effect) as suggestive effects in the first branch post effect and the second branch post effect, is not executed.
[0271] In the start timing determination example AD41 shown in Figure 10-21, when either the variation pattern PA2-5 or PA2-8 is selected, the determination rate of timing Ta3 becomes 0 / 100, corresponding to the combination of additional pattern PE1-1 and the presence of a change effect, and timing Ta3 is not determined as the start timing. Timing Ta3 is the start timing of the cut-in effect, which is a post-branch effect that uses a preview effect that becomes a panel destruction development effect of preview APD3 as a variation-corresponding effect specified by variation patterns PA2-5 and PA2-8. Therefore, because timing Ta3 is not determined as the start timing in response to the presence of a change effect, a restriction is imposed on the execution of the character fusion effect APE3, which includes the preview effect that becomes the active change effect of preview APD1 (a change effect) and the preview effect that becomes the panel destruction development effect of preview APD3 (included in the variation-corresponding effect) as a suggestive effect in the first post-branch effect and the second post-branch effect.
[0272] In the example AD41 for determining the start timing shown in Figure 10-21, when the variation pattern is either PA2-4 or PA2-7, the determination rate of timing Ta4 is 0 / 100, corresponding to the combination of additional pattern PE1-1 and change effect, and timing Ta4 is not determined as the start timing. When the variation pattern is either PA2-5 or PA2-8, the determination rate of timing Ta4 is 0 / 100, corresponding to the combination of additional pattern PE1-1 and change effect, and timing Ta4 is not determined as the start timing. When the variation pattern is either PA2-6 or PA2-9, the determination rate of timing Ta4 is 0 / 100, corresponding to the combination of additional pattern PE1-1 and change effect, and timing Ta4 is not determined as the start timing. When the variation pattern is either PA2-6 or PA2-9, the combination of additional pattern PE1-2 and a change animation results in a determination rate of 0 / 100 for two timings (Ta4 x 2) at timing Ta4, meaning timing Ta4 is not determined at the start timing. When the variation pattern is PA2-12, the combination of additional pattern PE1-1 and a change animation results in a determination rate of 0 / 100 for timing Ta4, meaning timing Ta4 is not determined at the start timing.
[0273] The combination of additional pattern PE1-1 and the change effect will execute a cut-in animation that includes the announcement animation, which is the active change effect of the announcement APD1, as an indicative animation, at the start timing determined in accordance with additional pattern PE1-1. The combination of additional pattern PE1-2 and the change effect will execute a cut-in animation that includes the announcement animation, which is the active change effect of the announcement APD1, as an indicative animation, at one of the start timings determined in accordance with additional pattern PE1-2. In the start timing determination example AD41, the timing is not determined to be Ta4 in accordance with the combination of additional pattern PE1-1 and the change effect, and the timing is not determined to be Ta4 twice (Ta4 x 2) in accordance with the combination of additional pattern PE1-2 and the change effect, so a restriction is placed so that the start timing of the cut-in animation that includes the announcement animation, which is the active change effect of the announcement APD1, as an indicative animation, does not become Ta4.
[0274] In the example AD53 of the performance determination in Figure 10-26, performance codes FB01 to FB13 correspond to the cases of variation patterns PA3-3 and PA3-6. Both variation patterns PA3-3 and PA3-6 specify a cut-in performance that is a suggestive performance using a preview performance that is a development-enhancing performance of preview APD2, as a variation-corresponding performance with timing Ta1 as the starting timing according to the variation pattern setting example AE21 shown in Figure 10-6. Therefore, the post-branching performance determined in correspondence with performance codes FB01 to FB13 includes a preview performance that is a development-enhancing performance of preview APD2 corresponding to timing Ta1.
[0275] Performance code FB01 is the case when timing Ta1 is determined as the start timing according to the start timing determination example AD42 shown in Figure 10-22. In this case, the pre-announcement performance that becomes the zone entry performance of pre-announcement APD6 and the pre-announcement performance that becomes the development build-up performance of pre-announcement APD2 included in the variation-corresponding performance are determined as the first post-branch performance and the second post-branch performance. As a result, in the character fusion performance APE3 with timing Ta1 as the start timing, the first post-branch performance becomes the zone entry performance of pre-announcement APD6, and the second post-branch performance becomes the development build-up performance of pre-announcement APD2. The determination in this case is the same as the determination in the case of performance code FA01 in the performance determination example AD51 shown in Figure 10-25.
[0276] The production code FB02 is the case when the start timing Ta2 is determined as the start timing using the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the same post-branch production as in the case of production code FA02 in the production determination example AD51 shown in Figure 10-25. However, in the case of production code FB02, the determination ratio for the preview APD6 of the first post-branch production and the preview APD2 of the second post-branch production is higher than in the case of production code FA02.
[0277] Performance code FB03 occurs when the start timing is set to Ta3 using the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the same post-branch performance as in the case of performance code FA03 in the performance determination example AD51 shown in Figure 10-25. Performance code FB04 occurs when the start timing is set to Ta4 using the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the same post-branch performance as in the case of performance code FA04 in the performance determination example AD51 shown in Figure 10-25. However, the determination ratio is different.
[0278] The performance code FB05 is the case when the start timing is set to Ta5 according to the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the notification APD2 for timing Ta1 and the notification APD8 for timing Ta5. Corresponding to the notification APD2 for timing Ta1 and the notification APD8 for timing Ta5, the post-branch performance of the cut-in branch performance APE1 with timing Ta1 as the start timing becomes the development build-up performance of notification APD2, and the post-appearance performance of the cut-in appearance performance APE2 with timing Ta5 as the start timing becomes the winning confirmation device appearance performance of notification APD8. The cut-in branch performance APE1 with timing Ta1 as the start timing is a variation-corresponding performance specified by variation patterns PA3-3 and PA3-6. The cut-in appearance performance APE2 with timing Ta5 as the start timing is a cut-in performance that includes the winning confirmation device appearance performance of notification APD8, which is a dedicated and unique performance, as its post-appearance performance. This allows for the execution of a cut-in animation as a variation-compatible animation and a cut-in animation as a cut-in appearance animation APE2 while the variable display of 1 is in progress.
[0279] Performance code FB06 is the case when timing Ta2 is determined as the start timing according to the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the same post-branch performance as in the case of performance code FA05 in the performance determination example AD51 shown in Figure 10-25. Performance code FB07 is the case when timing Ta3 is determined as the start timing according to the start timing determination example AD42 shown in Figure 10-22. In this case, it is possible to determine the same post-branch performance as in the case of performance code FA06 in the performance determination example AD51 shown in Figure 10-25.
[0280] The production code FB08 is the case when timing Ta1 and timing Ta5 (Ta1 + Ta5) are determined as the start timing according to the start timing determination example AD42 shown in Figure 10-22. In this case, the pre-announcement production that becomes the zone entry production of pre-announcement APD6 and the pre-announcement production that becomes the development build-up production of pre-announcement APD2 included in the variation-corresponding production are determined as the first post-branch production and the second post-branch production, and pre-announcement APD8 for timing Ta5 is determined. As a result, in the character fusion production APE3 with timing Ta1 as the start timing, the first post-branch production becomes the zone entry production of pre-announcement APD6, the second post-branch production becomes the development build-up production of pre-announcement APD2, and the post-appearance production of the cut-in appearance production APE2 with timing Ta5 as the start timing becomes the hit confirmation device appearance production of pre-announcement APD8.
[0281] The performance code FB09 is the case where the timings Ta3 and Ta5 (Ta3 + Ta5) are determined as the start timings according to the start timing determination example AD42 shown in FIGS. 10 - 22. In this case, it can be determined for any of the following: the preview APD2 of timing Ta1, the preview APD4 - 1 of timing Ta3, and the preview APD8 of timing Ta5; the preview APD2 of timing Ta1, the preview APD6 of timing Ta3, and the preview APD8 of timing Ta5. Corresponding to the preview APD2 of timing Ta1, the preview APD4 - 1 of timing Ta3, and the preview APD8 of timing Ta5, the post - branch performance of the cut - in branch performance APE1 with timing Ta1 as the start timing becomes the developing upward performance of preview APD2, the post - branch performance of the cut - in branch performance APE1 with timing Ta3 as the start timing becomes the chance - up stock performance using the character CH04 of preview APD4 - 1, and the post - appearance performance of the cut - in appearance performance APE2 with timing Ta5 as the start timing becomes the winning - determined device appearance performance of preview APD8. Corresponding to the preview APD2 of timing Ta1, the preview APD6 of timing Ta3, and the preview APD8 of timing Ta5, the post - branch performance of the cut - in branch performance APE1 with timing Ta1 as the start timing becomes the developing upward performance of preview APD2, the post - branch performance of the cut - in branch performance APE1 with timing Ta3 as the start timing becomes the zone - entry performance of preview APD6, and the post - appearance performance of the cut - in appearance performance APE2 with timing Ta5 as the start timing becomes the winning - determined device appearance performance of preview APD8.
[0282] The performance code FB10 is the case where the timings Ta4 and Ta5 (Ta4 + Ta5) are determined as the start timings by the start timing determination example AD42 shown in FIGS. 10 - 22. In this case, it can be determined to any of the following: the preview APD2 of timing Ta1, the preview APD4 - 1 of timing Ta4, and the preview APD8 of timing Ta5; the preview APD2 of timing Ta1, the preview APD6 of timing Ta4, and the preview APD8 of timing Ta5. Corresponding to the preview APD2 of timing Ta1, the preview APD4 - 1 of timing Ta4, and the preview APD8 of timing Ta5, the post - branch performance of the cut - in branch performance APE1 with timing Ta1 as the st...
Claims
[Claim 1] A gaming machine that can be controlled to be in a favorable state, A game control means capable of controlling the progress of the game, A performance determination means capable of determining the performance based on a command from the aforementioned game control means, A variable display pattern determination means capable of determining one variable display pattern from among multiple types of variable display patterns corresponding to a variable display period, An additional pattern determination means capable of determining one additional pattern from among multiple types of additional patterns corresponding to the variable display period to be added, A variable display means capable of performing a variable display during a variable display period corresponding to a variable display pattern determined by the variable display pattern determination means, or a variable display period obtained by adding a variable display time corresponding to a variable display pattern determined by the variable display pattern determination means and a variable display period corresponding to an additional pattern determined by the additional pattern determination means, The system includes a means for executing a specific performance, and a suggestive performance that indicates that the system will be controlled to the advantageous state, The aforementioned performance execution means is The specific performance can be executed in accordance with the case where a specific variable display pattern is determined by the variable display pattern determination means and the case where an additional pattern is determined by the additional pattern determination means. In response to one of the aforementioned suggestive effects, it is possible to execute the aforementioned specific effect in a predetermined manner, In response to multiple instances of the aforementioned suggestive performance, a special version of the aforementioned specific performance can be executed. The suggestive performance can be performed without performing the specific performance mentioned above. The aforementioned additional pattern determination means includes, as a plurality of types of additional patterns, a first additional pattern in which a variable display period corresponding to the performance time of one suggestive performance is added, and a second additional pattern in which a variable display period corresponding to the performance periods of multiple suggestive performances is added. The aforementioned performance execution means is The specific performance of the special mode can be executed when the specific variable display pattern is determined by the variable display pattern determination means and either the first additional pattern or the second additional pattern is determined by the additional pattern determination means, and when a non-specific variable display pattern is determined by the variable display pattern determination means and the second additional pattern is determined by the additional pattern determination means. Gaming machine.