Gaming machine
By using a variable display device and image distortion effects in the game console, the problem of visual loss caused by preview effects was solved, the visibility of the image was maintained, and the appeal of the game was enhanced.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-02-27
- Publication Date
- 2026-07-08
AI Technical Summary
In existing technologies, the preview effect of game consoles may lead to the loss of image recognition, affecting the player's visual experience and making it impossible to maintain good visibility of specific images when the screen is distorted.
Using a predetermined display device, variable effects are executed based on the determination result of the player's state. First and second images are displayed through image deformation effects, and a specific image is kept in a fixed position on the screen during the deformation process. The possibility of displaying the game progress in combination with the predetermined images is also considered.
The image distortion effect increased player interest while maintaining good visibility of specific images, thus enhancing the gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, as a pachinko machine which is an example of a gaming machine, as described in Patent Document 1 below, for example, by executing a preview effect that makes the display screen appear to tilt during the execution of the enemy character SP reach, a gaming machine is configured to make players fully expect a big win even in the SP reach of an enemy character with a relatively low winning expectation.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, when the preview effect as described in Patent Document 1 above is executed, since the display position of the image changes, there is a possibility that the player may lose sight of the image being visually recognized. Therefore, there has been a demand for improvement to an effect that can maintain good visibility for a specific image while providing an interest due to the deformation of the screen.
Means for Solving the Problems
[0005] The gaming machine of the present invention is capable of executing a variable effect using a predetermined display means based on the result of determining whether to put the player in an advantageous state, and in the variable effect, it is capable of executing an image deformation effect that sequentially shows a first image displayed on the screen of the display means and a second image displayed on the screen of the display means with the first image deformed, <000009Both the first image and the second image are images obtained by transforming a target image including a deformation target image that was displayed before the execution of the image deformation effect. It is possible to display a specific image whose display mode can change according to the progress of the game on the screen of the display means together with the first image, and to display the specific image together with the second image. The specific image can be displayed at the same position on the screen of the display means regardless of which of the first image and the second image is being displayed. During the execution of the image transformation effect, the specific image can be displayed in a manner that suggests the likelihood of achieving the advantageous state. During the execution of the image deformation effect, it is possible to start an effect of displaying a predetermined image that suggests the degree of expectation of becoming the advantageous state. The predetermined image is a deformation target image of the image deformation effect, and is a gaming machine characterized by being displayed in both the first image and the second image.
Advantages of the Invention
[0006] According to the present invention, it is possible to improve the interest by the image deformation effect while maintaining good visibility for the specific image.
Brief Description of the Drawings
[0007] [Figure 1] It is a view according to a basic embodiment, and is a front view of a gaming machine. [Figure 2] It is a front view of a game board. [Figure 3] (A) is an explanatory view showing the types of game states, and (B) is an explanatory view showing the types of jackpot games. [Figure 4] (A) is a time chart showing the flow of a jackpot game, (B) is a time chart showing the flow of a minor win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] It is an explanatory view showing the types of effect modes. [Figure 6] 0]It is an explanatory view showing a specific example of the normal variation of the special figure variation effect. [Figure 7]This is an explanatory diagram showing a specific example of the N-reach in the special feature variation animation. [Figure 8] This is an explanatory diagram showing specific examples of SP (Special) reach animations in the special feature variation sequence. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach in the special feature variation animation. [Figure 10] This is an explanatory diagram showing a specific example of a hold animation. [Figure 11] This is an explanatory diagram showing a specific example of a movable object effect. [Figure 12] This is an explanatory diagram showing specific examples of operation and presentation. [Figure 13] This is the first block diagram of the part related to the control of the gaming machine. [Figure 14] This is a concrete example of a variation pattern determination table. [Figure 15] This is a concrete example of a lookahead determination table. [Figure 16] This is a concrete example of a pattern determination table. [Figure 17] This is a diagram illustrating the first embodiment, and is an explanatory diagram showing specific examples of display devices installed on a game board. [Figure 18] This is the second block diagram of the part related to the control of the gaming machine. [Figure 19] This is an explanatory diagram showing specific examples of information that the main control unit can store. [Figure 20] This flowchart shows a specific example of the main control processing performed by the main control unit. [Figure 21] This flowchart shows a specific example of the main timer interrupt processing performed by the main control unit. [Figure 22] This flowchart shows a specific example of special drawing and special electrical processing for the main timer interrupt handling. [Figure 23] This flowchart shows a specific example of the special drawing standby processing for special drawing and special electrical processing. [Figure 24] This flowchart shows a specific example of the variable display processing for special drawings in special drawing / special electrical processing. [Figure 25] This flowchart shows a specific example of the special drawing confirmation process for special drawing and special electrical processing. [Figure 26] This flowchart shows a specific example of the opening process for special drawing and special electrical processing. [Figure 27] This flowchart shows a specific example of in-round processing for special drawing and special electrical processing. [Figure 28] This flowchart shows a specific example of the ending processing for special drawing and special electrical processing. [Figure 29] This flowchart shows a concrete example of the display process for the main timer interrupt handling. [Figure 30] This flowchart shows a specific example of LED processing for the right-handed button press status in the display processing. [Figure 31] This flowchart shows a specific example of the status 4 processing for the right-handed shooting LED. [Figure 32] This flowchart shows a specific example of the status 1 processing for the right-handed shooting LED. [Figure 33] This flowchart shows a concrete example of output processing for the main timer interrupt. [Figure 34] This flowchart shows a specific example of the sub-control main processing performed by the performance control unit. [Figure 35] This flowchart shows a specific example of the 10ms timer interrupt processing performed by the performance control unit. [Figure 36] This flowchart shows a concrete example of the received command parsing process for a 10ms timer interrupt. [Figure 37] This is an explanatory diagram showing specific examples of opening sequences. [Figure 38] This is an explanatory diagram showing a specific example of the right-hand shooting continuation animation. [Figure 39] This is an explanatory diagram showing a specific example of the left-handed confirmation animation. [Figure 40] This is an explanatory diagram showing a specific example of the right-hand shooting confirmation animation. [Figure 41] This is an explanatory diagram showing the flow from the start of the initial win to the end of the time-saving mode. [Figure 42] This is a perspective view showing the first specific example of a gaming machine. [Figure 43]It is an explanatory diagram showing a first specific example of the production flow of the special figure variation production. [Figure 44] It is an explanatory diagram showing a first specific example of the production control unit. [Figure 45] (A) is a specific example of the character voice preview selection table, (B) is a specific example of the voice volume selection table, and (C) is a specific example of the cut-in preview selection table. [Figure 46] It is an explanatory diagram showing a first specific example of the character voice preview. [Figure 47] It is a first specific example of the character voice preview and is an explanatory diagram showing the continuation of FIG. 46. [Figure 48] It is an explanatory diagram showing a specific example of the cut-in preview. [Figure 49] It is an explanatory diagram showing a first specific example of the roulette preview. [Figure 50] It is a perspective view showing a second specific example of the gaming machine. [Figure 51] It is an explanatory diagram showing a first specific example of the movable body. [Figure 52] It is an explanatory diagram showing a second specific example of the production flow of the special figure variation production. [Figure 53] It is an explanatory diagram showing a second specific example of the production control unit. <00002 [Figure 61] It is an explanatory diagram showing a third specific example of the production flow of the special figure variation production. [Figure 62] It is an explanatory diagram showing a third specific example of the production control unit. [Figure 63] (A) is a specific example of a character voice preview selection table, (B) is a specific example of a gimmick light amount selection table, and (C) is a specific example of a gimmick preview selection table. [Figure 64] It is an explanatory diagram showing a third specific example of the character voice preview. [Figure 65] It is a third specific example of the character voice preview and is an explanatory diagram showing the continuation of FIG. 62. [Figure 66] It is an explanatory diagram showing a second specific example of the gimmick preview. [Figure 67] It is a special figure determination table according to the fifth embodiment. [Figure 68] (A) is a special figure variation pattern determination table related to special figure 1 in the low base state, and (B) is a special figure variation pattern determination table related to special figure 2 in the high base state. [Figure 69] (A) is a diagram showing the display unit in the daytime production mode of the normal production mode, and (B) is a diagram showing the display unit in the night festival production mode of the normal production mode. [Figure 70] It is a diagram showing the aspect of the production design in the night festival production mode. [Figure 71] It is a diagram showing a specific example of the variation production using the production design in the night festival production mode. [Figure 72] It is a diagram showing a specific example of the festival-exclusive production using the string images in the night festival production mode. [Figure 73] It is a diagram showing an execution example of the variation production and the festival-exclusive production when it is a losing variation in the night festival production mode. [Figure 74] It is a diagram showing an execution example of the variation production and the festival-exclusive production when it is a big win variation in the night festival production mode. [Figure 75]It is a lottery table for various preview performances in the night festival performance mode. (A) is the lottery table for the skewer chance preview, (B) is the lottery table for the screen deformation preview, and (C) is the lottery table for the streamline effect preview. [Figure 76] It is a diagram showing a specific example of the screen deformation preview in the night festival performance mode. [Figure 77] [[ID=�]]It is a timing chart showing the types of deformation patterns in the screen deformation preview. [Figure 78] It is a diagram showing a specific example when the streamline effect preview is executed during the screen deformation preview. [Figure 79] It is a diagram showing a specific example when an error notification is made based on the detection of a predetermined error (vibration error) during the screen deformation preview. [Figure 80] It is a front view of the gaming machine according to the sixth embodiment. [Figure 81] It is a diagram showing that the volume setting value can be changed. [Figure 82] It is a diagram showing that the light quantity setting value can be changed. [Figure 83] It is a variable performance pattern selection table. [Figure 84] It is a diagram showing the performance flow according to the variable performance pattern. [[ID=⒅]] [Figure 85] It is a diagram showing a specific example of the pair ban reach. [Figure 86] It is a diagram showing a specific example of the pair ban reach following FIG. 85. [Figure 87] It is a diagram showing a specific example of the solo reach. [Figure 88] It is a diagram showing a specific example of the solo reach following FIG. 87. [Figure 89] It is a timing chart showing the change in the volume of the speaker's performance sound when the pair ban reach of the failure mode is performed, as well as the change in the light quantity of the performance emission of the panel lamp and the frame lamp. [Figure 90]This timing chart shows the changes in the volume of the sound effects from the speaker, as well as the changes in the light intensity of the panel lamps and frame lamps, when a failed attempt at a bang reach is made and volume and light intensity adjustments are made while the rest image is being displayed. [Figure 91] This timing chart shows the changes in the volume of the sound effects from the speakers, as well as the changes in the light intensity of the panel lamps and frame lamps, when a failed attempt at a band reach is made and volume and light intensity adjustments are made while the band performance image is displayed. [Figure 92] This timing chart shows the changes in the volume of the sound effects from the speaker, as well as the changes in the light intensity of the sound effects from the panel lamps and frame lamps, when a failed band reach is performed, an error notification is issued based on error detection during the display of the band performance image, and volume and light intensity changes are made during the period of the error notification. [Figure 93] This is a simplified block diagram showing the performance control unit. [Figure 94] This is a flowchart of the volume change process performed by the production control unit. [Figure 95] This is the lottery table for the cheer cut-in preview. [Figure 96] This diagram shows a specific example of a cheer cut-in announcement. [Modes for carrying out the invention]
[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of the description, symbols or reference numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.
[0009] <Basic Implementation> Later, various embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko gaming machine PY1). Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards the pachinko gaming machine PY1.
[0010] 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.
[0011] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.
[0012] The front door 23 is also equipped with an upper tray 34 for storing game balls and a handle 72k for launching game balls onto the game board 1. The upper tray 34 is located at the bottom of the front door 23 and stores the game balls that are supplied to the handle 72k. The handle 72k is located at the lower right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the top of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0014] Furthermore, the front door 23 is equipped with a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.
[0015] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.
[0016] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.
[0017] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first starting opening 11 is always configured to ensure that it is easy for game balls to enter it.
[0018] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby creating a closed state (closed) in which game balls cannot enter or enter the second starting port 12, or an open state (opened) in which game balls enter the second starting port 12 more easily than in the closed state. The prize-winning device, including the second starting port 12 and the opening / closing member 12k, is called an electric chuute.
[0019] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.
[0020] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0021] The second large prize opening 15 is installed in the lower right of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0022] The general prize slots 10 are installed in the lower left and lower right sections of the game area 6 so that game balls can enter them. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.
[0023] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.
[0024] The game board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, a right-hitting lamp 54a capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The words "Right-hitting" are drawn near the right-hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Furthermore, the movement of the movable body 55k on the board does not have to be vertical.
[0025] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display (fluctuating display) and stop display of special symbols (special symbols), variable display (fluctuating display) and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, current game status, right-hand play status, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.
[0026] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko machine PY1. The Pachinko machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.
[0027] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.
[0028] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss. The jackpot game and minor win game may be referred to as special games.
[0029] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol (also called special symbol 1). The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).
[0030] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol (also called special symbol 2). The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in the following manners: a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).
[0031] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.
[0032] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.
[0033] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.
[0034] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.
[0035] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).
[0036] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.
[0037] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.
[0038] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0039] Furthermore, when a game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.
[0040] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.
[0041] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).
[0042] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state"). Furthermore, the low probability low base game state may be abbreviated as the low probability low base state, the low probability high base game state as the low probability high base state, the high probability low base game state as the high probability low base state, the high probability high base game state as the high probability high base state, the normal game state as the normal state, the time-saving game state as the time-saving state, the hidden probability game state as the hidden probability state, and the probability variation game state as the probability variation state. In addition, the low base state may also be called the non-time-saving state, and the low probability state may also be called the normal probability state. Moreover, the jackpot game state, high probability state, and high base state can all be said to be advantageous states that are beneficial to the player.
[0043] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.
[0044] The "low probability, high base game state" is a game state that can occur after a jackpot game state and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).
[0045] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to when the "low probability high base game state" is entered after a jackpot game state.
[0046] The "high probability low base game state" is a game state that can occur after a jackpot game state and continues until a predetermined latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0047] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.
[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering the second starting port 12), the "low probability high base game state" and the "high probability high base game state" can be said to be more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".
[0050] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.
[0051] Furthermore, in the non-time-saving state, players shoot game balls towards the left side of the game area 6 in order to aim for the first start opening 11 located in the center of the game area 6. Therefore, the "low probability low base game state" and the "high probability low base game state" can also be described as left-handed shooting states. In addition, in the time-saving state, players shoot game balls towards the right side of the game area 6 in order to aim for the second start opening 12 located in the right side of the game area 6. Therefore, the "low probability high base game state" and the "high probability high base game state" can also be described as right-handed shooting states.
[0052] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.
[0053] 5. Big win game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.
[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).
[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.
[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.
[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.
[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.
[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.
[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.
[0066] 7. Auxiliary games Next, the auxiliary gameplay performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when the auxiliary game is performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.
[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.
[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.
[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."
[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."
[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".
[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.
[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).
[0079] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.
[0080] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.
[0081] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.
[0082] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.
[0083] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.
[0084] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0085] In the pachinko game machine PY1, during an SP reach, as shown in Figure 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is a text image, for example, "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the pachinko game machine PY1 is going to hit the jackpot in the SP reach, as shown in Figure 8(C-1), it displays the main character celebrating his victory in the battle, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an image of the enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.
[0086] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. The SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0087] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle to indicate a loss, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.
[0089] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.
[0090] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.
[0091] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding effect The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0094] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, informing the player that the number of reserved special symbols 1 is "1".
[0095] 8-4. Preview Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The Pachinko game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.
[0099] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.
[0100] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.
[0101] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a Special Symbol 1 reserve or a Special Symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a Special Symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a Special Symbol 1 reserve. Based on the result of the pre-announcement judgment for the Special Symbol 1 reserve, as shown in Figure 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "〇" icon image. The "☆" icon image (special form icon image) is an image that suggests a higher probability of a jackpot than the "〇" icon image (normal form icon image). This effect of displaying a special form icon image is also called a reserve change effect. The content of the pre-announcement effect can be changed as appropriate.
[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data issued in response to game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.
[0104] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.
[0106] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.
[0110] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.
[0111] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.
[0112] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".
[0113] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.
[0116] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcontroller 101 can output performance commands issued in response to game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can issue the following commands:
[0118] 9-3-1. Winning Command Prize winning commands are issued in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command issued when a game ball enters the first starting opening 11, the second starting opening command issued when a game ball enters the second starting opening 12, the gate command issued when a game ball passes through the gate 13, the first major prize winning opening command issued when a game ball enters the first major prize winning opening 14, the first major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.
[0119] 9-3-2. Special Feature Commands Special symbol commands are issued in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command issued when the variation pattern of the special symbol is determined, the special symbol stop symbol command issued when the stop symbol of the special symbol is determined, the special symbol start command issued when the variable display of the special symbol begins, and the special symbol confirmation command issued when the stop display of the special symbol is displayed.
[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the Puzzle. Examples of Puzzle commands include the Puzzle Start command, which is issued when the variable display of the Puzzle begins, and the Puzzle Confirmation command, which is issued when the Puzzle stops displaying.
[0121] 9-3-4. Hold Command The hold command is issued in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.
[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Examples of jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.
[0123] 9-3-6. Minor Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.
[0124] 9-3-7. Auxiliary game command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command issued upon the start of the auxiliary game.
[0125] 9-3-8. Game state command The game state command is issued in relation to the current game state. Examples of the game state command include a normal probability command issued when the game state is the normal probability state, a high probability command issued when the game state is the high probability state, a non-time limit command issued when the game state is the non-time limit state, a time limit command issued when the game state is the time limit state, a big win command issued when the game state is the big win game state, a left hit command issued when the game state is the left hit state, a right hit command issued when the game state is the right hit state, etc.
[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for the CPU to perform in various presentations, tables for selecting preview presentations, etc., presentation data issued according to the execution of the presentation, etc.
[0127] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <First Embodiment> The first embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the first embodiment.
[0129] First, Figure 17 will be used to specifically explain the display devices 8 installed on the game board 1. As shown in Figure 17, the display devices 8 consist of a special display 1 LED 8a for showing the variable display / stop display of special display 1, a special display 2 LED 8b for showing the variable display / stop display of special display 2, a normal display LED 8c for showing the variable display / stop display of normal display, a special display 1 reserve LED 8d for showing the number of special display 1 reserved, a special display 2 reserve LED 8e for showing the number of special display 2 reserved, a normal display reserve LED 8f for showing the number of normal display reserved, a game state LED 8g for showing the current game state, and a right-hand play state LED 8h for showing that it is in a right-hand play state.
[0130] Special Figure 1 LED 8a consists of two LEDs. During the variable display of Special Figure 1, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 1, if the stop symbol is the "jackpot Wα symbol", both LEDs light up; if the stop symbol is the "jackpot Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "miss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "jackpot Yα symbol", "jackpot Zα symbol", and "miss B symbol" cannot be stopped is described, but if these stop symbols can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.
[0131] Special Figure 2 LED 8b consists of two LEDs. During the variable display of Special Figure 2, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 2, if the stop symbol is the "Big Win Wα symbol", both LEDs light up; if the stop symbol is the "Big Win Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "Loss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "Small Win symbol" cannot be stopped is described, but if this stop symbol can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.
[0132] The regular diagram LED8c consists of two LEDs. During variable display of the regular diagram, the two LEDs light up alternately at predetermined intervals. On the other hand, during stop display of the regular diagram, if the stop symbol indicates a "winning" outcome, both LEDs light up, and if the stop symbol indicates a "losing" outcome, only the rightmost of the two LEDs lights up.
[0133] The Special Feature 1 Reserve LED 8d consists of two LEDs. When the Special Feature 1 Reserve count is "0", both LEDs are off. When the Special Feature 1 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "2", both LEDs light up. When the Special Feature 1 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "4", both LEDs blink.
[0134] The Special Feature 2 Reserve LED 8e consists of two LEDs. When the Special Feature 2 Reserve count is "0", both LEDs are off. When the Special Feature 2 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "2", both LEDs light up. When the Special Feature 2 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "4", both LEDs blink.
[0135] The regular display hold LED 8f consists of two LEDs. When the number of regular display holds is "0", both LEDs are off. When the number of regular display holds is "1", only the left LED of the two LEDs is lit. When the number of regular display holds is "2", both LEDs are lit. When the number of regular display holds is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs is lit. When the number of regular display holds is "4", both LEDs blink.
[0136] The game status LED 8g consists of two LEDs. When the game status is "low probability low base game status," both LEDs are off. When the game status is "low probability high base game status," only the left LED of the two LEDs lights up. When the game status is "high probability high base game status," both LEDs light up. In the first embodiment, the case where the "high probability low base game status" cannot be set is described, but if the "high probability low base game status" can be set, only the right LED of the two LEDs may be set to light up.
[0137] The right-hand shooting LED 8h consists of one LED. When the game state is "jackpot game state," "low probability high base game state," or "high probability high base game state," in other words, when the game ball is launched towards the right side of the game area 6 in a right-hand shooting state, one LED lights up (also called "indicator").
[0138] Next, the control system of the pachinko game machine PY1 will be specifically explained using Figures 18 to 19. As shown in Figure 18, the pachinko game machine PY1 is equipped with a main control unit 100, which includes a game control microcontroller 101 having a CPU, ROM, and RAM; a main input unit 104 having an input port 104a; a main output unit 105 having an output port 105a, a driver circuit 105b, and a buffer circuit 105c, etc.; and a data bus 106 connecting the game control microcontroller 101, the main input unit 104, and the main output unit 105.
[0139] The microcontroller 101 for game control is equipped with a crystal oscillator 101d that generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The ROM of the microcontroller 101 for game control stores information (programs, etc.) necessary for game control in a non-volatile manner. On the other hand, the RAM of the microcontroller 101 for game control is used as a storage area for data and signals created in accordance with game control.
[0140] Furthermore, the game control microcontroller 101 is equipped with a RAM clear switch 101e, which allows the information stored in the RAM of the game control microcontroller 101 to be forcibly initialized by operating the RAM clear switch 101e.
[0141] The CPU of the game control microcontroller 101 controls the pachinko game machine PY1 by executing a game control program stored in ROM, issuing commands to the performance control unit 120, outputting operation data for the opening and closing solenoids of the first large prize slot 14, the second large prize slot 15, and the second start slot 12, and outputting display data for the display devices 8. Although not shown in the figures, the game control microcontroller 101 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 4ms) for the CPU and a clock that provides the update timing for the random number generation circuit.
[0142] Furthermore, various detection switches for detecting the entry of game balls into various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.) are connected to the main input section 104 of the main control unit 100. The detection signals from these various detection switches are read into the game control microcomputer 101 via the data bus 106.
[0143] The output port 105a provided in the main output section 105 of the main control unit 100 is for outputting operation data of the opening and closing solenoids of the first large prize winning slot 14, the second large prize winning slot 15, and the second start slot 12, display data of the indicators 8, and external information of the pachinko game machine PY1. The operation data, display data, and external information stored in the RAM of the game control microcontroller 101 are output to the driver circuit 105b via the data bus 106, and the operation of the opening and closing solenoids, the display of the indicators 8, and the external output are performed.
[0144] The buffer circuit 105c provided in the main output section 105 of the main control unit 100 is for outputting commands to the performance control unit 120. Commands issued by the CPU of the game control microcontroller 101 are not stored in the RAM of the game control microcontroller 101, but are output to the buffer circuit 105c, and then output to the performance control unit 120 in the order they were issued, independently of the main-side timer interrupt processing described later. In other words, the buffer circuit 105c is a circuit that temporarily stores commands issued by the CPU of the game control microcontroller 101 until they are output to the performance control unit 120. The communication path from the game control microcontroller 101 to the performance control unit 120 is unidirectional, so that input from the performance control unit 120 to the main control unit 100 is not possible. The main control unit 100 outputs a strobe signal to inform the performance control unit 120 of the command output prior to the output of the command.
[0145] Here, using Figure 19, we will explain the information that can be stored in the RAM of the game control microcontroller 101. As shown in Figure 19, the RAM of the game control microcontroller 101 is provided with a prize information storage area 101c1, a hold storage area 101c2, a judgment result storage area 101c3, a high probability flag 101c4, a time reduction flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.
[0146] The prize information storage area 101c1 is a storage area that stores prize information corresponding to the prize device into which the game ball entered; the hold storage area 101c2 is a storage area that stores random values related to the special symbol 1 hold, special symbol 2 hold, and regular symbol hold; and the judgment result storage area 101c3 is a storage area that stores the results of the jackpot judgment and the results of the win judgment, etc.
[0147] The high probability flag 101c4 is a memory area that stores information to distinguish whether the game state is a normal probability state or a high probability state, and the time-saving flag 101c5 is a memory area that stores information to distinguish whether the game state is a non-time-saving state or a time-saving state. For example, when the game state is a "high probability high base game state", "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. In addition, the status memory area 101c6 is a memory area that stores information to distinguish the current status, although the details will be described later.
[0148] The display data storage area 101c7 is a storage area for storing display data related to the display of the indicators 8, and the operation data storage area 101c8 is a storage area for storing operation data related to the operation of the opening and closing solenoids of the second start opening 12, the first major prize opening 14, and the second major prize opening 15.
[0149] Furthermore, as shown in Figure 18, the pachinko game machine PY1 is equipped with a performance control unit 120, which includes a performance control microcomputer 121 having a CPU, ROM, and RAM; an interface chip 122 for inputting commands output from the main control unit 100; an image control unit 123 for controlling the images displayed on the image display device 50; an audio control unit 124 for controlling the sound output from the speaker 52; a lamp control unit 125 for illuminating the LEDs of the frame lamp 53 and the panel lamp 54; and a movable body control unit 126 for moving the movable body 55k on the panel.
[0150] The ROM of the microcontroller 121 for performance control stores information (programs, etc.) necessary for performance control. On the other hand, the RAM of the microcontroller 121 for performance control is used as a storage area for data and signals created in response to performance control.
[0151] The CPU of the performance control microcontroller 121 executes a performance control program stored in ROM and controls the performance of the pachinko game machine PY1 using the image display device 50, speaker 52, frame lamp 53, panel lamp 54, and on-board movable body 55k through control by the image control unit 123, sound control unit 124, lamp control unit 125, and movable body control unit 126. Although not shown in the figures, the performance control microcontroller 121 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 10ms) for the CPU and a clock that provides the update timing for the random number generation circuit.
[0152] Next, using Figures 20 to 33, we will explain the processes that the CPU of the game control microcontroller 101 can execute. First, using Figure 20, we will specifically explain the main control process. When the power to the pachinko game machine PY1 is turned on, the CPU of the game control microcontroller 101 reads a processing program from the ROM of the game control microcontroller 101 and performs the main control process.
[0153] In the main control processing, as shown in Figure 20, the power-on processing (S001) is performed first. In the power-on processing (S001), the following are performed: permission to access the RAM of the game control microcontroller 101, settings for the CPU of the game control microcontroller 101, and settings for the period of the timer interrupt signal.
[0154] Once the power-on processing (S001) is complete, interrupts are disabled (S002), and the random number update process (S003) is performed. In the random number update process (S003), random values (jackpot random number, jackpot symbol random number, win random number, variation pattern random number, etc.) used to determine the stopping symbols for the regular symbols, the stopping symbols for the special symbols, the variation patterns for the special symbols, etc. are updated.
[0155] Once the random number update process (S003) is complete, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on a timer interrupt signal that occurs every 4ms. In other words, the main timer interrupt process (S005) is executed every 4ms. After the main timer interrupt process (S005) is completed and before it is started again, the random number value is repeatedly updated by the random number update process (S003). Note that if a timer interrupt signal is input while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start only after interrupts are enabled (S004).
[0156] Next, the main-side timer interrupt processing (S005) will be explained in detail using Figure 21. When a timer interrupt signal is input to the game control microcontroller 101's CPU while interrupts are enabled, the CPU reads a processing program from the ROM of the game control microcontroller 101 and performs the main-side timer interrupt processing (S005).
[0157] In the main timer interrupt processing (S005), as shown in Figure 21, input processing (S101) is performed first. In input processing (S101), it is monitored whether or not a game ball has entered any of the various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.). If a prize has been won, prize information corresponding to the various prize-winning devices is stored in the prize information storage area 101c1.
[0158] Once the input processing (S101) is completed, the prize ball processing (S102) is performed. In the prize ball processing (S102), if prize information is stored in the prize information storage area 101c1, a payout operation is performed to dispense prize balls corresponding to the type of prize device that corresponds to this prize information into the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation, but a separate payout control microcomputer may be provided to perform the payout operation, and the payout control microcomputer may perform the payout operation in response to instructions from the game control microcomputer 101.
[0159] When the prize ball processing (S102) is completed, the switch processing (S103) is performed. In the switch processing (S103), if prize information is stored in the prize information storage area 101c1, a prize command corresponding to the type of prize device that corresponds to this prize information is issued. The issued prize command is temporarily stored in the buffer circuit 105c. Also in the switch processing (S103), if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, a random number value updated by the random number update processing (S003) is obtained. The obtained random number value is stored in the hold storage area 101c2. Even if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, if a predetermined upper limit (in this case, 4 for each) of random values is already stored in the hold storage area 101c2, no new random values will be stored. In the first embodiment, the upper limit of random values that can be stored by winning at the first start port 11 is set to "4", the upper limit of random values that can be stored by winning at the second start port 12 is set to "4", and the upper limit of random values that can be stored by winning at the gate 13 is set to "4", but each upper limit may be changed. Also, in the switch processing (S103), when a new random value is stored in the hold storage area 101c2, a hold command (special figure 1 hold increase command, special figure 2 hold increase command, general figure hold increase command) is issued. The issued hold command is temporarily stored in the buffer circuit 105c.
[0160] When the switch processing (S103) is completed, the normal diagram / normal power processing (S104) is performed. In the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a hit determination, determination of the winning symbol, and subtraction of the number of normal diagrams held are performed based on the random value related to the normal diagram hold stored in the hold storage area 101c2. In addition, in the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a normal diagram command (normal diagram start command) and a hold command (normal diagram hold reduction command) are issued, and when the start condition for auxiliary game is met, an auxiliary game command is issued. The issued normal diagram command, hold command, and auxiliary game command are temporarily stored in the buffer circuit 105c. In addition, in the normal diagram / normal power processing (S104), when the start condition for auxiliary game is met, operation data for performing auxiliary game (opening the second start opening 12) is created. The created operation data is stored in the operation data storage area 101c8.
[0161] Once the general drawing and general electrical processing (S104) is completed, the special drawing and special electrical processing (S105) is performed. Details of the special drawing and special electrical processing will be described later.
[0162] Once the special drawing and special electrical processing (S105) is completed, the display processing (S106) is performed. Details of the display processing will be described later.
[0163] Once the display processing (S106) is complete, external information processing (S107) is performed. In external information processing (S107), external information corresponding to the data stored in the RAM of the game control microcontroller 101 is output to the outside of the pachinko game machine PY1.
[0164] Once the external information processing (S107) is complete, output processing (S108) is performed. Details of the output processing will be described later.
[0165] Next, the details of the special drawing / special electrical processing (S105) will be specifically explained using Figures 22 to 28. When the normal drawing / normal electrical processing (S104) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the special drawing / special electrical processing (S105).
[0166] In the special drawing / special electrical processing (S105), as shown in Figure 22, the status confirmation process (S1051) is performed first. In the status confirmation process (S1051), the current status is confirmed. There are six types of statuses, from status 1 to status 6, and each time the status is changed, the CPU of the game control microcomputer 101 overwrites the current status in the status storage area 101c6 and stores it.
[0167] Status 1 indicates that the special symbol is in standby mode, Status 2 indicates that the special symbol is in variable display mode, Status 3 indicates that the special symbol is in confirmed mode, Status 4 indicates that the jackpot opening is in progress, Status 5 indicates that round play is in progress, and Status 6 indicates that jackpot ending is in progress. In the first embodiment, the case in which minor win play is not possible is described, but if minor win play is possible, in addition to Statuses 1 to 6, Status 7 indicating the state during minor win play may also be provided.
[0168] When the status confirmation process (S1051) is completed, if status 1 is stored in the status memory area 101c6, the special feature standby process (S1052) is performed; if status 2 is stored in the status memory area 101c6, the special feature variable display process (S1053) is performed; if status 3 is stored in the status memory area 101c6, the special feature confirmation process (S1054) is performed; if status 4 is stored in the status memory area 101c6, the opening process (S1055) is performed; if status 5 is stored in the status memory area 101c6, the round process (S1056) is performed; and if status 6 is stored in the status memory area 101c6, the ending process (S1057) is performed.
[0169] In the special symbol waiting process (S1052) performed when status is 1, as shown in Figure 23, it is first determined whether the waiting time has elapsed (S10521). The waiting time is the time from when the previous special symbol's stop time ends until the next variable display of the special symbol begins, and the elapsed waiting time can be said to be the fulfillment of the condition for starting the variable display of the special symbol. If the waiting time has not elapsed (S10521: NO), the special symbol waiting process ends, and if the waiting time has elapsed (S10521: YES), the process proceeds to S10522, and the jackpot determination process is performed. In the jackpot determination process, a jackpot determination is made based on the random values related to the special symbol hold stored in the hold storage area 101c2, the type of special symbol stop pattern is determined, the type of special symbol variation pattern is determined, and the number of special symbol hold is subtracted. The determination result obtained in the jackpot determination process is stored in the determination result storage area 101c3.
[0170] Once the jackpot determination process is complete, the process proceeds to S10523, where special symbol commands (special symbol stop symbol command, special symbol variation pattern command, and special symbol start command) are issued, along with a hold command (special symbol 1 hold reduction command or special symbol 2 hold reduction command). The issued special symbol commands and hold commands are temporarily stored in the buffer circuit 105c. Once the special symbol commands and hold commands are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special symbol standby process ends.
[0171] In the variable display processing for status 2 (S1053), as shown in Figure 24, it is first determined whether the variable display time has elapsed (S10531). The variable display time is the time from when the variable display of the special feature starts until it ends, and the variable display time differs depending on the type of variation pattern. If the variable display time has not elapsed (S10531: NO), the variable display processing for the special feature ends, and if the variable display time has elapsed (S10531: YES), the process proceeds to S10532 and a special feature command (special feature confirmation command) is issued. The issued special feature command is temporarily stored in the buffer circuit 105c. When a special feature command is issued, the process proceeds to S10533, the status stored in the status storage area 101c6 is overwritten with status 3, and the variable display processing for the special feature ends.
[0172] In the special symbol confirmation process (S1054) performed in status 3, as shown in Figure 25, it is first determined whether the stop time has elapsed (S10541). The stop time is the time from when the special symbol stop display starts until it ends (for example, 500ms). If the stop time has not elapsed (S10541: NO), the special symbol confirmation process ends. If the stop time has elapsed (S10541: YES), the process proceeds to S10542 to determine whether the conditions for ending the time-saving state have been met. In the first embodiment, there are "Big Win Wα Symbol" and "Big Win Xα Symbol" as stop symbols indicating a "Big Win". In both the "High Probability High Base Game State" that follows "Big Win Game Wα" when the "Big Win Wα Symbol" is displayed, and the "Low Probability High Base Game State" that follows "Big Win Game Xα" when the "Big Win Xα Symbol" is displayed, the time-saving state ends when the variable display of the special symbol is performed only 100 times. However, the upper limit of the number of times in the "High Probability High Base Game State" and the upper limit of the number of times in the "Low Probability High Base Game State" may be different from each other. Note that, as mentioned above, the time-saving state is set only in the "High Probability High Base Game State" and the "Low Probability High Base Game State", so in any other game state, it is always determined that the conditions for ending the time-saving state have not been met.
[0173] If it is determined in S10542 that the conditions for ending the time-saving state have not been met (S10542: NO), the process proceeds to S10543, where it is determined whether the type of stop symbol of the special display stored in the determination result memory area 101c3 is a stop symbol that indicates a "jackpot win".
[0174] If it is determined in S10543 that the stopped symbols indicate a "jackpot win" (S10543:YES), the process proceeds to S10544, and a jackpot game command (OP command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. As will be explained in detail later, the "right-hand shooting confirmation effect" is performed based on this jackpot game command (OP command). Once the jackpot game command is issued, the process proceeds to S10545, where the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to S10546, where the status stored in the status storage area 101c6 is overwritten with status 4, and the special symbol confirmation process ends.
[0175] Furthermore, if it is determined in S10543 that the stopped symbols do not indicate a "jackpot win" (S10543: NO), the process proceeds to S10547, where the status stored in the status memory area 101c6 is overwritten with status 1, and the special symbol confirmation process ends.
[0176] On the other hand, if it is determined in S10542 that the conditions for ending the time-saving state have been met (S10542: YES), the process proceeds to S10548, and a game state command (left-hand play command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be explained in detail later, the "left-hand play confirmation effect" is performed based on this game state command. When the game state command is issued, the process proceeds to S10549, the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to (returns to) S10543. Therefore, if a "jackpot is won" in the jackpot determination related to the variable display of the special symbol at the upper limit number of times in the "high probability high base game state" or "low probability high base game state", the left-hand play command is issued before the OP command is issued. Note that whether or not the process in S10549 is executed is used for the right-hand play state LED processing, which will be explained later.
[0177] In the opening process (S1055) performed when status is 4, as shown in Figure 26, it is first determined whether the jackpot OP time has elapsed (S10551). The jackpot OP time is the time from when the special symbol stops until the first round of gameplay begins (for example, 10000ms). If the jackpot OP time has not elapsed (S10551: NO), the opening process ends, and if the jackpot OP time has elapsed (S10551: YES), the process proceeds to S10552, and a jackpot game command (round command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. In the first embodiment, the round command is issued only at the start of the first round of gameplay, but it is also possible to issue the round command at the start of all rounds of gameplay.
[0178] When a jackpot game command is issued in S10552, the process proceeds to S10553, where operation data for the first jackpot 14 or the second jackpot 15 is created. For example, if a round game in which the first jackpot 14 is opened is played only 10 times, the operation data will include data relating to the opening time of the first jackpot 14 in each round game, and data relating to the closing time of the first jackpot 14 in each round interval. The created operation data is stored in the operation data storage area 101c8. In the first embodiment, operation data for all round games is created at the start of the first round game, but it is also possible to create operation data only for each round game at the start of that round game.
[0179] Once the operation data is created in S10553, the process proceeds to S10554, where the status stored in the status memory area 101c6 overwrites status 5, and the opening process ends.
[0180] In the round processing (S1056) performed when status is 5, as shown in Figure 27, it is first determined whether the last round of gameplay has ended (S10561). If the last round of gameplay has not ended (S10561: NO), the round processing ends. If the last round of gameplay has ended (S10561: YES), the process proceeds to S10562, and a jackpot game command (ED command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. When a jackpot game command is issued, the process proceeds to S10563, the status stored in the status storage area 101c6 is overwritten with status 6, and the round processing ends.
[0181] In the ending processing (S1057) performed when status is 6, as shown in Figure 28, it is first determined whether the jackpot ED time has elapsed. The jackpot ED time is the time from the end of the last round of gameplay until the jackpot game state ends (for example, 10000ms). If the jackpot ED time has not elapsed (S10571: NO), the ending processing ends. If the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information of the high probability flag 101c4 and the time reduction flag 101c5 is updated. Then, the process proceeds to S10573, where the status stored in the status memory area 101c6 is overwritten with status 1, and the ending processing ends. In S10572, if the type of special symbol stopped in the judgment result memory area 101c3 is the "jackpot Wα symbol", the high probability flag 101c4 is updated to "1" and the time reduction flag 101c5 is updated to "1". On the other hand, if the type of special symbol stopped in the judgment result memory area 101c3 is the "jackpot Xα symbol", the high probability flag 101c4 is updated to "0" and the time reduction flag 101c5 is updated to "1". Therefore, in the former case, the game state switches from the "jackpot game state" to the "high probability high base game state", and in the latter case, the game state switches from the "jackpot game state" to the "low probability high base game state".
[0182] Next, the details of the display process (S106) will be specifically explained using Figures 29 to 32. When the special symbol / special electronic processing (S105) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the display process (S106).
[0183] In the display processing (S106), as shown in Figure 29, the game status LED processing (S1061) is performed first. In the game status LED processing (S1061), display data for the game status LED 8g is created based on the information stored in the high probability flag 101c4 and the time-saving flag 101c5. There are three types of display data for the game status LED 8g: low probability low base display data corresponding to the case where "0" is stored in both the high probability flag 101c4 and the time-saving flag 101c5; low probability high base display data corresponding to the case where "0" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5; and high probability high base display data corresponding to the case where "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. The created display data is stored in the display data storage area 101c7.
[0184] When the game status LED processing (S1061) is completed, the regular symbol hold LED processing (S1062) is performed. In the regular symbol hold LED processing (S1062), display data for the regular symbol hold LED 8f is created to notify the number of regular symbol holds, based on the number of random values related to regular symbol holds stored in the hold memory area 101c2. There are five types of display data for the general diagram hold LED8f: general diagram hold 0 display data corresponding to the number of random values related to general diagram hold stored in the hold memory area 101c2 being "0", general diagram hold 1 display data corresponding to the number of random values related to general diagram hold stored in the hold memory area 101c2 being "1", general diagram hold 2 display data corresponding to the number of random values related to general diagram hold stored in the hold memory area 101c2 being "2", general diagram hold 3 display data corresponding to the number of random values related to general diagram hold stored in the hold memory area 101c2 being "3", and general diagram hold 4 display data corresponding to the number of random values related to general diagram hold stored in the hold memory area 101c2 being "4". The created display data is stored in the display data storage area 101c7.
[0185] When the regular display hold LED processing (S1062) is completed, the special display 1 hold LED processing (S1063) is performed. In the special display 1 hold LED processing (S1063), display data for the special display 1 hold LED 8d is created to notify the number of special display 1 holds, based on the number of random values related to special display 1 holds stored in the hold memory area 101c2. There are five types of display data for the Special Feature 1 Reserve LED 8d: Special Feature 1 Reserve 0 display data corresponding to the number of random values related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 1 Reserve 1 display data corresponding to the number of random values related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 1 Reserve 2 display data corresponding to the number of random values related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 1 Reserve 3 display data corresponding to the number of random values related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 1 Reserve 4 display data corresponding to the number of random values related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.
[0186] When the Special Feature 1 Reserve LED processing (S1063) is completed, the Special Feature 2 Reserve LED processing (S1064) is performed. In the Special Feature 2 Reserve LED processing (S1064), display data for the Special Feature 2 Reserve LED 8e is created to notify the number of Special Feature 2 reserves, based on the number of random values related to the Special Feature 2 reserves stored in the reserve storage area 101c2. There are five types of display data for the Special Feature 2 Reserve LED 8e: Special Feature 2 Reserve 0 display data corresponding to the number of random values related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 2 Reserve 1 display data corresponding to the number of random values related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 2 Reserve 2 display data corresponding to the number of random values related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 2 Reserve 3 display data corresponding to the number of random values related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 2 Reserve 4 display data corresponding to the number of random values related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.
[0187] When the special feature 2 hold LED processing (S1064) is completed, the normal feature LED processing (S1065) is performed. In the normal feature LED processing (S1065), display data for the normal feature LED 8c is created to perform variable display / stop display of the normal feature based on the hit judgment result stored in the judgment result storage area 101c3. There are two types of display data for the normal feature LED 8c: hit display data corresponding to a "hit" result in the hit judgment, and miss display data corresponding to a "miss" result in the hit judgment. The created display data is stored in the display data storage area 101c7.
[0188] When the regular LED processing (S1065) is completed, the special LED processing (S1066) is performed. In the special LED processing (S1066), display data for the special LED 8a for variable display / stop display of special LED 1 is created based on the jackpot judgment result and the type of stop symbol of special LED 1 stored in the judgment result storage area 101c3. There are three types of display data for the special LED 8a: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.
[0189] When the special figure 1 LED processing (S1066) is completed, the special figure 2 LED processing (S1067) is performed. In the special figure 2 LED processing (S1067), display data for the special figure 2 LED 8b is created for variable display / stop display of special figure 2 based on the jackpot judgment result and the type of stop symbol of special figure 2 stored in the judgment result storage area 101c3. There are three types of display data for the special figure 2 LED 8b: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.
[0190] When the special feature 2 LED processing (S1067) is completed, the right-hand shooting status LED processing (S1068) is performed. In the right-hand shooting status LED processing (S1068), as shown in Figure 30, the status change destination confirmation processing (S10681) is performed first. In the status change destination confirmation processing (S10681), it is confirmed whether the status has been changed to status 4 or status 1 in the special feature confirmation processing (S1054).
[0191] When the status change confirmation process (S10681) is completed, if the status is changed to status 4, the status 4 processing (S10682) is performed, and if the status is changed to status 1, the status 1 processing (S10683) is performed.
[0192] In the status 4 time process (S10682), as shown in FIG. 31, first, it is determined whether or not the stop symbol indicating the "big win" that has been changed to status 4 has stopped and been displayed during non-time shortening, in other words, whether or not it is a big win in the "low probability low base game state" (also referred to as "first win") (S106821). If it is not the first win (S106821: NO), the process proceeds to S106822, and if it is the first win (S106821: YES), the process proceeds to S106823. When the process proceeds to S106823, a game state command (right strike command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. Although details will be described later, based on this game state command (right strike command), a "right strike continuous effect" is performed.
[0193] On the other hand, when the process proceeds to S106822, it is determined whether or not the process of S10549 has been executed in the above-mentioned special figure determination process (S1054). If the process of S10549 has not been executed (S106822: NO), the status 4 time process ends, and if the process of S10549 has been executed (S106822: YES), the process proceeds to S106823, and a game state command (right strike command) is issued.
[0194] When a game state command is issued in S106823, the process proceeds to S106824, and it is determined whether or not the right strike state LED 8h is lit. If the right strike state LED 8h is lit (S106824: YES), the status 4 time process ends, and if the right strike state LED 8h is not lit (S106824: NO), the process proceeds to S106825, and display data (lighting start data) of the right strike state LED 8h is created. The created display data is stored in the display data storage area 101c7. When the display data is created, the status 4 time process ends.
[0195] In the status 1 processing (S10683), as shown in Figure 32, it is first determined whether the process in S10549 has been executed in the aforementioned special figure confirmation processing (S1054) (S106831). If the process in S10549 has not been executed (S106831: NO), the status 1 processing is terminated. If the process in S10549 has been executed (S106831: YES), the process proceeds to S106832, and the display data (lighting end data) for the right-hand shooting state LED 8h is created. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 1 processing is terminated.
[0196] Next, the details of the output processing (S108) will be specifically explained using Figure 33. When the external information processing (S107) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the output processing (S108).
[0197] In the output processing (S108), as shown in Figure 33, the display output processing (S1081) is performed first. In the display output processing (S1081), the display data stored in the display data storage area 101c7 is output to the indicators 8 (Special Figure 1 LED 8a, Special Figure 2 LED 8b, Normal Figure LED 8c, Special Figure 1 Reserve LED 8d, Special Figure 2 Reserve LED 8e, Normal Figure Reserve LED 8f, Game Status LED 8g, Right-Handed Status LED 8h) via the data bus 106, output port 105a, and driver circuit 105b, and the lighting of the indicators 8 is controlled.
[0198] Once the display output processing (S1081) is completed, the operation output processing (S1082) is performed. In the operation output processing (S1082), the operation data stored in the operation data storage area 101c8 is output to the opening / closing solenoids of the second start opening 12, the first large prize opening 14, and the second large prize opening 15 via the data bus 106, output port 105a, and driver circuit 105b, and the operation of each opening / closing solenoid is controlled.
[0199] Here, we will explain the relationship between the output timing of commands issued by the CPU of the game control microcontroller 101 and the output timing of display data created by the CPU of the game control microcontroller 101.
[0200] In the main timer interrupt processing (S005), the CPU of the game control microcontroller 101 performs both the issuance of commands to be output to the performance control unit 120 and the creation of display data for the display devices 8. The issued commands are temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.
[0201] For example, in the right-handed state LED processing (S1068) of the display processing (S106), the issuance of the right-handed command and the creation of the display data (light-up start data) for the right-handed state LED 8h are performed within the same process (see Figure 31). The right-handed command is output to the buffer circuit 105c, while the display data (light-up start data) for the right-handed state LED 8h is stored in the display data storage area 101c7.
[0202] Furthermore, during the special symbol confirmation processing (S1054), a left-handed play command is issued (see Figure 25), and in the subsequent display processing (S106), the right-handed play status LED processing (S1068) creates the display data (light-up end data) for the right-handed play status LED 8h (see Figure 32). The left-handed play command is output to the buffer circuit 105c, while the display data (light-up end data) for the right-handed play status LED 8h is stored in the display data storage area 101c7.
[0203] As described above, the command output to the buffer circuit 105c is immediately output to the effect control unit 120 via the buffer circuit 105c, regardless of the main side timer interrupt process (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output during the display process (S106), but is output in the subsequent output process (S108), and the right-handed state LED 8h is lit. That is, it can be said that the right-handed command is output to the effect control unit 120 before the right-handed state LED 8h is lit, and it can be said that the left-handed command is output to the effect control unit 120 before the right-handed state LED 8h is turned off.
[0204] Next, the processes executable by the CPU of the effect control microcomputer 121 will be described. First, the sub-control main process will be specifically described using FIG. 34. When the power of the pachinko game machine PY1 is turned on, the CPU of the effect control microcomputer 121 reads a processing program from the ROM of the effect control microcomputer 121 and performs the sub-control main process.
[0205] In the sub-control main process, as shown in FIG. 34, first, the power-on process (S011) is performed. In the power-on process (S011), settings such as permission setting for accessing the RAM of the effect control microcomputer 121, setting of the CPU of the effect control microcomputer 121, and setting of the period of the timer interrupt signal are performed.
[0206] When the power-on process (S011) ends, interrupts are prohibited (S012), and the random number update process (S013) is performed. In the random number update process (S013), random number values (random numbers for determining various effects, random numbers for determining variable effect patterns, random numbers for determining preview effects, etc.) for determining various effects are updated.
[0207] When the random number update process (S013) ends, interrupts are permitted (S014). While interrupts are permitted, the reception interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed. [[ID=1,8]]
[0208] In the receive interrupt handler (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the performance control microcontroller 121. This receive interrupt handler (S015) is executed with higher priority than the 10ms timer interrupt handler (S016). Note that if a strobe signal is input when interrupts are disabled, the receive interrupt handler (S015) will not start immediately, but will start only after interrupts are enabled (S014).
[0209] The 10ms timer interrupt handler (S016) is executed based on a timer interrupt signal that occurs every 10ms. In other words, the 10ms timer interrupt handler (S016) is executed every 10ms. After the receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) finishes, and before the next receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) starts, the random number update handler (S013) repeatedly updates the random number value. Note that if a timer interrupt signal is input while the interrupt is disabled, the 10ms timer interrupt handler (S016) will not start immediately, but will start only after the interrupt is enabled (S014).
[0210] Next, the 10ms timer interrupt processing (S016) will be explained in detail using Figure 35. When a timer interrupt signal is input to the microcontroller 121 for performance control while interrupts are enabled, the CPU of the microcontroller 121 for performance control reads a processing program from the ROM of the microcontroller 121 and performs the 10ms timer interrupt processing (S016).
[0211] In the 10ms timer interrupt processing (S016), as shown in Figure 35, the first step is to perform the received command analysis process (S201). In the received command analysis process (S201), the type of command stored in the RAM of the microcontroller 121 for performance control is analyzed. Details of the received command analysis process will be described later.
[0212] When the reception command analysis process (S201) ends, the switch process (S202) is performed. In the switch process (S202), the operation information of the normal button 40 and the special button 41 is acquired, and the process related to the operation effect is performed.
[0213] When the switch process (S202) ends, the lamp process (S203) is performed. In the lamp process (S203), the process related to the lamp effect for lighting / flashing the frame lamp 53 and the board lamp 54 (including the right-handed lamp 54a) is performed.
[0214] When the lamp process (S203) ends, the voice process (S204) is performed. In the voice process (S204), the process related to the voice effect for outputting voice from the speaker 52 is performed.
[0215] Next, the details of the reception command analysis process (S201) will be specifically described with reference to FIG. 36.
[0216] In the reception command analysis process (S201), as shown in FIG. 36, first, it is determined whether a command is stored in the RAM of the effect control microcomputer 121 (S2011). If no command is stored (S2011: NO), the reception command analysis process (S2S1) ends. If a command is stored (S2011: YES), the process corresponding to the type of the command is performed.
[0217] If the command stored in the RAM of the effect control microcomputer 121 is a winning command, the winning effect process (S2012) is performed. In the winning effect process (S2012), the process of displaying an effect image suggesting that the game ball has won in various winning devices on the display unit 50a of the image display device 50 is performed.
[0218] [[ID=二十三]] Also, if the command stored in the RAM of the effect control microcomputer 121 is a special figure command, the special figure effect process (S2013) is performed. In the special figure effect process (S2013), the process of displaying an effect image (effect symbols EZ1, EZ2, EZ3, etc.) suggesting the result of the big win determination on the display unit 5a of the image display device 50 is performed.
[0219] Furthermore, if the command stored in the RAM of the microcontroller 121 for controlling the effects is a regular effect command, the regular effect processing (S2014) is performed. In the regular effect processing (S2014), an effect image that suggests the result of the hit detection is displayed on the display unit 50a of the image display device 50.
[0220] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is a hold command, the hold performance processing (S2015) is performed. In the hold performance processing (S2015), a performance image indicating the number of regular figures held, the number of special figure 1 figures held, or the number of special figure 2 figures held is displayed on the display unit 50a of the image display device 50.
[0221] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a jackpot game command, the jackpot performance processing (S2016) is performed. In the jackpot performance processing (S2016), a performance indicating that a jackpot game is being played is displayed on the display unit 50a of the image display device 50. If the OP command as a jackpot game command is stored in the RAM of the performance control microcontroller 121, the "right-hand play confirmation performance" described later is performed.
[0222] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is an auxiliary game command, the auxiliary game performance processing (S2017) is performed. In the auxiliary game performance processing (S2017), a performance indicating that an auxiliary game is being played is displayed on the display unit 50a of the image display device 50.
[0223] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a game state command, the game state performance processing (S2018) is performed. In the game state performance processing (S2018), a performance indicating the current game state is displayed on the display unit 50a of the image display device 50. If the right-hand play command is stored as a game state command in the RAM of the performance control microcontroller 121, the "right-hand play continuation performance" described later is performed, and if the left-hand play command is stored, the "left-hand play confirmation performance" described later is performed.
[0224] Next, using Figures 37 to 40, we will explain the effects that the performance control unit 120 can execute when the main control unit 100 sets the right-hand shooting state ("jackpot game state", "low probability high base game state", and "high probability high base game state"). When the right-hand shooting state is set, the performance control unit 120 can execute the following effects.
[0225] A. Right-hand shooting continuation sequence The "Right-Handed Continuation Performance" is a performance that is performed in response to the input of a right-handed command output from the main control unit 100, and is characterized by the illumination of the right-handed lamp 54a and the display of the right arrow image G120. Since the "Right-Handed Continuation Performance" is performed continuously from the start to the end of the right-handed state, it functions as a performance that indicates that the right-handed state is in progress.
[0226] B. Opening Direction The "opening sequence" is a sequence that is performed in response to the input of an OP command output from the main control unit 100, and is a sequence in which the opening image G107 is displayed. Since the "opening sequence" is performed at the start of a jackpot game, it functions as a sequence that suggests the start of a jackpot game.
[0227] C. Right-hand shooting confirmation sequence The "Right-Handed Shooting Confirmation" is an effect included in the "Opening Effect," in which an image is displayed that suggests the opening of either the first or second large prize slot 14. Since the "Right-Handed Shooting Confirmation" is performed when either the first or second large prize slot 14 opens, it functions as an effect that encourages the player to launch the game ball towards either the first or second large prize slot 15.
[0228] C-1. Arrow effect The "arrow effect" is a type of "right-hand confirmation effect" and is an effect that occurs during the "opening effect" when a jackpot (also called the "first hit") is hit in a "low probability, low base game state". It is an effect in which a larger right arrow image G121 is displayed than the right arrow image G120.
[0229] C-2. Aim for the scene The "Aim for it" animation is a type of "Right-Handed Confirmation Animation" and is performed during the "Opening Animation" of a big win (also called a "Consecutive Win") in a "Low Probability High Base Gameplay State" or a "High Probability High Base Gameplay State." It is an animation in which the text image G122 is displayed, instructing the player to aim for the first large prize slot 14 or the second large prize slot 15.
[0230] D. Left-handed shooting confirmation sequence The "left-handed shooting confirmation effect" is an effect that is performed in response to inputting a left-handed shooting command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. The "left-handed shooting confirmation effect" is performed at the end of the time-saving state in which it is easy for game balls to enter the second starting opening 12, and therefore functions as an effect that encourages the launch of game balls toward the first starting opening 11. In addition, since the "left-handed shooting confirmation effect" is performed at the end of the "right-handed shooting continuation effect", it also functions as an effect that suggests the end of the right-handed shooting state.
[0231] Next, we will explain the "opening sequence" in detail using Figure 37. When the performance control unit 120 receives an OP command output from the main control unit 100, it executes the "opening sequence".
[0232] Figures 37(A) and 37(B) show the "opening sequence" in action. When a "jackpot" is determined in the jackpot judgment, the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the sequence "5-5-5"). At this time, the normal background image G102, which represents the normal sequence mode, is displayed behind the sequence symbols EZ1, EZ2, and EZ3. After that, when the OP command is entered, the "opening sequence" is performed.
[0233] In the "opening sequence," as shown in Figure 37(B), the sequence symbols EZ1, EZ2, EZ3 and the normal background image G102 are erased, the sound "BONUS" is output from speaker 52, and the opening image G107 is displayed in the center of the display unit 50a of the image display device 50. The opening image G107 consists of an image of the word "BONUS". After that, prior to the start of the first round of gameplay, a "right-hand play confirmation sequence" is performed, but the details of the "right-hand play confirmation sequence" will be described later.
[0234] Next, we will explain the "right-hand shooting continuation effect" in detail using Figure 38. When the effect control unit 120 receives a right-hand shooting command output from the main control unit 100, it executes the "right-hand shooting continuation effect".
[0235] Figures 38(A) to 38(F) show the process of the "right-hand shooting continuation" sequence. As shown in Figure 38(A), the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the repeating numbers "5-5-5"), and when the OP command is entered, the "opening sequence" is performed.
[0236] In the "Opening Performance," as shown in Figure 38(B), the display unit 50a of the image display device 50 displays the opening image G107 instead of the performance symbols EZ1, EZ2, EZ3 and the normal background image G102. After that, when the right-hand play command is entered, the "Right-Hand Play Continuation Performance" is performed.
[0237] In the "Right-Handed Continuation Performance," as shown in Figure 38(C), the right-handed lamp 54a lights up, and a right arrow image G120 is displayed in the upper right corner of the display unit 50a of the image display device 50. By ensuring that the lighting of the right-handed lamp 54a and the display of the right arrow image G120 are initiated by a right-handed command entered after the OP command, it is possible to prevent the lighting of the right-handed lamp 54a and the display of the right arrow image G120 from starting before the "Opening Performance" begins.
[0238] The right arrow image G120 consists of a first image of the character "Right" and a second image representing a "rightward arrow". The first image is a static image that is fixedly displayed in the upper right part of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, when the "right-hitting continuation effect" starts, the right arrow image G120 does not output sound from the speaker 52, but it may be configured to output a predetermined sound.
[0239] Furthermore, even in the jackpot game state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(D). Also, in the time-saving state after the jackpot game state ends ("high probability high base game state" or "low probability high base game state"), the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(E). In the example shown in Figure 38(E), the probability variation background image G103 is displayed on the display unit 50a of the image display device 50. If a series of wins occur in the time-saving state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, even in the jackpot game state where the series of wins occur. In the first embodiment, neither the right-hand shooting lamp 54a nor the right arrow image G120 is erased until the "right-hand shooting continuation effect" ends, however, the right arrow image G120 may be erased temporarily.
[0240] Then, when the variable display of the special symbol for the 100th time, which marks the end of the time-saving state, ends and the left-shooting command is entered, as shown in Figure 38(F), the right-shooting lamp 54a turns off and the right arrow image G120 is erased, ending the "right-shooting continuation performance". In the example shown in Figure 38(F), the probability variation background image G103 switches to the normal background image G102, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed on the display unit 50a of the image display device 50 in a manner indicating a miss (here, scattered "1, 2, 3").
[0241] Next, we will explain the "left-handed shooting confirmation animation" in detail using Figure 39. When the animation control unit 120 receives a left-handed shooting command output from the main control unit 100, it executes the "left-handed shooting confirmation animation".
[0242] Figures 39(A) and 39(B) show the "left-handed shooting confirmation" sequence. In the time-saving state, as shown in Figure 39(A), the right-handed shooting lamp 54a lights up and the right arrow image G120 is displayed. Then, when the variable display of the special symbol ends for the 100th time, which marks the end of the time-saving state, and the left-handed shooting command is entered, the "right-handed shooting continuation sequence" ends and the "left-handed shooting confirmation sequence" is performed.
[0243] In the "left-hand shooting confirmation sequence," when the right-hand shooting lamp 54a turns off and the right arrow image G120 disappears due to the end of the "right-hand shooting continuation sequence," the speaker 52 outputs the message "Please return to the left," as shown in Figure 39(B), and the left arrow image G123 is displayed in the upper left corner of the display unit 50a of the image display device 50.
[0244] The left arrow image G123 consists of a third image of the character "left" and a fourth image representing a "leftward-pointing arrow". The third image is a static image that is fixedly displayed in the upper left of the display unit 50a of the image display device 50, while the fourth image is a moving image that repeatedly moves from right to left above the third image.
[0245] After a predetermined time has elapsed (for example, 3 seconds), the left arrow image G123 is deleted, and the "left-handed shooting confirmation animation" ends. In the first embodiment, the "left-handed shooting confirmation animation" ends after a predetermined time has elapsed, but it may also be configured to end when a game ball enters the first starting opening 11.
[0246] Furthermore, if the 100th variable display of the special symbol, which marks the end of the time-saving state, is due to a "jackpot win," even if a left-hand play command is entered, the "right-hand play continuation sequence" will end, but the "left-hand play confirmation sequence" will not be performed, and the "right-hand play continuation sequence" will resume immediately after a right-hand play command is entered.
[0247] Next, we will explain the "right-hand shooting confirmation effect" in detail using Figure 40. When the effect control unit 120 receives the OP command output from the main control unit 100, it executes the "opening effect" and also executes the "right-hand shooting confirmation effect" within the "opening effect". The "right-hand shooting confirmation effect" includes the "arrow effect" which is performed when the first win occurs, and the "aim effect" which is performed when there is a series of wins.
[0248] Figures 40(A) to 40(C) show the "arrow effect" and the "aim" effect, respectively.
[0249] When the "opening sequence" is performed, the opening image G107 is displayed on the display unit 50a of the image display device 50, as shown in Figure 40(A). Then, after a predetermined time (for example, 5 seconds) has elapsed since the start of displaying the opening image G107, the "arrow sequence" is performed if it is the first win, and the "aim sequence" is performed if it is a consecutive win.
[0250] In the "arrow effect," as shown in Figure 40(B), the speaker 52 outputs the sound "hit right," and a large right arrow image G121 is displayed on the right side of the display unit 50a of the image display device 50. The large right arrow image G121 consists of an image representing a "rightward arrow" and is larger than the right arrow image G120. After a predetermined time (for example, 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased, and the "arrow effect" ends.
[0251] On the other hand, in the "Aim for it" sequence, as shown in Figure 40(C), the speaker 52 outputs the voice message "Aim for the attacker," and the text image G122 that reads "Aim for the attacker" is displayed on the right side of the display unit 50a of the image display device 50. The text image G122 is an image of text instructing the player to aim for either the first large prize slot 14 or the second large prize slot 15. After a predetermined time (for example, 3 seconds) has elapsed since the display of the text image G122, the text image G122 is erased, and the "Aim for it" sequence ends.
[0252] Here, using Figure 41, we will explain the display timing of the right-handed state LED 8h, the right-handed lamp 54a, the right arrow image G120, the large right arrow image G121, the character image G122, and the left arrow image G123.
[0253] Figure 41 shows the flow from the first win through consecutive wins to the end of the time-saving state. When the first win is executed, the main control unit 100 issues an OP command at timing t01 and outputs the OP command to the performance control unit 120 at timing t02. Then, at timing t03, it issues a right-hand play command and outputs the right-hand play command to the performance control unit 120 at timing t04. Finally, at timing t05, it lights up the right-hand play state LED 8h (see output processing (S108) of the main-side timer interrupt processing (S005)).
[0254] Meanwhile, when the performance control unit 120 receives a right-hit command output from the main control unit 100 at timing t04, it displays the right arrow image G120 and lights up the right-hit lamp 54a at timing t06 (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Then, at timing t07, after a predetermined time has elapsed since the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right-hit lamp 54a continue until the time-saving state ends, but the display of the large right arrow image G121 ends at timing t08.
[0255] Furthermore, when executing a consecutive win, the main control unit 100 issues an OP command at timing t09 and outputs the OP command to the performance control unit 120 at timing t10.
[0256] Meanwhile, the performance control unit 120 displays the character image G122 at timing t11, after a predetermined time has elapsed since the input of the OP command. The display of the character image G122 ends at timing t12.
[0257] Furthermore, when the time-saving state ends (the variable display of the special symbol ends after 100 spins), the main control unit 100 issues a left-hit command at timing t13 and outputs the left-hit command to the performance control unit 120 at timing t14. Then, at timing t15, it turns off the right-hit state LED 8h (see the output processing (S108) of the main-side timer interrupt processing (S005)).
[0258] On the other hand, when the performance control unit 120 receives a left-hit command output from the main control unit 100 at timing t14, at timing t16, it erases the right arrow image G120 and turns off the right-hit lamp 54a (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Also, when a left-hit command is input, the left arrow image G123 is displayed at timing t16. The display of the left arrow image G123 ends at timing t17. If the jackpot determination related to the variable display of the special symbol that caused the main control unit 100 to issue the left-hit command is "jackpot won", the right arrow image G120 is erased and the right-hit lamp 54a is turned off, but the left arrow image G123 is not displayed.
[0259] In this way, the main control unit 100 outputs a right-hit command for the right-hit lamp 54a to light up and the right-hit image G120 before the right-hit status LED 8h lights up, thereby reducing the discrepancy between the timing of the right-hit status LED 8h lighting up and the timing of the right-hit lamp 54a lighting up and the right-hit arrow image G120 being displayed.
[0260] Furthermore, by having the main control unit 100 output a left-hit command for the right-hit lamp 54a to turn off and the right arrow image G120 to be erased before the right-hit state LED 8h turns off, the timing of the right-hit state LED 8h turning off and the timing of the right-hit lamp 54a turning off and the right arrow image G120 being erased are reduced, and the timing of the right-hit state LED 8h turning off and the timing of the left arrow image G123 being displayed are also reduced.
[0261] <Consideration of the First Embodiment> The following discussion concerns the pachinko game machine PY1 described in the first embodiment. First, we will consider the relationship between the timing of the left-shooting command and the right-shooting command issued by the main control unit 100. When the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is determined to be a "jackpot win", a left-shooting command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and a right-shooting command is issued in the right-shooting state LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, if the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is "jackpot won", then the left-shoot command and the right-shoot command will be output to the performance control unit 120 in the order of left-shoot command → right-shoot command within the same main timer interrupt processing (S005).
[0262] Next, we will consider the relationship between the timing of the issuance of the OP command by the main control unit 100 and the timing of the issuance of the right-hand shooting command. When the special symbols stop and are displayed when a "jackpot is won," the OP command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and the right-hand shooting command is issued in the right-hand shooting status LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, when a "jackpot is won" is determined in the jackpot judgment, the OP command and the right-hand shooting command are output to the performance control unit 120 in the same main-side timer interrupt processing (S005) in the order of OP command → right-hand shooting command.
[0263] Next, we will consider the difference between the illumination of the right-shooting lamp 54a and the display of the right arrow image G120, and the display of the large right arrow image G121 and the text image G122. The right-shooting lamp 54a, the right arrow image G120, the large right arrow image G121, and the text image G122 are all illuminated or displayed when the player is in the right-shooting state, and can be said to be effects that encourage the player to shoot the game ball towards the right side of the game area 6. When the main control unit 100 issues / outputs a right-shooting command, the right-shooting state LED 8h starts to light up, and when the effect control unit 120 inputs a right-shooting command, the right-shooting lamp 54a and the right arrow image G120 start to display. Also, when the main control unit 100 issues / outputs a left-shooting command, the right-shooting state LED 8h turns off, and when the effect control unit 120 inputs a left-shooting command, the right-shooting lamp 54a turns off and the right arrow image G120 is hidden (see Figure 41). In other words, the on / off state of the right-hand shooting lamp 54a and the display / hide state of the right-hand arrow image G120 are linked to the on / off state of the right-hand shooting LED 8h. On the other hand, the display of the large right-hand arrow image G121 and the text image G122 are performed during the "opening performance" which is initiated by the input of an OP command in the performance control unit 120, and therefore cannot be said to be linked to the on / off state of the right-hand shooting LED 8h.
[0264] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.
[0265] (1) When the main control unit 100 displays the indicators 8, it outputs a performance command related to the display of the indicators 8 to the performance control unit 120 before starting the display of the indicators 8. This minimizes the discrepancy between the timing of the display of the indicators 8 by the main control unit 100 and the timing of the performance start by the performance control unit 120, allowing players to play with peace of mind.
[0266] (2) When the main control unit 100 lights up the right-hand shooting state LED 8h, it outputs a right-hand shooting command to the performance control unit 120 related to the lighting of the right-hand shooting lamp 54a and the display of the right arrow image G120 before starting to light up the right-hand shooting state LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting state LED 8h by the main control unit 100 and the timing of lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.
[0267] (3) When the main control unit 100 turns off the right-hand shooting LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120. The performance control unit 120 can then perform the effects related to the end of the right-hand shooting state based on the left-hand shooting command, allowing the player to play with peace of mind.
[0268] (4) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This allows the performance control unit 120 to turn off the right-hand shooting lamp 54a and erase the right arrow image G120 in conjunction with the main control unit 100 turning off the right-hand shooting state LED 8h, enabling the player to play with peace of mind.
[0269] (5) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This minimizes the discrepancy between the timing of the main control unit 100 turning off the right-hand shooting state LED 8h and the timing of the performance control unit 120 turning off the right-hand shooting lamp 54a and erasing the right arrow image G120, allowing players to play with peace of mind.
[0270] (6) When the main control unit 100 outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, and also performs a "left-shooting confirmation effect" that suggests the end of the right-shooting state, making it easy to understand when the right-shooting state has ended, and allowing players to play with peace of mind.
[0271] (7) When the main control unit 100 performs a variable display of the special symbol for the 100th time, which is the maximum number of times the time-saving state has been reached, it outputs a left-shooting command to the performance control unit 120. The left-shooting command allows the performance control unit 120 to perform the performance related to reaching the maximum number of times the time-saving state has been reached, so that the player can play with peace of mind.
[0272] (8) When the main control unit 100 performs the 100th variable display of the special symbol, which is the upper limit of the number of times the time-saving state is reached, regardless of the result of the jackpot determination related to the 100th variable display of the special symbol, it outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120. This simplifies the processing performed by the main control unit 100 and reduces the processing burden on the main control unit 100.
[0273] (9) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 to turn off the right-shooting lamp 54a and erase the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", after outputting the left-shooting command, the main control unit 100 outputs a right-shooting command to the performance control unit 120 to turn on the right-shooting lamp 54a and display the right arrow image G120, so that the right-shooting lamp 54a can be turned on again and the right arrow image G120 can be displayed again, allowing the player to play with peace of mind.
[0274] (10) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "miss", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120 and performs a "left-shooting confirmation performance", on the other hand, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, but does not perform a "left-shooting confirmation performance", so that the first large prize slot 14 or the second large prize slot 15 is opened but the player is not turned back to left-shooting, the player is not turned back to left-shooting, and the player is able to play with peace of mind.
[0275] (11) When the main control unit 100 enters a jackpot game state where the player is in a right-handed shooting state, it outputs an OP command related to the "opening performance" to the performance control unit 120, and then outputs a right-handed shooting command related to the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 to the performance control unit 120. This prevents the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 from occurring before the start of the "opening performance" in which the player recognizes the jackpot game state, allowing the player to play with peace of mind.
[0276] (12) When the main control unit 100 lights up the right-hand shooting LED 8h, it outputs both the OP command related to the "opening performance" and the right-hand shooting command related to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 to the performance control unit 120 before starting to light up the right-hand shooting LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting LED 8h by the main control unit 100 and the timing of starting the "opening performance," lighting up the right-hand shooting lamp 54a, and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.
[0277] (13) When the main control unit 100 turns the right-hand shooting state LED 8h on or off, the performance control unit 120 also turns the right-hand shooting lamp 54a on or off and displays the right arrow image G120 on or off in conjunction with the turning on or off of the right-hand shooting state LED 8h. Therefore, the turning on of the right-hand shooting lamp 54a and the display of the right arrow image G120 make it easy to understand that the right-hand shooting state LED 8h is lit, allowing players to play with peace of mind.
[0278] (14) When the main control unit 100 lights up the right-hand shooting LED 8h, in addition to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 in conjunction with the lighting up of the right-hand shooting LED 8h, the performance control unit 120 displays the large right arrow image G121 or the character image G122, thereby emphasizing that the player is in the right-hand shooting state and enabling the player to play with peace of mind.
[0279] (15) When the performance control unit 120 turns the right-shooting lamp 54a on / off and displays / hides the right arrow image G120, the right-shooting lamp 54a remains lit without changing until it is turned off, while the right arrow image G120 displays a second image representing a "rightward arrow" in motion, making it easier to understand that the player is in the right-shooting state, and allowing the player to play with peace of mind.
[0280] (16) When the performance control unit 120 lights up the right-hitting lamp 54a, displays the right arrow image G120, and displays the large right arrow image G121, the right-hitting lamp 54a and the right arrow image G120, which are linked to the right-hitting state LED 8h, are lit up and displayed by the input of a right-hitting command from the main control unit 100, while the large right arrow image G121, which is not linked to the right-hitting state LED 8h, is displayed by the input of an OP command from the main control unit 100. Therefore, the timing of lighting up the right-hitting lamp 54a and displaying the right arrow image G120 and the timing of displaying the large right arrow image G121 can be set at different times, which can enhance the enjoyment of the game.
[0281] (17) When the performance control unit 120 displays the large right arrow image G121, it is displayed after the lighting of the right-shooting lamp 54a and the display of the right arrow image G120, and the large right arrow image G121 is displayed larger than the right-shooting lamp 54a and the right arrow image G120, so that the right-shooting state can be effectively emphasized and the enjoyment of the game can be enhanced.
[0282] <Examples of modifications to the basic embodiment and the first embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiments and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0283] In the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the right-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to light up.
[0284] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the left-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to turn off.
[0285] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, the right-hit command or the left-hit command may be output to the performance control unit 120 after the right-hit state LED 8h starts to light up, or after the right-hit state LED 8h starts to turn off, to the extent that it does not interfere with gameplay.
[0286] Furthermore, in the first embodiment, when the performance control unit 120 receives a right-hit command, both the right-hit lamp 54a is lit and the right arrow image G120 is displayed. However, it is also possible to have only the right-hit lamp 54a lit, or only the right arrow image G120 displayed.
[0287] Furthermore, in the first embodiment, when the performance control unit 120 receives a left-hit command, a "left-hit confirmation performance" is performed in which the left arrow image G123 is displayed. However, the "left-hit confirmation performance" may be performed by simply turning off the right-hit lamp 54a and erasing the right arrow image G120.
[0288] Furthermore, in the first embodiment, the "high probability high base game state" after "jackpot game Wα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.
[0289] Furthermore, in the first embodiment, the "low probability high base game state" after "jackpot game Xα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.
[0290] Also, in the first embodiment, when the variable display of the special figure for the 100th time, which is the upper limit number of times in the time-saving state, is performed, regardless of the result of the jackpot determination related to the variable display of the special figure for the 100th time, a left strike command is output from the main control unit 100. However, the left strike command may be output from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special figure for the 100th time is "loss".
[0291] Also, in the first embodiment, the right arrow image G120 displayed in the "right strike continuous effect" is composed of a still image of the character "right" and a moving image representing an "arrow pointing to the right". However, all the images constituting it may be moving images.
[0292] Also, in the first embodiment, the moving image of the right arrow image G120 displayed in the "right strike continuous effect" is composed of images that repeat moving from left to right. However, as long as the player can recognize that the display mode is changing, it does not have to be a moving image. For example, the display color of the image representing the "arrow pointing to the right" may be changed every predetermined time.
[0293] Also, in the first embodiment, the right strike lamp 54a displayed in the "right strike continuous effect" is always lit. However, it may be temporarily turned off as long as it does not interfere with the game.
[0294] Also, in the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100. However, they may be performed by inputting a command other than the OP command. For example, they may be performed by inputting a round command output at the start of the first round game. In this case, the opening of the first major winning opening ursitoare14 or the second major winning opening ursitoare15 can be impressed on the player by the "arrow effect" and the "aim effect", and it is possible to enhance the interest of the game.
[0295] Furthermore, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed for the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background containing an image that suggests a high probability state may be displayed.
[0296] Furthermore, in the basic embodiment, only the special effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special effect symbols. However, other symbols may also be displayed on the display unit 50a in parallel with the special effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other symbols smaller than the size of the special effect symbols EZ1, EZ2, and EZ3.
[0297] Furthermore, in the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols. However, other symbols may be displayed in parallel with the performance symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may blink while the performance symbols EZ1, EZ2, and EZ3 are being displayed in a variable manner.
[0298] Furthermore, in the basic embodiment, the first and second special drawings are not displayed variably at the same time, but only one of them is displayed variably. However, the first and second special drawings may be displayed variably at the same time.
[0299] Furthermore, in the basic embodiment, the game progression and the effects are controlled by separate control units, but the game progression and the effects may be controlled by a single control unit. For example, both the game progression and the effects may be controlled by the main control unit 100 alone.
[0300] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrangement ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0301] <Invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following inventions S to W. In the descriptions of inventions S to W, the names and expressions of the corresponding components in the modes for carrying out the invention described above, and the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention S is a collective term for the following inventions S1 to S2, invention T is a collective term for the following inventions T1 to T2, invention U is a collective term for the following inventions U1 to U4, invention V is a collective term for the following inventions V1 to V2, and invention W is a collective term for the following inventions W1 to W4.
[0302] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2021-151588, a visual cue is displayed to indicate the direction in which the game balls should be launched, and the words "shoot to the right" are displayed on the display unit to encourage the player to enter the game balls into the second starting opening. In such gaming machines, there is room for improvement regarding the indication of the direction in which the game balls should be launched. Therefore, if a gaming machine according to the following inventions S to W is realized, the indication of the direction in which the game balls should be launched will be improved, and players will be able to play the game with peace of mind.
[0303] The gaming machine according to invention S1 is A first control means (main control unit 100) controls the game using a first display means (display devices 8), The system includes a second control means (performance control unit 120) that controls the performance using a second display means (image display device 50, panel lamp 54), The first control means is, It is possible to display a specific indicator (lighting of the right-handed shooting LED 8h) on the first display means that the direction in which the game ball is launched is a specific direction (right), When displaying the aforementioned specific display, it is possible to output a specific command (right-click command) to the second control means before displaying the aforementioned specific display. The second control means is, When the aforementioned specific command is entered, a launch indicator (right arrow image G120, illumination of the right-firing lamp 54a) indicating the specific direction is displayed on the second display means. It is characterized by the following:
[0304] The gaming machine according to invention S2 is A gaming machine according to invention S1, The first control means is, When the aforementioned specific display is hidden, it is possible to output a non-specific command (left-handed command) to the second control means. The second control means is, If the non-specific command is entered while the aforementioned launch indicator is displayed, the display of the launch indicator will be terminated. It is characterized by the following:
[0305] The gaming machine according to invention T1 is A first control means (main control unit 100) controls the game using a first display means (display devices 8), The system includes a second control means (performance control unit 120) that controls the performance using a second display means (image display device 50), The first control means is, It is possible to display a specific indicator (lighting of the right-handed shooting LED 8h) on the first display means that the direction in which the game ball is launched is a specific direction (right), When the aforementioned specific display is hidden, it is possible to output a non-specific command (left-handed command) to the second control means before the aforementioned specific display is hidden. The second control means is, When the aforementioned specific display is shown, it is possible to display a specific firing indicator (right arrow image G120) that suggests the aforementioned specific direction on the second display means. If the non-specific command is entered while the specific launch indicator is displayed, the display of the specific launch indicator will be terminated. It is characterized by the following:
[0306] The gaming machine relating to invention T2 is, A gaming machine according to invention T1, The second control means is, When the aforementioned non-specific command is entered, the second display means displays a non-specific launch indicator (left arrow image G123) indicating that the launch direction of the game ball is not the aforementioned specific direction. It is characterized by the following:
[0307] The gaming machine relating to invention U1 is, A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, It is possible to enter a specific game state (time-saving state) in which the game balls are launched in a specific direction (right) until a predetermined number of decisions (100 times) are made as to whether or not to enter the jackpot game state. When the aforementioned determination is performed a predetermined number of times, it is possible to output a predetermined command (left-handed command) to the second control means. The second control means is, In the aforementioned specific game state, it is possible to display a launch indicator (right arrow image G120, illumination of right-shooting lamp 54a) that suggests the specific direction on a predetermined display means (image display device 50, board lamp 54), When the aforementioned launch indicator is displayed and the predetermined command is entered, the display of the launch indicator is terminated. It is characterized by the following:
[0308] The gaming machine relating to invention U2 is, A gaming machine according to invention U1, The first control means is, Regardless of the result of the determination for the predetermined number of times, the predetermined command is output to the second control means. It is characterized by the following:
[0309] The gaming machine relating to invention U3 is, A gaming machine according to invention U2, The first control means is, If, after the predetermined number of determinations, it is determined that the game should enter a jackpot state, a specific command (right-hand shooting command) can be output to the second control means after the predetermined command. The second control means is, When the aforementioned specific command is entered, the firing indicator can be redisplayed on the predetermined display means. It is characterized by the following:
[0310] The gaming machine relating to invention U4 is, A gaming machine relating to invention U3, The second control means is, When the predetermined command is entered, if it is determined that the game will not enter a jackpot state after the predetermined number of checks, an end indicator (left arrow image G123) suggesting a non-specific direction (left) different from the specific direction is displayed on the second display means. On the other hand, if it is determined that the game will enter a jackpot state after the predetermined number of checks, the end indicator is not displayed on the second display means. It is characterized by the following:
[0311] The gaming machine relating to Invention V1 is A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, When entering a jackpot game state in which the game balls are launched in a specific direction (right), it is possible to output a start command (OP command) indicating the start of the jackpot game state to the second control means, and then output a specific command (right-shoot command) to the second control means. The second control means is, In response to the input of the aforementioned start command, a start display (opening image G107) indicating the start of the jackpot game state is displayed on a specific display means (image display device 50). In response to the input of the aforementioned specific command, a launch indicator (right arrow image G120, illumination of the right-shooting lamp 54a) indicating the aforementioned specific direction is displayed on the aforementioned specific display means or on a predetermined display means (panel lamp 54) different from the aforementioned specific display means. It is characterized by the following:
[0312] The gaming machine relating to Invention V2 is, A gaming machine according to invention V1, The first control means is, When the game enters the aforementioned jackpot state, it is possible to display a specific indicator (lighting of the right-hand shooting LED 8h) on a predetermined display means (display devices 8) that indicates the direction in which the game balls are launched is the aforementioned specific direction. Before displaying the specified indication, the start command and the specified command are output to the second control means. It is characterized by the following:
[0313] The gaming machine relating to invention W1 is, A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, It is possible to display a specific indicator (lighting of the right-hand shooting LED 8h) on the first display means (display devices 8) that indicates that the direction in which the game ball is launched is a specific direction (right), The second control means is, During the display of the aforementioned specific display, it is possible to display a launch indicator (right arrow image G120, large right arrow image G121, right-firing lamp 54a) that suggests the aforementioned specific direction on the second display means (image display device 50, panel lamp 54). The aforementioned launch indicator includes a first launch indicator (right arrow image G120, illumination of the right-firing lamp 54a) that is linked to the display of the specified indicator, and a second launch indicator (large right arrow image G121) that is not linked to the display of the specified indicator. It is characterized by the following:
[0314] The gaming machine relating to invention W2 is, A gaming machine relating to invention W1, The first launch indicator includes an indicator whose display mode changes (right arrow image G120) and an indicator whose display mode does not change (lighting of the right-firing lamp 54a). It is characterized by the following:
[0315] The gaming machine relating to invention W3 is, A gaming machine relating to invention W1 or invention W2, The first control means is, It is possible to enter a jackpot state in which the game ball is launched in the aforementioned specific direction. When the game enters the aforementioned jackpot state, the specific display is shown on the first display means, and a first command (right-hand play command) and a second command (OP command) are output to the second control means. The second control means is, The first launch indicator is displayed in response to the input of the first command. The second launch indicator is displayed in response to the input of the second command. It is characterized by the following:
[0316] The gaming machine relating to invention W4 is, A gaming machine relating to invention W3, The second launch indicator is displayed after the first launch indicator and is larger than the first launch indicator. It is characterized by the following:
[0317] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment or the first embodiment described above will also apply to the second embodiment.
[0318] First, the front door 23 will be explained in detail using Figure 42. Figure 42 is a perspective view of the lower part of the front door 23. As shown in Figure 42, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons for up, down, left, and right.
[0319] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.
[0320] The four-way buttons 42, like the regular buttons 40, are buttons used in operation sequences during special symbol variation sequences, and comprise an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamps 54 light up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52.
[0321] Next, using Figures 43 to 49, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when not in a time-saving state.
[0322] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0323] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0324] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.
[0325] D.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.
[0326] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when developing from "SP Reach" to "SPSP Reach" rather than not developing, since a jackpot game is more likely to be played, "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".
[0327] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach", and is a preview effect where the voice of the protagonist character is output from the speaker 52 according to the operations of the normal button 40 and the four-way button 42. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.
[0328] G. Cut-in Preview "Cut-in Preview" is an effect that may occur in "SP Reach", and is a preview effect where the protagonist character image G200 is displayed on the display unit 50a according to the operation of the normal button 40. Since "Cut-in Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.
[0329] H. Roulette Preview "Roulette Preview" is an effect that may occur in "SPSP Reach", and is a preview effect where one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of the four-way button 42. Since the production symbols EZ1, EZ2, EZ3 may stop and display as a triple showing a jackpot afterwards, it functions as an effect suggesting the possibility of a jackpot game being played.
[0330] Next, using Figure 43, the performance flow of the main special feature variation performances that are performed in a non-time-saving state will be explained. The performance control microcontroller 121 displays a performance image on the display unit 50a for each performance that constitutes the performance flow, and in response to the display of the performance image, it can execute a lighting performance using the frame lamp 53 and the panel lamp 54, and a sound performance using the speaker 52.
[0331] As shown in Figure 43(A), in the special symbol variation sequences with the variation patterns "SPSP Big Win Variation" and "SPSP Miss Variation," the sequence flow is as follows: "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach." In addition, in these special symbol variation sequences, a "Character Voice Announcement" may occur during "N Reach," a "Cut-in Announcement" may occur during "SP Reach," and a "Roulette Announcement" may occur during "SPSP Reach."
[0332] Furthermore, as shown in Figure 43(B), in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" is executed. In addition, in these special symbol variation sequences, a "Character Voice Announcement" may be performed during the "N Reach," and a "Cut-in Announcement" may be performed during the "SP Reach."
[0333] Furthermore, as shown in Figure 43(C), in the special symbol variation sequence where the variation pattern is "N Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that in this special symbol variation sequence, "Character Voice Announcement," "Cut-in Announcement," and "Roulette Announcement" are not performed.
[0334] Furthermore, as shown in Figure 43(D), in the special symbol variation sequence where the variation pattern is "normal miss variation," the sequence flow consisting only of "normal variation" is executed. Note that in this special symbol variation sequence, "character voice announcement," "cut-in announcement," and "roulette announcement" are not performed.
[0335] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.
[0336] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".
[0337] As shown in Figure 44, the performance memory unit 121b of the performance control microcontroller 121 stores the character voice notification selection table 123a1 and the voice volume selection table 123a2. The performance control microcontroller 121 can use the character voice notification selection table 123a1 to select whether or not to execute the "character voice notification," and if so, the type of voice to use. If the "character voice notification" is executed, the voice volume can be selected using the voice volume selection table 123a2. There are two types of voices: "Chance" and "Congratulations," and there are three volume levels: 1st to 3rd. As will be described in more detail later, the voice volume differs depending on the type of weapon displayed by operating the normal button 40 during the "character voice notification."
[0338] Figure 45(A) shows the contents of the character voice notification selection table 123a1. The performance control microcontroller 121 selects whether or not to execute the "character voice notification" by referring to the type of variation pattern, and if so, the type of voice to use.
[0339] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.
[0340] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.
[0341] Furthermore, if the variation pattern is "N Miss Variation" (THP013), the "Character Voice Announcement" will be not executed 100% of the time, and the execution of the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be selected.
[0342] In other words, the "character voice announcement" saying "Congratulations" is only selected to be played when the result of the jackpot judgment corresponds to a variation pattern that results in a "jackpot win," and the "character voice announcement" saying "Congratulations" functions as an effect that suggests a jackpot game is about to be played.
[0343] Furthermore, the "Character Voice Announcement" is only selected to be executed when the performance flow includes an "SP Reach" in the variation pattern, and the "Character Voice Announcement" functions as a performance that suggests that the game will develop into an "SP Reach".
[0344] In the second embodiment, the execution of the "character voice preview" is set to be selected only in the case of a variable pattern in which "SP reach" is included in the production flow. However, even in the case of a variable pattern in which "SP reach" is not included in the production flow, the execution of the "character voice preview" may be selected. In this case, it is preferable that it is more difficult to select the execution of the "character voice preview" in the case of a variable pattern in which "SP reach" is not included in the production flow than in the case of a variable pattern in which "SP reach" is included in the production flow. Note that the selection ratio indicated by the character voice preview selection table 123a1 shown in FIG. 45(A) can be appropriately changed.
[0345] FIG. 45(B) is a diagram showing the content of the voice volume selection table 123a2. The production control microcomputer 121 refers to the type of variable pattern and the type of weapon changed when the player operates the normal button 40 in the "character voice preview", and selects the volume of the voice output from the speaker 52 in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".
[0346] Specifically, when the variable pattern is "SPSP big hit variation" (THP001) or "SP big hit variation" (THP002), and the weapon type is "gold bar", the first volume is selected at a ratio of 70% and the second volume is selected at a ratio of 30%, and the third volume is not selected.
[0347] Also, when the variable pattern is "SPSP big hit variation" (THP001) or "SP big hit variation" (THP002), and the weapon type is "dagger", the second volume is selected at a ratio of 70% and the third volume is selected at a ratio of 30%, and the first volume is not selected.
[0348] Also, when the variable pattern is "SPSP big hit variation" (THP001) or "SP big hit variation" (THP002), and the weapon type is "bullet", the third volume is selected at a ratio of 100%, and the first volume and the second volume are not selected.
[0349] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), regardless of the type of weapon, the second volume is selected at a rate of 100%, and the first volume and the third volume are not selected.
[0350] That is, the first volume and the third volume are set to be selected only when the result of the jackpot determination corresponds to the variation pattern of "jackpot win". The "character voice preview" in which the voice of the protagonist character is output at the first volume or the third volume functions as an effect suggesting that a jackpot game is being played.
[0351] Also, when the result of the jackpot determination corresponds to the variation pattern of "loss", regardless of the type of weapon, the second volume is always set to be selected. On the other hand, when the result of the jackpot determination corresponds to the variation pattern of "jackpot win", when the type of weapon is "iron bar", the first volume is more likely to be selected than the second volume, and when the type of weapon is "dagger", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of weapon is "iron bar" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of weapon is "dagger".
[0352] Also, it is set so that when the type of weapon is "iron bar", the first volume is more likely to be selected, when the type of weapon is "dagger", the second volume is more likely to be selected, and when the type of weapon is "bullet", the third volume is more likely to be selected. For the "character voice preview" when the "iron bar" is displayed, the probability that the voice of the protagonist character is output at the first volume is high. For the "character voice preview" when the "dagger" is displayed, the probability that the voice of the protagonist character is output at the second volume is high. For the "character voice preview" when the "bullet" is displayed, it can be said that the probability that the voice of the protagonist character is output at the third volume is high. Note that the selection ratio shown by the voice volume selection table 123a2 shown in FIG. 45(B) can be changed as appropriate.
[0353] In the second embodiment, the selected volume varies according to the type of the variation pattern, but the same volume may be selected regardless of the type of the variation pattern. For example, when the type of the weapon is "club", the first volume is always selected; when the type of the weapon is "dagger", the second volume is always selected; and when the type of the weapon is "bullet", the third volume is always selected.
[0354] When the production control microcomputer 121 executes the "character voice preview" in the special figure variation production, it executes the "character voice preview" with the type and volume of the voice selected by the character voice preview selection table 123a1 and the voice volume selection table 123a2.
[0355] FIGS. 46(A) to 46(F) and FIGS. 47(A) to 47(F) are diagrams showing how the "character voice preview" is performed. In the special figure variation production, when "reach" is achieved and "N reach" is performed as shown in FIG. 46(A), the "character voice preview" is performed.
[0356] In the "character voice preview", the operation of the cross button 42 becomes effective, and as shown in FIG. 46(B), a cross button image G300 imitating the cross button 42 is displayed at the lower center of the display unit 50a. The cross button image G300 is composed of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.
[0357] When the four-way button image G300 is displayed, if the player operates the left button 42c or the right button 42d, the main character image G200 is displayed on the display unit 50a. There are two types of main character image G200: one representing the main character wearing a headband, as shown in Figure 46(C), and another representing the main character without a headband, as shown in Figure 46(D). The displayed image switches each time the player operates the left button 42c or the right button 42d. In the second embodiment, the main character image G200 is displayed by operating the four-way button 42, but it may also be displayed before operating the four-way button 42. For example, the main character image G200 may be displayed at the same time as the four-way button image G300 is displayed.
[0358] Then, after a predetermined time (for example, 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 that was displayed at that time is fixed and displayed. Figure 46(E) shows the case where the main character image G200, which is wearing a headband, is fixed and displayed.
[0359] When the main character image G200 is displayed in a fixed position, the normal button 40 becomes operational, and as shown in Figure 46(F), a normal button image G31, which mimics the normal button 40, is displayed in the lower center of the display unit 50a.
[0360] When the normal button image G31 is displayed, if the player operates the normal button 40, weapon A image G301 will be displayed on the main character image G200, as shown in Figure 47(A). Weapon A image G301 is an image representing a single "club," suggesting that the main character has equipped a "club."
[0361] Subsequently, if the player operates the normal button 40 again, weapon A image G301 changes to weapon B image G302, as shown in Figure 47(B). Weapon B image G302 is an image representing two 'daggers', suggesting that the main character has equipped 'daggers'.
[0362] Subsequently, if the player operates the normal button 40 again, weapon B image G302 changes to weapon C image G303, as shown in Figure 47(C). Weapon C image G303 is an image representing three "bullets," suggesting that the main character has equipped "bullets."
[0363] Figures 47(A) to 47(C) illustrate the case where weapon image A G301, weapon image B G302, or weapon image C G303 is displayed on the main character image G200 wearing a headband. However, if the main character image G200 without a headband is displayed permanently, weapon image A G301, weapon image B G302, or weapon image C G303 will be displayed on the main character image G200 without a headband each time button 40 is operated. Note that even if the four-way button 42 is operated while a weapon image is displayed on the main character image G200, the weapon image will not change.
[0364] In the second embodiment, when weapon image C G303 is displayed on the main character image G200, the display of weapon image C G303 is maintained even if the player operates the normal button 40 further. However, it is also possible to return weapon image C G303 to weapon image A G301 when the normal button 40 is operated further.
[0365] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image currently displayed is fixed and displayed. Figure 47(D) shows the case where weapon image C G303 is fixed and displayed. Note that if the normal button 40 is not operated even once, no weapon images will be displayed.
[0366] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 47(E). If "Congratulations" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 47(F).
[0367] The main character's voice is output at the volume selected by the voice volume selection table 123a2, and is output at one of the following volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice preview" is given, and if button 40 is not operated and no weapon images are displayed, the main character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.
[0368] Specifically, if the fixed weapon image displayed is a "club," the main character's voice will be output at either the first or second volume level; if the fixed weapon image displayed is a "dagger," the main character's voice will be output at either the second or third volume level; and if the fixed weapon image displayed is a "bullet," the main character's voice will be output at either the second or third volume level (see Figure 45(B)).
[0369] Then, when the voice of the main character is output from speaker 52, the main character image G200 and the weapon image are erased, and the "character voice preview" ends. In the second embodiment, when the voice of the main character in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the voice of the main character is output at the first volume, the first volume may continue thereafter, and if the voice of the main character is output at the third volume, the third volume may continue thereafter.
[0370] Furthermore, in the second embodiment, even if no weapon images are displayed, in other words, even if the normal button 40 is not operated, the voice of the main character is output from the speaker 52. However, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52.
[0371] Furthermore, in the second embodiment, the volume of the main character's voice is selected at the same rate regardless of whether the main character image G200 with a headband on its head or the main character image G200 without a headband on its head is selected by operating the four-way button 42. However, the volume of the main character's voice may be selected at different rates depending on whether the main character image G200 with a headband on its head or the main character image G200 without a headband on its head is selected.
[0372] In the second embodiment, a case where no voice is output from the speaker 52 between the display of the weapon image and the output of the voice of the main character is exemplified. However, a predetermined voice may be output between the display of the weapon image and the output of the voice of the main character. In this case, the volume of the predetermined voice may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.
[0373] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special drawing variation production where the variation pattern is "SPSP big win variation", "SP big win variation", "SPSP loss variation", "SP loss variation".
[0374] As shown in FIG. 44, a cut-in preview selection table 123a3 is stored in the production memory unit 121b of the production control microcomputer 121. The production control microcomputer 121 can use the cut-in preview selection table 123a3 to select whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.
[0375] FIG. 45(C) is a diagram showing the content of the cut-in preview selection table 123a3. The production control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed.
[0376] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), the execution of the "cut-in preview" with the 'blue frame' is selected at a rate of 20%, the execution of the "cut-in preview" with the'red frame' is selected at a rate of 40%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.
[0377] In addition, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "cut-in notice" for the 'blue frame' is selected at a rate of 50%, the execution of the "cut-in notice" for the'red frame' is selected at a rate of 10%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.
[0378] That is, the variation pattern corresponding to "big win win" in the big win determination result is set so that the execution of the "cut-in notice" for the'red frame' is more likely to be selected than the variation pattern corresponding to "miss" in the big win determination result. The "cut-in notice" for the'red frame' functions as an effect suggesting that a big win game is likely to be played.
[0379] Also, the case where the variation pattern includes "SPSP reach" in the effect flow is set so that the execution of the "cut-in notice" for the'red frame' is selected more than the case where the variation pattern does not include "SPSP reach" in the effect flow. The "cut-in notice" for the'red frame' functions as an effect suggesting a high possibility of developing into "SPSP reach".
[0380] In the second embodiment, the execution of the "cut-in notice" is set to be selected only when the variation pattern includes "SP reach" in the effect flow. However, even for a variation pattern that does not include "SP reach" in the effect flow, the execution of the "cut-in notice" may be selected. In this case, it is preferable that the case where the variation pattern does not include "SP reach" in the effect flow makes it more difficult to select the execution of the "cut-in notice" than the case where the variation pattern includes "SP reach" in the effect flow. Note that the selection ratio shown by the cut-in notice selection table 123a3 shown in FIG. 45(C) can be changed as appropriate.
[0381] When the effect control microcomputer 121 executes the "cut-in notice" in the special figure variation effect, it executes the "cut-in notice" with the type of cut-in frame selected by the cut-in notice selection table 123a3.
[0382] Figs. 48(A) to 48(D) are diagrams showing the state in which a "cut-in preview" is performed. In the special figure variation effect, when it develops into "SP reach" and as shown in Fig. 48(A), when the protagonist character tries to attack the enemy character, a "cut-in preview" is performed.
[0383] In the "cut-in preview", the operation of the normal button 40 becomes effective, and as shown in Fig. 48(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is displayed, or when a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in Fig. 48(C), the normal button image G31 is erased, and a cut-in frame image G400 and a protagonist character image G200 are displayed on the display unit 50a. At this time, when "blue frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in blue, and when "red frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in red.
[0384] Then, when a predetermined time (for example, 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in Fig. 48(D), the voice "Go!" of the protagonist character is output from the speaker 52. The volume of the voice of this protagonist character is output at the second volume regardless of whether the player operates the normal button 40 or not.
[0385] Then, when the voice of the protagonist character is output from the speaker 52, the cut-in frame image G400 and the protagonist character image G200 are erased, and the "cut-in preview" ends.
[0386] In the second embodiment, even when the volume of the voice of the protagonist character output in the "Cut-in Notice" is the same as the volume of the voice of the protagonist character output in the "Character Voice Notice" in "N Reach", the voice is output at the second volume. However, when the "Character Voice Notice" is performed in "N Reach", the voice of the protagonist character output in the "Cut-in Notice" may be output at the same volume as the voice of the protagonist character output in the "Character Voice Notice". For example, when the voice of the protagonist character is output at the first volume in the "Character Voice Notice", the voice of the protagonist character is also output at the first volume in the "Cut-in Notice", and when the voice of the protagonist character is output at the third volume in the "Character Voice Notice", the voice of the protagonist character may also be output at the third volume in the "Cut-in Notice".
[0387] Also, in the second embodiment, in the "Cut-in Notice", when the normal button 40 is operated, the voice of the protagonist character is output from the speaker 52. However, when the four-way button 42 is operated, the voice of the protagonist character may be output from the speaker 52.
[0388] Next, the "Roulette Notice" will be specifically described. The production control microcomputer 121 can execute the "Roulette Notice" in the "SPSP Reach" in the special figure variation production with the variation patterns of "SPSP Jackpot Variation" and "SPSP Loss Variation".
[0389] Figures 49(A) to 49(C) are diagrams showing how the "Roulette Notice" is performed. When the special figure variation production develops into "SPSP Reach" and as shown in Figure 49(A), when the protagonist character tries to attack the powerful enemy character, the "Roulette Notice" is performed.
[0390] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 49(B), a skill image G600 representing the skills that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the skill image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "Punch", a skill image G600b indicating that the skill the protagonist character uses is "Chop", and a skill image G600c representing that the skill the protagonist character uses is "Kick". Initially, only the skill image G600a is displayed.
[0391] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the skill image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.
[0392] When a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, a sound effect of "Piko" is output from the speaker 52 to indicate that the skill image G600 is fixedly displayed. The volume of this sound effect is output at the second volume regardless of whether the player operates the four-way button 42 or not. FIG. 49(C) shows the case where the skill image G600c is fixedly displayed.
[0393] After a predetermined time (e.g., 1 second) has elapsed since the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. Thereafter, in the final stage of "SPSP reach", the protagonist character plays out the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against a strong enemy character or a scene where the strong enemy character wins against the protagonist character is displayed on the display unit 50a.
[0394] In the second embodiment, the volume of the sound effect output in the "roulette preview" is output at the second volume regardless of the volume of the voice of the protagonist character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "roulette preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "character voice preview". For example, when the voice of the protagonist character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "roulette preview", and when the voice of the protagonist character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "roulette preview".
[0395] Also, in the second embodiment, in the "roulette preview", the image displayed as the skill image G600 is switched by operating the four-way button 42, but the image displayed as the skill image G600 may be switched by operating the normal button 40.
[0396] <Consideration of the Second Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the second embodiment will be considered. First, the display mode of the protagonist character image G200 displayed in the "character voice preview" will be considered.
[0397] In the "Character Voice Preview", the main character character image G200 is displayed on the display unit 50a by operating the four-way button 42. Then, each time the four-way button 42 is operated while the main character character image G200 is being displayed, the main character character image G200 representing the main character with a headband and the main character character image G200 representing the main character without a headband alternate. Also, each time the normal button 40 is operated while the main character character image G200 is being displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the main character character image G200. That is, in the "Character Voice Preview", it can be said that when the four-way button 42 or the normal button 40 is operated while the main character character image G200 is being displayed, the display mode of the main character character image G200 changes.
[0398] Next, consider the display mode of the skill image G600 displayed in the "Roulette Preview".
[0399] In the "Roulette Preview", each time the four-way button 42 is operated while the skill image G600 is being displayed, the skill image G600 switches in the order of the skill image G600a indicating "Punch" → the skill image G600b indicating "Chop" → the skill image G600c indicating "Kick". That is, in the "Roulette Preview", it can be said that when the four-way button 42 is operated while the skill image G600 is being displayed, the display mode of the skill image G600 changes.
[0400] Next, consider the volume of the voice of the main character character output in the "Character Voice Preview".
[0401] In the "Character Voice Preview," after the main character image G200 is displayed, the main character's voice is output from speaker 52. The volume of the main character's voice is selected by the voice volume selection table 123a2, and there are three volume levels: the lowest (1st volume), the second volume (higher than the 1st volume), and the third volume (higher than the 2nd volume). The 3rd volume is selected with the highest probability when the "bullet" is displayed on the main character image G200 (see Figure 45(B)). In other words, when the main character's voice is output from speaker 52 while the weapon image C G303 representing the "bullet" is displayed on the main character image G200, the probability of the main character's voice being output at the highest 3rd volume is higher than when the weapon image C G303 representing the "bullet" is not displayed on the main character image G200.
[0402] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the second embodiment will be explained below.
[0403] (1) In the "Character Voice Preview," when the main character image G200 is displayed on the display unit 50a, if the player operates the four-way button 42 or the normal button 40, the display mode of the main character image G200 displayed on the display unit 50a changes, so that the player can arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.
[0404] (2) In the "character voice announcement," after the main character image G200 is displayed on the display unit 50a, the main character's voice is output from the speaker 52. This allows the image displayed on the display unit 50a and the sound output from the speaker 52 to be associated with each other, thereby enhancing the enjoyment of the game.
[0405] (3) In the "Character Voice Preview," regardless of whether weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200, the same voice will be output from speaker 52 afterward, making the content of the presentation easier to understand and enhancing the enjoyment of the game.
[0406] (4) In the "Character Voice Preview," whether or not the weapon images (Weapon A image G301, Weapon B image G302, Weapon C image G303) are displayed on the main character image G200, the same voice will be output from speaker 52 afterward, making the content of the presentation easier to understand and enhancing the enjoyment of the game.
[0407] (5) When the voice of the main character is output from speaker 52 in the "Character Voice Preview," it is output at one of the first, second, or third volume levels, which increases the variation in the volume of the main character's voice and enhances the enjoyment of the game.
[0408] (6) In the "Character Voice Preview," the probability of the main character's voice being output at the highest volume (3rd volume) differs depending on whether the weapon image C G303 representing a "bullet" is displayed on the main character image G200 and the main character's voice is output from speaker 52, or whether the weapon image C G303 representing a "bullet" is not displayed on the main character image G200 and the main character's voice is output from speaker 52. Therefore, the display mode of the main character image G200 and the volume of the main character's voice can be correlated, thereby enhancing the enjoyment of the game.
[0409] <Example of modification of the second embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the second embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0410] In the second embodiment, the "character voice announcement" is made in the "N reach" of the special figure variation effect. However, it may be made before the "N reach" or after the "N reach".
[0411] Also, in the second embodiment, the "cut-in announcement" is made in the "SP reach" of the special figure variation effect. However, it may be made after the "character voice announcement", or may be made outside the "SP reach". For example, in the "N reach", the "cut-in announcement" may be made after the "character voice announcement" is executed, or the "cut-in announcement" may be made in the "SPSP reach".
[0412] Also, in the second embodiment, the "roulette announcement" is made in the "SPSP reach" of the special figure variation effect. However, it may be made after the "character voice announcement", or may be made outside the "SPSP reach". For example, in the "N reach", the "roulette announcement" may be made after the "character voice announcement" is executed, or in the "SP reach", the "roulette announcement" may be made before or after the "cut-in announcement" is executed.
[0413] Furthermore, in the second embodiment, the "character voice notification," "cut-in notification," and "roulette notification" are performed based on the result of the jackpot determination (variation pattern), but they may also be performed based on the type of symbol that stops on the special symbol. For example, the "character voice notification," "cut-in notification," and "roulette notification" may be performed when the symbol that stops on the special symbol is a "probability change symbol." In this case, the "character voice notification," "cut-in notification," and "roulette notification" can suggest that the game is entering a high probability state, thereby increasing the enjoyment of the game.
[0414] Furthermore, in the second embodiment, the "character voice notification," "cut-in notification," and "roulette notification" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice notification," "cut-in notification," and "roulette notification" may be performed during the variable display of the second special symbol in a time-saving state.
[0415] Furthermore, in the second embodiment, the display mode of the main character image G200 shown in the "character voice preview" is set to change with operation of either the four-way button 42 or the normal button 40. However, it may also be set to change only with operation of the four-way button 42, or only with operation of the normal button 40.
[0416] Furthermore, in the second embodiment, while the main character image G200 displayed in the "character voice preview" is added to the main character image G200 by operating the normal button 40, it is sufficient to change the display mode of the main character image G200 by operating the normal button 40, and it is not limited to adding other images. For example, the main character's facial expression may change each time the normal button 40 is operated.
[0417] Furthermore, in the second embodiment, the voice output in the "character voice preview" is the voice of the main character, but other voices may also be output. For example, sound effects such as "kyuin" may be output, or sound effects may be output in addition to the voice of the main character. In this case, it is preferable that the sound effects be output at the same volume as the volume selected by the voice volume selection table 123a2.
[0418] Furthermore, in the second embodiment, the audio output in the "character voice preview" is the same regardless of the display mode of the main character image G200, but different audio may be output depending on the display mode of the main character image G200.
[0419] Furthermore, in the second embodiment, the types of volume levels for the audio output in the "character voice preview" are set to three types: first volume, second volume, and third volume. However, the audio may be output at two or more different volume levels.
[0420] <Invention disclosed in the second embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the modes for carrying out the invention described above, as well as the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention AA is a collective term for the following Inventions AA1 to AA4.
[0421] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, there are operation buttons that can be operated by the player, and effects may be displayed in response to the operation of these buttons. For example, in the gaming machine described in Patent Document 1 below, when an operation button is pressed, a jackpot announcement is made that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions AA1 to AA4 are realized, an improvement in the enjoyment of the game can be expected.
[0422] The gaming machine relating to invention AA1 is A gaming machine that uses symbols (special symbols) for gameplay, The game includes a performance execution means (a microcontroller for performance control 121) that performs performances using performance means, which includes an operating means that can be operated by the player (normal buttons 40, four-way buttons 42), an audio output means that can output sound (speaker 52), and an image display means that can display images (image display device 50). The aforementioned performance execution means is If the operating means is operated while the pattern is being displayed in a variable manner, a specific image (main character image G200) can be displayed on the display means. If the operating means is operated while the specific image is being displayed, it is possible to change the display mode of the specific image. After the display of the aforementioned specific image, the audio output means may output a predetermined sound (the voice of the main character). It is characterized by the following:
[0423] The gaming machine relating to invention AA2 is, A gaming machine according to invention AA1, The aforementioned specific image display modes include special display modes (weapon A image G301, weapon B image, weapon C image G303), The aforementioned performance execution means is Whether the specific image is changed to the special display mode before the predetermined sound is output, or whether the specific image is not changed to the special display mode before the predetermined sound is output, the same sound ("Chance", "Congratulations") is output as the predetermined sound. It is characterized by the following:
[0424] The gaming machine relating to invention AA3 is A gaming machine according to invention AA2, The aforementioned audio output means is There are two cases: when the predetermined sound is output at a first volume (second volume), and when the predetermined sound is output at a second volume (first volume, third volume) different from the first volume. It is characterized by the following:
[0425] The gaming machine relating to invention AA4 is, A gaming machine according to invention AA3, When the predetermined sound is output after the specific image has changed to the special display mode, the probability of the predetermined sound being output at the second volume is higher than when the predetermined sound is output without the specific image changing to the special display mode. It is characterized by the following:
[0426] <Third Embodiment> The third embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment or the first embodiment described above will also apply to the third embodiment.
[0427] First, the front door 23 will be explained in detail using Figure 50. Figure 50 is a perspective view of the lower part of the front door 23. As shown in Figure 50, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons for up, down, left, and right.
[0428] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.
[0429] The four-way buttons 42, like the regular buttons 40, are buttons used in operation sequences during special symbol variation sequences, and comprise an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamps 54 light up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52.
[0430] Next, the movable body 55k on the game board 1 will be described using Figure 51. As shown in Figure 51(A), the movable body 55k comprises a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each comprise a drive motor (not shown) and light-emitting movable LEDs 55LL and 55RL, respectively.
[0431] Each drive motor is a stepping motor that rotates at a rotational speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcontroller 121. The performance control microcontroller 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.
[0432] The left movable body 55Lk and the right movable body 55Rk are configured to move between the standby position shown in Figure 51(B) and the lowest position shown in Figure 51(C). The performance control microcontroller 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to any desired position by controlling the rotation of each drive motor.
[0433] The movable LEDs 55LL and 55RL are electrically connected to the performance control microcontroller 121, which can illuminate the movable LEDs 55LL and 55RL to light up or blink the left movable unit 55Lk and the right movable unit 55Rk.
[0434] In front of the movable LEDs 55LL and 55RL, movable lenses 55LLr and 55RLr are provided to diffuse the light emitted from the movable LEDs 55LL and 55RL. The microcontroller 121 for performance control can illuminate or blink the left movable body 55Lk and the right movable body 55Rk in any color via the movable lenses 55LLr and 55RLr by illuminating the movable LEDs 55LL and 55RL.
[0435] Next, using Figures 52 to 58, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when not in a time-saving state.
[0436] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0437] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0438] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.
[0439] D.SP Reach "SP Reach" is an effect that may occur after "N Reach" and is a reach effect where the protagonist character battles an enemy character. "SP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect that suggests a high possibility of a jackpot game being played.
[0440] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach" and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect that suggests a high possibility of a jackpot game being played. Also, when it develops from "SP Reach" to "SPSP Reach", it is more likely to have a jackpot game than when it does not develop from "SP Reach" to "SPSP Reach", so "SPSP Reach" also functions as an effect that suggests a higher possibility of a jackpot game being played than "SP Reach".
[0441] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach". In response to the operation of the normal button 40 and the four-way button 42, the voice of the protagonist character is output from the speaker 52, and at the same time, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light as a preview effect. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect that suggests the possibility of "SP Reach" being performed.
[0442] G. Gimmick Preview<正确的标签应为 ,你提供的文本中已正确显示,无需修改。 "Gimmick Preview" is an effect that may occur in "SP Reach". In response to the operation of the normal button 40, it is a preview effect where the on-board movable body 55k operates. Since "Gimmick Preview" may develop into "SPSP Reach" afterwards, it functions as an effect that suggests the possibility of "SPSP Reach" being performed.
[0443] H. Roulette Announcement "Roulette Announcement" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of the four-way button 42. Since the production symbols EZ1, EZ2, and EZ3 may stop and display as a winning triple after the "Roulette Announcement", it functions as an effect suggesting that a winning game may be played.
[0444] Next, using FIG. 52, the production flow of the main special symbol variation effect executed in the non-time-saving state will be described. The production control microcomputer 121 can display a production image on the display unit 50a in each production constituting the production flow, and execute a light emission effect using the frame lamp 53 and the panel lamp 54 and a sound effect using the speaker 52 according to the display of the production image.
[0445] As shown in FIG. 52(A), in the special symbol variation effects where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation", a production flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" → "SPSP Reach" is executed. In these special symbol variation effects, "Character Voice Announcement" may be performed in "N-Reach", "Gimmick Announcement" may be performed in "SP-Reach", and "Roulette Announcement" may be performed in "SPSP Reach".
[0446] Also, as shown in FIG. 52(B), in the special symbol variation effects where the variation pattern is "SP Jackpot Variation" or "SP Loss Variation", a production flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" is executed. In these special symbol variation effects, "Character Voice Announcement" may be performed in "N-Reach", and "Gimmick Announcement" may be performed in "SP-Reach".
[0447] Also, as shown in FIG. 52(C), in the special figure variation effect where the variation pattern is "N miss variation", an effect flow composed of "normal variation" → "reach" → "N reach" is executed. Note that in this special figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.
[0448] Also, as shown in FIG. 52(D), in the special figure variation effect where the variation pattern is "normal miss variation", an effect flow composed only of "normal variation" is executed. Note that in this special figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.
[0449] Next, the main effects executed in the special figure variation effect will be specifically described. Note that in the special figure variation effect described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0450] First, the "character voice preview" will be specifically described. The effect control microcomputer 121 can execute the "character voice preview" in the "N reach" in the special figure variation effect where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", or "SP miss variation".
[0451] As shown in Figure 53, the performance control microcontroller 121 stores a character voice notification selection table 123a4 and a gimmick light intensity selection table 123a5 in its performance memory unit 121b. The performance control microcontroller 121 can use the character voice notification selection table 123a4 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the microcontroller can use the gimmick light intensity selection table 123a5 to select the light intensity of the movable LEDs 55LL and 55RL. There are two types of voices: "Chance" and "Congratulations," and there are three light intensity levels for the movable LEDs 55LL and 55RL (1st to 3rd). As will be described in more detail later, the light intensity of the movable LEDs 55LL and 55RL differs depending on the type of weapon displayed by operating the normal button 40 during the "character voice notification."
[0452] Figure 54(A) shows the contents of the character voice notification selection table 123a4. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "character voice notification," and if so, the type of voice to use.
[0453] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.
[0454] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.
[0455] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.
[0456] That is, only when the result of the jackpot determination corresponds to a variation pattern of "jackpot winning", the execution of the "character voice preview" of the voice "Congratulations" is set to be selected, and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.
[0457] Also, only when the variation pattern includes "SP reach" in the effect flow, the execution of the "character voice preview" is set to be selected, and the "character voice preview" functions as an effect suggesting the development into "SP reach".
[0458] In the third embodiment, only when the variation pattern includes "SP reach" in the effect flow, the execution of the "character voice preview" is set to be selected. However, even for a variation pattern that does not include "SP reach" in the effect flow, the execution of the "character voice preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "character voice preview" for a variation pattern that does not include "SP reach" in the effect flow than for a variation pattern that includes "SP reach" in the effect flow. Note that the selection rate indicated by the character voice preview selection table 123a4 shown in FIG. 54(A) can be changed as appropriate.
[0459] FIG. 54(B) is a diagram showing the contents of the gimmick light amount selection table 123a5. The effect control microcomputer 121 refers to the type of variation pattern and the type of weapon that has changed when the player operates the normal button 40 in the "character voice preview", and selects the light amounts of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".
[0460] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "gold bar", the first light amount is selected at a ratio of 70% and the second light amount is selected at a ratio of 30%, and the third light amount is not selected.
[0461] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "dagger", the second light amount is selected at a ratio of 70% and the third light amount is selected at a ratio of 30%, and the first light amount is not selected.
[0462] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "bullet", the third light amount is selected at a ratio of 100%, and the first light amount and the second light amount are not selected.
[0463] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), regardless of the weapon type, the second light amount is selected at a ratio of 100%, and the first light amount and the third light amount are not selected.
[0464] That is, only in the case of a variation pattern corresponding to the result of the big win determination being "big win win", the first light amount and the third light amount are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light amount or the third light amount functions as an effect suggesting that a big win game is being played.
[0465] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of weapon is a "gold bar", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice announcement" when the type of weapon is a "gold bar" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice announcement" when the type of weapon is a "dagger".
[0466] Also, it is set such that when the type of weapon is a "gold bar", the first light quantity is more likely to be selected, when the type of weapon is a "dagger", the second light quantity is more likely to be selected, and when the type of weapon is a "bullet", the third light quantity is more likely to be selected. It can be said that for the "character voice announcement" when a "gold bar" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light with the first light quantity is high, for the "character voice announcement" when a "dagger" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light with the second light quantity is high, and for the "character voice announcement" when a "bullet" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light with the third light quantity is high. Note that the selection ratios shown by the gimmick light quantity selection table 123a5 shown in FIG. 54(B) can be appropriately changed.
[0467] In the third embodiment, the selected light quantity is made different according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the type of weapon is a "gold bar", the first light quantity may always be selected, when the type of weapon is a "dagger", the second light quantity may always be selected, and when the type of weapon is a "bullet", the third light quantity may always be selected.
[0468] When the dedicated microcomputer 121 for the performance system executes the "character voice preview" in the special figure variable performance, it executes the "character voice preview" with the voice type and light amount selected by the character voice preview selection table 123a4 and the gimmick light amount selection table 123a5.
[0469] Figs. 55(A) to 55(F) and Figs. 56(A) to 56(F) are diagrams showing how the "character voice preview" is performed. In the special figure variable performance, when "reach" is established and "N reach" is performed as shown in Fig. 55(A), the "character voice preview" is performed.
[0470] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 55(B), a four-way button image G300 imitating the four-way button 42 is displayed at the lower center of the display unit 50a. The four-way button image G300 consists of an upper button image G300a imitating the upper button 42a, a lower button image G300b imitating the lower button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.
[0471] When the player operates the left button 42c or the right button 42d while the four-way button image G300 is displayed, the protagonist character image G200 is displayed on the display unit 50a. This protagonist character image G200 has two types of images: an image representing the protagonist character with a headband as shown in Fig. 55(C) and an image representing the protagonist character without a headband as shown in Fig. 55(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the third embodiment, the protagonist character image G200 is displayed by operating the four-way button 42, but it may also be displayed before the operation of the four-way button 42. For example, the protagonist character image G200 may be displayed simultaneously with the display of the four-way button image G300.
[0472] Then, after a predetermined time (for example, 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 that was displayed at that time is fixed and displayed. Figure 55(E) shows the case where the main character image G200, which is wearing a headband, is fixed and displayed.
[0473] When the main character image G200 is displayed in a fixed position, the normal button 40 becomes operational, and as shown in Figure 55(F), a normal button image G31, which mimics the normal button 40, is displayed in the lower center of the display unit 50a.
[0474] When the normal button image G31 is displayed, if the player operates the normal button 40, weapon A image G301 will be displayed on the main character image G200, as shown in Figure 56(A). Weapon A image G301 is an image representing a single "club," suggesting that the main character has equipped a "club."
[0475] Subsequently, if the player operates the normal button 40 again, weapon A image G301 changes to weapon B image G302, as shown in Figure 56(B). Weapon B image G302 is an image representing two 'daggers', suggesting that the main character has equipped 'daggers'.
[0476] Subsequently, if the player operates the normal button 40 again, weapon B image G302 changes to weapon C image G303, as shown in Figure 56(C). Weapon C image G303 is an image representing three "bullets," suggesting that the main character has equipped "bullets."
[0477] Figures 56(A) to 56(C) illustrate the case where weapon image A G301, weapon image B G302, or weapon image C G303 is displayed on the main character image G200 wearing a headband. However, if the main character image G200 without a headband is displayed permanently, weapon image A G301, weapon image B G302, or weapon image C G303 will be displayed on the main character image G200 without a headband each time button 40 is operated. Note that even if the four-way button 42 is operated while a weapon image is displayed on the main character image G200, the weapon image will not change.
[0478] In the third embodiment, when weapon image C G303 is displayed on the main character image G200, the display of weapon image C G303 is maintained even if the player operates the normal button 40 further. However, it is also possible to return weapon image C G303 to weapon image A G301 when the normal button 40 is operated further.
[0479] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image currently displayed is fixed and displayed. Figure 56(D) shows the case where weapon image C G303 is fixed and displayed. Note that if the normal button 40 is not operated even once, no weapon images will be displayed.
[0480] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52, and the movable LEDs 55LL and 55RL light up intermittently in white (the movable part 55k on the board blinks in white). At this time, if "Chance" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 56(E). If "Congratulations" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 56(F).
[0481] Furthermore, the movable LEDs 55LL and 55RL emit light at the light intensity selected by the gimmick light intensity selection table 123a5, and will emit light at one of three light intensities: 1st, 2nd, or 3rd. The 2nd light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is performed. Normally, if button 40 is not operated and no weapon image is displayed, the movable LEDs 55LL and 55RL will emit light at this 2nd light intensity. The 1st light intensity is weaker than the 2nd light intensity, and the 3rd light intensity is stronger than the 2nd light intensity.
[0482] Specifically, when the fixed weapon image displayed is a "club," the movable LEDs 55LL and 55RL illuminate at either the first or second light intensity; when the fixed weapon image displayed is a "dagger," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity; and when the fixed weapon image displayed is a "bullet," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity (see Figure 54(B)).
[0483] Then, when the voice of the main character is output from speaker 52 and the movable LEDs 55LL and 55RL light up, the main character image G200 and the weapon image are erased, and the "character voice preview" ends. In the third embodiment, when the movable LEDs 55LL and 55RL light up at the first or third light intensity in the "character voice preview," the light intensity of the movable LEDs 55LL and 55RL that light up in the various effects that follow is set to return to the second light intensity. However, if the movable LEDs 55LL and 55RL light up at the first light intensity, the first light intensity may continue thereafter, and if the movable LEDs 55LL and 55RL light up at the third light intensity, the third light intensity may continue thereafter.
[0484] Furthermore, in the third embodiment, even if no weapon image is displayed, in other words, if the normal button 40 is not operated, the voice of the main character is output from the speaker 52 and the movable LEDs 55LL and 55RL light up. However, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52, and the movable LEDs 55LL and 55RL may not light up.
[0485] Furthermore, in the third embodiment, the light intensity of the movable LEDs 55LL and 55RL is selected at the same rate regardless of whether the protagonist character image G200 with a headband on his head or the protagonist character image G200 without a headband on his head is selected by operating the four-way button 42. However, the light intensity of the movable LEDs 55LL and 55RL may be selected at different rates depending on whether the protagonist character image G200 with a headband on his head or the protagonist character image G200 without a headband on his head is selected.
[0486] Furthermore, in the third embodiment, the case in which the movable LEDs 55LL and 55RL do not light up between the time the weapon image is displayed and the time the voice of the main character is output is illustrated, but the movable LEDs 55LL and 55RL may be made to light up between the time the weapon image is displayed and the time the voice of the main character is output. In this case, the light intensity of the movable LEDs 55LL and 55RL may be set to be the same as the light intensity selected by the gimmick light intensity selection table 123a5, or they may be set to light up at a predetermined light intensity (for example, a second light intensity) regardless of the light intensity selected by the gimmick light intensity selection table 123a5.
[0487] Next, we will explain the "gimmick notification" in detail. The microcontroller 121 for controlling the performance can execute the "gimmick notification" in the "SP Reach" of the special symbol variation performance where the variation pattern is "SPSP Big Win Variation", "SP Big Win Variation", "SPSP Miss Variation", and "SP Miss Variation".
[0488] As shown in Figure 53, the performance memory unit 121b of the performance control microcontroller 121 stores a gimmick notification selection table 123a6. The performance control microcontroller 121 can use the gimmick notification selection table 123a6 to select whether or not to execute a "gimmick notification," and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is executed. There are two types of lighting patterns for the movable body 55k on the board: "blue flashing" and "red flashing."
[0489] Figure 54(C) shows the contents of the gimmick notification selection table 123a6. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "gimmick notification," and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is to be executed.
[0490] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the execution of the "Gimmick Notice" with "blue flashing" is selected 20% of the time, the execution of the "Gimmick Notice" with "red flashing" is selected 40% of the time, and the execution of the "Gimmick Notice" without any execution is selected 40% of the time.
[0491] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), the execution of the "Gimmick Notice" with "Blue Flashing" is selected 50% of the time, the execution of the "Gimmick Notice" with "Red Flashing" is selected 10% of the time, and the non-execution of the "Gimmick Notice" is selected 40% of the time.
[0492] In other words, the machine is set up so that the "flashing red" gimmick notification is more likely to be executed when the result of the jackpot judgment corresponds to a "jackpot win" than when the result of the jackpot judgment corresponds to a "miss". The "flashing red" gimmick notification functions as an effect that suggests there is a high possibility of a jackpot being won.
[0493] Also, the execution of the "Gimmick Preview" of "Red Blinking" is set to be selected more often when the variation pattern in the production flow includes "SPSP Reach" than when it does not. The "Gimmick Preview" of "Red Blinking" functions as an effect suggesting a high possibility of developing into "SPSP Reach".
[0494] In the third embodiment, the execution of the "Gimmick Preview" is set to be selected only when the variation pattern in the production flow includes "SP Reach". However, even when the variation pattern in the production flow does not include "SP Reach", the execution of the "Gimmick Preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "Gimmick Preview" when the variation pattern in the production flow does not include "SP Reach" than when it does. Note that the selection ratio shown by the gimmick preview selection table 123a6 shown in FIG. 54(C) can be changed as appropriate.
[0495] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variation production, it executes the "Gimmick Preview" with the lighting pattern of the on-board movable body 55k selected by the gimmick preview selection table 123a6.
[0496] FIGS. 57(A) to 57(C) are diagrams showing how the "Gimmick Preview" is performed. In the special figure variation production, when it develops into "SP Reach" and as shown in FIG. 57(A), when the protagonist character tries to attack the enemy character, the "Gimmick Preview" is performed.
[0497] In the "Gimmick Notification" mode, the operation of the normal button 40 becomes active, and as shown in Figure 57(B), a normal button image G31, which mimics the normal button 40, is displayed at the bottom center of the display unit 50a. When the normal button image G31 is displayed, if the player operates the normal button 40, or if a predetermined operation validity period (e.g., 3 seconds) has elapsed without the player operating the normal button 40, as shown in Figure 57(C), the normal button image G31 is erased and the movable body 55k on the board moves onto the display unit 50a. At this time, if "blue flashing" is selected by the gimmick notification selection table 123a6, the movable body LEDs 55LL and 55RL light up intermittently in blue (the movable body 55k on the board flashes blue), and if "red flashing" is selected by the gimmick notification selection table 123a6, the movable body LEDs 55LL and 55RL light up intermittently in red (the movable body 55k on the board flashes red). The light intensity of these movable LEDs 55LL and 55RL will be at the second light intensity regardless of whether the player normally operates button 40 or not.
[0498] Then, after a predetermined time (for example, 2 seconds) has elapsed, the movable LEDs 55LL and 55RL stop illuminating, and the movable part 55k on the board returns to its original position, ending the "gimmick announcement."
[0499] In the third embodiment, in the "Gimmick Preview", the light amount of the movable body LEDs 55LL and 55RL that emit light is set to emit light with the second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" even when the "Character Voice Preview" is being performed in "N Reach". However, when the "Character Voice Preview" is being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light amount as the light amount of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, when the movable body LEDs 55LL and 55RL emit light with the first light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the first light amount in the "Gimmick Preview" as well. When the movable body LEDs 55LL and 55RL emit light with the third light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the third light amount in the "Gimmick Preview" as well.
[0500] Also, in the third embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40. However, the movable body LEDs 55LL and 55RL may also be made to emit light by operating the four-way button 42.
[0501] Next, the "Roulette Preview" will be specifically described. The effect control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special figure variation effect where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation".
[0502] Figures 58(A) to 58(C) are diagrams showing how the "Roulette Preview" is performed. When the special figure variation effect develops into "SPSP Reach" and as shown in Figure 58(A), when the protagonist character tries to attack the powerful enemy character, the "Roulette Preview" is performed.
[0503] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 58(B), a technique image G600 representing the techniques that the protagonist character can produce is displayed at the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the technique image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 consists of a technique image G600a indicating that the technique produced by the protagonist character is "Punch", a technique image G600b indicating that the technique produced by the protagonist character is "Chop", and a technique image G600c representing that the technique produced by the protagonist character is "Kick". Initially, only the technique image G600a is displayed.
[0504] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the technique image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of technique image G600a → technique image G600b → technique image G600c.
[0505] When a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the technique image G600 displayed at that time is fixedly displayed. At this time, the movable body LEDs 55LL and 55RL emit light intermittently in red (the on-board movable body 55k blinks in red) to indicate that the technique image G600 is fixedly displayed. The light amount of the movable body LEDs 55LL and 55RL emits light with the second light amount regardless of whether the player operates the four-way button 42 or not. FIG. 58(C) shows the case where the technique image G600c is fixedly displayed.
[0506] After a predetermined time (for example, 1 second) has elapsed since the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. Thereafter, in the final stage of "SPSP reach", the protagonist character plays out the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against a powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.
[0507] In the third embodiment, the light quantity of the movable body LEDs 55LL and 55RL that emit light in the "roulette preview" is made to emit light with a second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" in "N reach". However, when the "character voice preview" is performed in "N reach", the movable body LEDs 55LL and 55RL may also emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" in the "roulette preview". For example, when the movable body LEDs 55LL and 55RL emit light with a first light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL may emit light with the first light quantity in the "roulette preview", and when the movable body LEDs 55LL and 55RL emit light with a third light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL may emit light with the third light quantity in the "roulette preview".
[0508] Also, in the third embodiment, in the "roulette preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the four-way button 42, but the movable body LEDs 55LL and 55RL may be made to emit light by operating the normal button 40. <000198 In the "Character Voice Preview", the main character character image G200 is displayed on the display unit 50a by operating the four-way button 42. Then, each time the four-way button 42 is operated while the main character character image G200 is being displayed, the main character character image G200 representing the main character with a headband and the main character character image G200 representing the main character without a headband alternate. Also, each time the normal button 40 is operated while the main character character image G200 is being displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the main character character image G200. That is, in the "Character Voice Preview", it can be said that when the four-way button 42 or the normal button 40 is operated while the main character character image G200 is being displayed, the d...
Claims
[Claim 1] Based on the result of the determination of whether to put the player in an advantageous state, a variable animation can be executed using a predetermined display means. In the aforementioned variation effect, an image transformation effect can be performed in which a first image displayed on the screen of the display means and a second image displayed on the screen of the display means after the first image has been transformed are shown in sequence. Both the first and second images are images obtained by transforming a target image, which includes the image to be transformed that was displayed before the execution of the image transformation effect. The display means can display a specific image whose display mode changes according to the progress of the game together with the first image, and it is possible to display the specific image together with the second image. Regardless of whether the first image or the second image is being displayed, the specific image can be displayed at the same position on the screen of the display means. During the execution of the image transformation effect, the specific image can be displayed in a manner that suggests the likelihood of achieving the advantageous state. During the execution of the aforementioned image transformation effect, it is possible to start an effect that displays a predetermined image that indicates the likelihood of achieving the advantageous state. The predetermined image is the image to be transformed in the image transformation effect, and is characterized in that it is displayed in both the first image and the second image.