Gaming machine
Patent Information
- Application Number
- JP2024096326
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2026-08-27
- Estimated Expiration
- 2044-06-14
AI Technical Summary
【0006】 上記課題を解決するため、本発明は、始動条件の成立に基づき識別情報の変動表示を実行し、前記識別情報が予め定められた特別態様で停止すると、遊技者に有利な特別遊技を実行可能な遊技機において、前記変動表示の実行中、および、非実行中において演出の制御を行う演出制御手段を備え、前記演出制御手段は、前記変動表示の実行中において、演出図柄による変動演出を実行可能であり、前記変動表示の非実行中において、第1待機演出を実行可能であり、前記第1待機演出の実行後に第2待機演出を実行可能であり、前記変動表示の実行中において、第1リーチ演出、第2リーチ演出、および、特別リーチ演出を実行可能であり、前記第2待機演出における所定期間において、第1キャラクタと第2キャラクタとを表示可能で、前記第1キャラクタを前記第2キャラクタよりも長い時間表示可能であり、前記第1リーチ演出において、前記第1キャラクタを表示可能であり、前記第2リーチ演出において、前記第2キャラクタを表示可能であり、前記特別リーチ演出において、前記所定期間において表示されない特別キャラクタを表示可能であり、前記第1リーチ演出は前記第2リーチ演出よりも前記特別遊技が実行される期待度が高く、前記特別リーチ演出は前記第1リーチ演出よりも前記特別遊技が実行される期待度が高く、前記演出図柄における第1図柄に前記第1キャラクタを表示可能であり、前記第1図柄とは異なる第2図柄に前記第2キャラクタを表示可能であり、前記第1図柄によるリーチ演出が実行される場合の方が、前記第2図柄によるリーチ演出が実行される場合よりも、前記特別遊技が実行される期待度が高い、ことを特徴とする。
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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a gaming machine, when there is no hold or winning after the special symbol variation stops, the configuration is such that it shifts to a customer waiting state. And in the main display device in the customer waiting state, when a certain period of time has elapsed in the state where the production symbol in the stopped state accompanying the stop of the special symbol variation is displayed, a demo production that appeals to the player to continue the game is displayed (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such a conventional gaming machine as described above, in the customer waiting state, simply repeating the display of the production symbol in the stopped state and the display of the demo production on the main display device, there was room for improving the appeal power to the player to continue the game in the customer waiting state. In view of the above problems, an object of the present invention is to provide a gaming machine that can further enhance the amusement of the game of the gaming machine.
Means for Solving the Problems
[0005] To solve the above problems, the present invention provides a gaming machine that performs a variable display of identification information based on the fulfillment of a starting condition, and when the identification information stops in a predetermined special manner, it is possible to perform a special game advantageous to the player, and the machine is equipped with a performance control means that controls the performance while the variable display is being performed and while it is not being performed, the performance control means is capable of performing a first standby performance while the variable display is not being performed, is capable of performing a second standby performance after the first standby performance has been performed, and is capable of performing a first reach performance, a second reach performance, and a special reach performance while the variable display is being performed, and in the second standby performance The invention is characterized in that, during a fixed period, a first character and a second character can be displayed, the first character can be displayed for a longer period than the second character, the first character can be displayed in the first reach performance, the second character can be displayed in the second reach performance, a special character that is not displayed during the predetermined period can be displayed in the special reach performance, the first reach performance has a higher probability of the special game being executed than the second reach performance, and the special reach performance has a higher probability of the special game being executed than the first reach performance. [Effects of the Invention]
[0006] To solve the above problems, the present invention provides a gaming machine that performs a change in identification information based on the fulfillment of a starting condition, and when the identification information stops in a predetermined special manner, it is capable of performing a special game advantageous to the player, and the machine is equipped with a performance control means that controls the performance while the change in identification information is being performed and when it is not being performed, and the performance control means is During the execution of the aforementioned variable display, it is possible to perform variable effects using the performance symbols.While the aforementioned variable display is not being executed, the first standby animation can be executed; after the execution of the first standby animation, the second standby animation can be executed; while the aforementioned variable display is being executed, the first reach animation, the second reach animation, and the special reach animation can be executed; during a predetermined period in the second standby animation, the first character and the second character can be displayed, the first character can be displayed for a longer period than the second character; in the first reach animation, the first character can be displayed; in the second reach animation, the second character can be displayed; in the special reach animation, a special character that is not displayed during the predetermined period can be displayed; the first reach animation has a higher probability of the special game being executed than the second reach animation; and the special reach animation has a higher probability of the special game being executed than the first reach animation. The first character can be displayed on the first symbol in the aforementioned performance symbols, and the second character can be displayed on a second symbol different from the first symbol, and the probability of the special game being performed is higher when the reach performance is performed using the first symbol than when the reach performance is performed using the second symbol. It is characterized by the following: [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine 100 of this embodiment. [Figure 2] This is a perspective view of the gaming machine 100, showing the state where the glass frame 150 and inner frame 170 are empty relative to the outer frame 160. [Figure 3] This is a diagram showing the functional blocks of the gaming machine 100. [Figure 4] This is a diagram illustrating the main ROM 301b of the main control board 300. [Figure 5] This figure shows an example of a jackpot / win determination table T1. [Figure 6] This figure shows an example of the pattern determination table T2. [Figure 7] This figure shows an example of the Special 1 Normal Mode Variation Pattern Table T4A and the Special 2 Probability Variation Mode Variation Pattern Table T4E. [Figure 8] This is a diagram illustrating the main RAM 301c of the main control board 300. [Figure 9] This is a block diagram showing the details of the performance control board 320. [Figure 10]It is a diagram schematically showing a pre-determination information storage area 320c3 provided in the sub-RAM 320c. [Figure 11] It is a diagram for explaining the transition of the game state. [Figure 12] It is an explanatory diagram showing a schematic flow of the processing executed by the main control board 300. [Figure 13] It is an explanatory diagram showing a list of the processing executed by the effect control board 320. [Figure 14] It is a diagram for explaining the details of the information display 302c. [Figure 15] It is a diagram for explaining the characters appearing in the gaming machine 100 of the present embodiment and a screen example of the main display device 131. [Figure 16] It is a diagram for explaining screen examples during the demo standby period and the customer-waiting demo period. [Figure 17] It is a diagram for explaining the details during the customer-waiting demo period. [Figure 18] It is a diagram for explaining the details of the character introduction during the customer-waiting demo period. [Figure 19] It is a diagram showing an example of a variation effect pattern determination table (big win) TS1A for special 1 variation. [Figure 20] It is a diagram showing an example of a variation effect pattern determination table (loss) TS1B for special 1 variation. [Figure 21] [[ID=३३]]It is a diagram for explaining screen examples of each variation effect pattern. [Figure 22] It is a diagram for explaining the execution timing and screen examples of the character cut-in effect. [Figure 23] It is a diagram showing an example of an effect symbol determination table TS2 for special 1. [Figure 24] It is a diagram for explaining screen examples of the ascending effect during variation and the ascending effect during big win. 90> [Figure 25] It is a diagram for explaining the details of the special characters appearing in the gaming machine 100 of the present embodiment. [Figure 26]This is a diagram for explaining the timing of display during the variation of each character appearing on the gaming machine 100 of the present embodiment. [Figure 27] This is a diagram for explaining an example screen of a dialogue preview and the types of dialogues.
Embodiments for Carrying out the Invention
[0008] Hereinafter, while appropriately referring to the drawings, the gaming machine 100 as an embodiment of the gaming machine of the present invention will be described. Note that the embodiment described below does not limit the present invention, and not all of the various elements and combinations thereof described in the embodiment are essential for the solution means of the present invention.
[0009] (Description of the gaming machine 100) Referring to FIGS. 1 and 2, first, the configuration of the gaming machine 100, which is an embodiment of the present invention, will be described. FIG. 1 is a front view of the gaming machine 100 of the present embodiment. FIG. 2 is a perspective view of the gaming machine frame of the gaming machine 100 showing a state in which the glass frame 150 and the inner frame 170 are open with respect to the outer frame 160. The gaming machine 100 is a pachinko gaming machine that fires a gaming ball based on the player's firing operation, and when the gaming ball wins a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning.
[0010] In the following description, as necessary, the left - right direction of the gaming machine 100 is also referred to as the "X direction", particularly, the right direction of the gaming machine 100 is also referred to as the "+X direction", and the left direction of the gaming machine 100 is also referred to as the "-X direction". Also, the up - down direction of the gaming machine 100 is also referred to as the "Y direction", particularly, the up direction of the gaming machine 100 is also referred to as the "+Y direction", and the down direction of the gaming machine 100 is also referred to as the "-Y direction". Further, the depth direction of the gaming machine 100 is also referred to as the "Z direction", particularly, the direction toward the back side with respect to the gaming machine 100 is also referred to as the "+Z direction", and the direction toward the front side with respect to the gaming machine 100 is also referred to as the "-Z direction".
[0011] (Basic configuration of the gaming machine 100) As shown in Figures 1 and 2, the gaming machine 100 comprises an outer frame 160 attached to the island equipment of a gaming parlor, an inner frame 170 rotatably supported on the front side of the outer frame 160, and a glass frame 150 rotatably supported on the front side of the inner frame 170. A glass member 151 is detachably attached to the glass frame 150 from the back side. A locking unit 190 is provided at a predetermined position on the glass frame 150 to allow the glass frame 150 and the inner frame 170 to be opened and closed relative to the outer frame 160, and to allow the upper unit 180 to be detachably attached. Furthermore, a glass frame release switch (not shown) is provided at a predetermined position on the glass frame 150 to detect when the glass frame 150 is opened, and an inner frame release switch (not shown) is provided at a predetermined position on the inner frame 170 to detect when the inner frame 170 is opened.
[0012] The inner frame 170 is provided with the main mechanisms, various components, and circuit boards that constitute the gaming machine 100, and the gaming board unit 102 is detachably mounted therein. A gaming area 106 is provided between the glass member 151 and the gaming board unit 102. This gaming area 106 includes a gaming ball flow area through which the gaming balls flow and a display screen area for the main display device 131.
[0013] The game board unit 102 consists of a game board 102A that constitutes the game area 106, a feature unit 102B equipped with various movable features, a main display device 131, a performance control board unit 102C equipped with a performance control board 320, and a main control board unit 102D equipped with a main control board 300. The game board 102A of the game board unit 102 has an opening 102AZ. The main display device 131 is positioned in this opening 102AZ. This makes the main display device 131 easily visible to the player. In the game board unit 102, the side facing the player is also called the front side, and the side facing the back (opposite the front side) is also called the back side.
[0014] The lower side of the glass frame 150 is provided with a performance button unit 135 and a performance operation stick 136. A top tray 128 is provided behind the performance operation stick 136, and a firing handle device 103 is provided to the lower right of the performance button unit 135. Furthermore, an upper unit 180 is provided on the upper side of the glass frame 150. The upper unit 180 is detachably attached to the glass frame 150 and can be easily replaced with different designs depending on the machine title.
[0015] The upper tray 128 is a tray for storing game balls to be launched into the game area 106. The game balls stored in the upper tray 128 are led to a launch rail (not shown), and are guided by the launch handle device 103 with a predetermined launch strength to a guide rail (not shown) via the launch rail, and launched into the game area 106 (game ball flow area). In this case, depending on how the player rotates the launch handle device 103, the game ball launched from the launch handle device 103 will pass through either the left route 106a or the right route 106b of the game ball flow area (game area) included in the game area 106. Specifically, if the player rotates the launch handle device 103 relatively weakly, the game ball launched from the launch handle device 103 may pass through the left route 106a. On the other hand, if the player rotates the launch handle device 103 with relatively strong force, the game ball launched from the launch handle device 103 may pass through the right-side route 106b.
[0016] The performance button unit 135 includes a performance button that allows for decision operations (operation input) during gameplay, a performance button detection switch 137 for detecting the operation of the performance button, a button drive device equipped with a button drive motor for changing the performance button between a normal state and a protruding state located above the normal state, and a button vibration motor for changing the performance button between a normal state and a vibrating state that vibrates in a predetermined manner, and a button light-emitting LED for changing the performance button between an off state and an lit state that illuminates in a predetermined manner, allowing the player to input predetermined information to the game machine 100. Furthermore, a performance operation stick 136, which is a joystick operated by the player to adjust the volume and other settings of the game machine 100, is provided on the left side of the performance button unit 135.
[0017] The game area 106 is provided with an upper mechanism unit 154 at the back of the upper part, a lower mechanism unit 156 at the bottom of the game ball flow area, and a light guide panel unit 181 which is positioned between these units and the game board 102A and has a light guide panel that covers these movable mechanism parts and the main display device 131.
[0018] The upper mechanism unit 154 and the lower mechanism unit 156 are movable mechanisms (so-called gimmicks) provided in the mechanism unit 102B, and are designed to perform various types of effects by operating and moving in predetermined ways according to the progress of the game. The light guide panel unit 181 comprises a light guide panel made of transparent resin such as acrylic, and a light-emitting part for allowing light to enter the light guide panel. The light guide panel unit 181 allows the effects displayed on the main display device 131 to be visible by passing through the light guide panel, and it is also possible to display patterns and the like by illuminating a part of the panel with light incident from the light-emitting part. In this embodiment, "movable mechanism" is interpreted to mean a mechanism that moves, and "mechanism" is interpreted broadly to include both movable mechanisms and immovable mechanisms.
[0019] In the area approximately below the center of the game area 106, there is a first starting device 112 having a starting area into which game balls can enter. This first starting device 112 is a general prize-winning device, and when a game ball enters, a jackpot random number is obtained and a jackpot determination is made, and a predetermined number of prize balls (for example, 3 balls) are dispensed. Above the first starting device 112, there is a stage 140 that allows game balls to "warp" without passing between the nails, mainly along the left route 106a of the game ball flow area, making it easier for them to enter the first starting device 112. Game balls that enter the stage 140 may remain in the stage 140 for a while before returning to the game ball flow area through a predetermined notch in the stage 140.
[0020] Furthermore, a second starting device 115 is provided in the lower right region of the game area 106, which has a starting area into which game balls can be entered. The second starting device 115 is a so-called attacker-type electric mechanism, and has a starting opening at its lower part, with a movable piece 115b above the starting opening. This movable piece 115b is movablely controlled to either protrude from the game board 102A or be retracted into the game board 102A. When the movable piece 115b is in the retracted state, it guides the game ball from the starting opening into the second starting device 115, making it easy for the game ball to enter the second starting device 115. Conversely, when the movable piece 115b is in the protruding state, the game ball will not enter the starting opening, and the game ball will not be able to enter the second starting device 115. In other words, in the second starting device 115, when the movable piece 115b is in the protruding state, there is no opportunity for the game ball to enter the game, and when the movable piece 115b is in the retracted state, the opportunity for the game ball to enter the game increases. When a game ball enters the game, the second starting device 115 acquires a jackpot random number and performs a jackpot determination, just like the first starting device 112, and also dispenses, for example, the same number of prize balls (3) as the first starting device 112.
[0021] Furthermore, the area to the right of the game area 106 is provided with a normal symbol activation gate 113b having a normal area through which game balls can pass, a first large prize device 117 into which game balls can enter, and a second large prize device 127 into which game balls can enter. When a game ball passes through the normal symbol activation gate 113b, a winning random number and a normal symbol random number are acquired and a win determination is made. However, even if a game ball passes through the normal symbol activation gate 113b, no prize balls are paid out based on that passage.
[0022] The first major prize device 117 is a so-called attacker-type electric mechanism, and has an opening at its lower part, with a movable piece 117b on the upper side of the opening. This movable piece 117b, like the movable piece 115b of the second start device 115, is controlled to move between a protruding state, where it extends out from the game board 102A, and a retracted state, where it is pulled into the game board 102A. When the movable piece 117b is in the retracted state, it guides the game balls from the opening into the first major prize device 117, making it possible for the game balls to enter the first major prize device 117 (this state is also called "open" or "open state"). When a game ball enters the first major prize device 117, a predetermined number of prize balls (for example, 15 balls) are dispensed. Conversely, if the movable piece 117b protrudes, the game ball will not enter the opening, and the game ball will not be able to enter the first prize-winning device 117 (this state is also called "blocked" or "blocked state").
[0023] The second major prize device 127 is a so-called attacker-type electric mechanism, and has an opening at its lower part, with a movable piece 127b on the upper side of the opening. Similar to the movable piece 115b of the second start device 115 and the movable piece 117b of the first major prize device 117, this movable piece 127b is controlled to move between a protruding state, where it protrudes from the game board 102A, preventing game balls from entering the second major prize device 127, and a retracted state, where it is pulled back into the game board 102A, allowing game balls to enter the second major prize device 127. When a game ball enters the second major prize device 127, a predetermined number of prize balls (for example, 10) are dispensed. In addition, a prize assist device (not shown) is provided above the second major prize device 127. This prize-winning assist device is designed so that when multiple game balls that have passed through the right-side route 106b of the game area 106 pass over the closed movable piece 127b, they remain on the movable piece 127b for a predetermined time. At predetermined intervals, the movable piece 127b is opened, allowing the multiple game balls that have been held there to enter the second major prize-winning device 127 all at once, thereby enhancing the player's enjoyment.
[0024] Furthermore, at the bottom of the game area 106, there is an outlet 111 for discharging game balls that do not enter any of the first starter 112, second starter 115, first major prize device 117, or second major prize device 127. In addition, a cover 116 is provided in the right-hand area of the game area 106 that covers the normal symbol activation gate 113b, second starter 115, first major prize device 117, and second major prize device 127 from the front. This cover 116 has a guide portion that protrudes toward the game board 102A in order to guide game balls toward the second starter 115, first major prize device 117, and second major prize device 127.
[0025] A main display device 131, consisting of a liquid crystal display (LCD) or the like, is provided in the approximate center of the game area 106. This main display device 131 displays images when the game is not in play and displays images corresponding to the progress of the game. In particular, based on the entry of game balls into the first starter device 112 and the second starter device 115, multiple performance symbols for notifying the jackpot result are displayed in a variable manner, and when a specific combination of performance symbols (for example, 777, etc.) stops and is displayed as a confirmed stop, the jackpot result is notified. In other words, when a game ball enters the first starter device 112 or the second starter device 115, the performance symbols are displayed in a variable manner in accordance with the variable display of special symbols displayed in the first special symbol display 120 and the second special symbol display 122, which will be described later, and after a predetermined variable time has elapsed, they are displayed in accordance with the stop display of special symbols. In other words, the timing of the display of the changing symbols on the main display device 131 and the display of the changing special symbols on the first special symbol display device 120 and the second special symbol display device 122 are synchronized. Furthermore, during the display of the changing symbols, various images and characters are displayed as part of the performance, or pre-announcement effects for the hold display related to the special symbols are displayed, thereby giving the player a sense of anticipation that they may win a jackpot. In this embodiment, the main display device 131 is used as a liquid crystal display device, but a plasma display, an organic EL display may be used, or a display device such as a projector, a so-called 7-segment LED, a dot matrix, or a rotating drum may be used.
[0026] The main display device 131 is positioned approximately in the center of the game board unit 102, and displays three performance symbols in a variable manner, showing various performances. The performances displayed on the main display device 131 are executed based on the variable performance patterns described later. Hereafter, the performances displayed on the main display device 131 will also be simply referred to as "display performances". In the display performances on the main display device 131, if the player wins the jackpot in the jackpot determination described later, that is, if it is a jackpot, the three performance symbols are stopped at the end to display a jackpot symbol arrangement (for example, a sequence of identical numbers such as "7,7,7"). Also, in the display performances, if the player loses the jackpot determination described later, that is, if it is a miss, the three performance symbols are stopped at the end to display a miss symbol arrangement (for example, a sequence of random numbers such as "2,5,1"). This allows the player to recognize the result of the jackpot determination.
[0027] A display unit 125 is provided in the lower right of the game area 106. The display unit 125 includes a regular symbol display unit 118, a regular symbol hold display unit 119, a first special symbol display unit 120, a second special symbol display unit 122, a first special symbol hold display unit 123, and a second special symbol hold display unit 124. Details of the display unit 125 will be described later.
[0028] When a player performs what is known as "left-handed shooting," maintaining a small rotation angle on the launch handle device 103, the game ball is launched with relatively weak force. In this case, the game ball flows down the left side of the game area 106. On the other hand, when a player performs what is known as "right-handed shooting," maintaining a large rotation angle on the launch handle device 103, the game ball is launched with relatively strong force. In this case, the game ball flows down the right side of the game area 106. Therefore, "right-handed shooting" is necessary when entering the normal symbol activation gate 113b, the second start device 115, the first major prize device 117, or the second major prize device 127.
[0029] The first starting device 112 is a starting device that is always open. On the other hand, the second starting device 115 is normally closed by a movable piece 115b. The movable piece 115b opens the second starting device 115 based on the result of a hit determination condition that a game ball enters the normal symbol activation gate 113b. In this case, a state is created in which it is easy for a game ball to enter. When a game ball enters the first starting device 112 or the second starting device 115, a jackpot random number, various symbol random numbers (jackpot symbol random number, minor hit symbol random number), a reach random number, and a variation pattern random number are obtained, and the following three determinations may be performed: (1) Determination of whether to perform a jackpot game that is advantageous to the player (hereinafter also referred to as jackpot determination). (2) In the display unit 125, a determination is made (hereinafter also called a symbol determination) of whether or not it is a jackpot, for notifying the result of the jackpot determination. (3) In the display performance on the main display device 131, a determination is made (hereinafter also called a reach determination) of whether or not a reach will occur, and which of the multiple variation patterns to use (hereinafter also called a variation pattern determination).
[0030] Here, "Big Win Game" refers to a special game consisting of multiple rounds (for example, 10 rounds), in which the first or second big prize device 117 is opened within a predetermined time (for example, 30 seconds) in each round. However, each round ends when a predetermined number of game balls (for example, 10 balls) enter the first big prize device 117, etc. Also, "Small Win Game" refers to a game in which the first or second big prize device 117 is opened within a time (for example, 1.8 seconds) in which game balls can enter. Furthermore, "Reach" refers to a state in which, on the main display device 131, two of the three fluctuating display symbols stop, and these two symbols constitute two of the three symbols that make up the big win symbol arrangement. For example, in the main display device 131, two of the three performance symbols displayed in a variable manner stop, and these two performance symbols are in the same state. In this case, the performance symbols that make up two of the three performance symbols that make up the jackpot symbol arrangement are also called reach symbols. In the following explanation, the judgment performed on the condition that a game ball that has passed through the first starting device 112 enters the prize will also be called the "Special 1 Jackpot Judgment" or "1st Special Symbol Judgment," and the judgment performed on the condition that a game ball enters the second starting device 115 will also be called the "Special 2 Jackpot Judgment" or "2nd Special Symbol Judgment."
[0031] Furthermore, when a game ball passes through the normal symbol activation gate 113b, a winning random number is obtained, and a determination is made as to whether or not to open the movable piece 115b of the second starting device 115. Hereinafter, the determination made on the condition that a game ball passes through the normal symbol activation gate 113b will also be referred to as the "winning determination" or "normal symbol determination". In the game machine 100 of this embodiment, the probability of a win in the normal symbol determination, that is, the probability of determining whether to open the movable piece 115b, is specified to change depending on the game state of the game machine 100.
[0032] The first jackpot device 117 has a movable piece 117b that opens according to the result of the jackpot determination. The first jackpot device 117 is normally closed by this movable piece 117b. However, if the result of the jackpot determination is a jackpot, a jackpot game is executed in which the movable piece 117b is activated and the first jackpot device 117 is opened. Therefore, by shooting to the right during a jackpot game, the player can obtain more prize balls than when a jackpot game is not being played. The second jackpot device 127 has a movable piece 127b that operates in much the same way as the first jackpot device 117, and is opened during a jackpot game according to the result of the jackpot determination.
[0033] (Description of display unit 125) The display unit 125 primarily displays information related to jackpot symbol determination and regular symbol determination, and includes a first special symbol display unit 120, a second special symbol display unit 122, a first special symbol hold display unit 123, a second special symbol hold display unit 124, a regular symbol display unit 118, and a regular symbol hold display unit 119. Although not specifically illustrated, the display unit 125 is composed of multiple LEDs and has a display that makes it easy to identify which of the above-mentioned displays corresponds to the first special symbol display unit 120.
[0034] When the first special symbol judgment is performed, the first special symbol display unit 120 displays a special symbol in a variable position and then stops it, and the stopped special symbol indicates the result of the jackpot judgment in the first special symbol judgment. The first special symbol display unit 120 stops and displays either a jackpot symbol indicating that it is a jackpot, or a losing symbol indicating that the result of the first special symbol judgment is a loss.
[0035] When the second special symbol judgment is performed, the second special symbol display unit 122 displays a special symbol that has been rotated and then stopped, and the stopped special symbol indicates the result of the jackpot judgment in the second special symbol judgment. The second special symbol display unit 122 will stop and display either a jackpot symbol indicating that it is a jackpot, or a losing symbol indicating that the result of the second special symbol judgment is a loss.
[0036] Incidentally, in this embodiment, the gaming machine 100 is configured not to immediately execute the first special symbol judgment and symbol variation display triggered by a new game ball entering the first starting device 112, such as during the display of special symbol variation related to special symbol judgment or during a jackpot game. Therefore, the gaming machine 100 has a hold function that holds the first special symbol judgment and stores the four random number information for the first special symbol judgment as a set of hold information. The first special symbol hold indicator 123 displays the number of hold information for the first special symbol judgment (first hold number) that has been stored in this way. Similarly, the gaming machine 100 also has a hold function that holds the second special symbol judgment and stores the four random number information for the second special symbol judgment as a set of hold information when a new game ball enters the second starting device 115, such as during the display of special symbol variation related to special symbol judgment or during a jackpot game. The second special symbol hold indicator 124 displays the number of hold information (second hold number) for determining the second special symbol that has been stored in this manner.
[0037] When a normal symbol determination is made, the normal symbol display unit 118 displays a changing normal symbol and then stops it, and the result of the hit determination is announced by the stopped normal symbol. However, the normal symbol determination and the display of the changing normal symbol related to the normal symbol determination are not immediately performed even when a game ball passes through the normal symbol activation gate 113b, such as when the normal symbol display unit 118 is displaying a changing normal symbol. Therefore, the game machine 100 has a hold function that holds the normal symbol determination and stores the normal symbol random number information for the normal symbol determination as hold information. The normal symbol hold display unit 119 displays the number of hold information for normal symbol determinations that has been stored in this way.
[0038] In this embodiment, the gaming machine 100 is equipped with a right-hand shooting lamp (not shown) and a round lamp (not shown). The right-hand shooting lamp lights up during the jackpot game state (described later) and the probability variation / time reduction game state (described later), encouraging the player to shoot to the right (details will be described later). The round lamp consists of two or more lamps and changes from an off state to an on state during a jackpot. The lighting of the round lamp indicates the number of round games depending on the type of jackpot. For example, if there are two round lamps, the lighting of one round lamp indicates that four round games will be played (i.e., it indicates a 4R jackpot), and the lighting of the other round lamp indicates that ten round games will be played (i.e., it indicates a 10R jackpot).
[0039] (Internal configuration of gaming machine 100) The internal configuration of the gaming machine 100 will be described with reference to Figure 3. Figure 3 is a diagram showing the functional blocks of the gaming machine 100. The gaming machine 100 includes a main control board 300, a payout control board 310, a performance control board 320, an image control board 330, a lamp control board 340, a launch control board 350, and a power supply board 360.
[0040] As shown in Figure 3, the main control board 300 controls the basic operation of the gaming machine. The main control board 300 is equipped with a one-chip microcontroller 301. The one-chip microcontroller 301 includes a main CPU 301a, a main ROM 301b, and a main RAM 301c. The main control board 300 also has input ports and output ports (neither of which are shown) for main control.
[0041] This main control input port is connected to a gate detection switch 303 that detects when a game ball enters the normal symbol activation gate 113b, a first starter detection switch 304 that detects when a game ball enters the first starter 112, a second starter detection switch 305 that detects when a game ball enters the second starter 115, a first prize device detection switch 306a that detects when a game ball enters the first big prize device 117, a second prize device detection switch 306b that detects when a game ball enters the second big prize device 127, and a payout control board 310. Various signals are input to the main control board 300 through this main control input port.
[0042] Furthermore, the output port for main control is connected to symbol indicators 118, 120, and 122 that display special and normal symbols that open and close the movable piece 115b, etc., symbol hold indicators 119, 123, and 124 that display the number of hold information for special symbol determination and the number of hold information for normal symbol determination, a game information output terminal board 309 that outputs external information signals, a payout control board 310, and a performance control board 320. Various signals are output from the main control board 300 through this output port for main control.
[0043] The game information output terminal board 309 is a board for outputting external information signals generated by the main control board 300 to the hall computer of the amusement parlor. The game information output terminal board 309 is wired and connected to the main control board 300, and the game information output terminal board 309 is provided with a connector for connecting to the hall computer of the amusement parlor.
[0044] In the one-chip microcontroller 301 of the main control board 300, the main CPU 301a reads the program stored in the main ROM 301b based on input signals from each detection switch and timer, performs calculation processing, directly controls each device, or sends commands to other boards according to the results of the calculation processing.
[0045] Furthermore, the front surface of the main control board 300 is equipped with an RWM (RAM) clear switch 302a for inputting a signal to clear the contents of the main RAM 301c or to update the setting value of the game's advantage level (the probability of being judged as a jackpot), a setting key switch 302b for inputting a signal to switch to the setting change mode or setting confirmation mode described later, an information display 302c for displaying the base value B and setting value that allow the actual performance of the gaming machine to be understood, and other electronic components.
[0046] The information display unit 302c, as will be described in detail later, consists of four 7-segment displays (302ca to 302cd) arranged horizontally. These four 7-segment displays 302ca to 302cd display the setting values and the base value B in the normal game state, which will be described later. Dynamic lighting is used when displaying the base value B, while static lighting is used on the two 7-segment displays 302cc and 302cd from the right when displaying a two-digit setting value.
[0047] The payout control board 310 controls the payout of game balls. This payout control board 310 is equipped with a one-chip microcontroller consisting of a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 300 in a bidirectional manner. Based on input signals from the payout ball measurement switch 311, the door open switch 312, and the timer, which detect whether or not game balls have been dispensed, the payout CPU reads a program stored in the payout ROM and performs calculation processing, and transmits corresponding data to the main control board 300 based on this processing. In addition, a payout motor 313 of a prize ball dispensing device, which dispenses a predetermined number of prize balls from the game ball storage unit to the player, is connected to the output side of the payout control board 310. Based on a payout quantity specification command transmitted from the main control board 300, the payout CPU reads a predetermined program from the payout ROM and performs calculation processing, and controls the payout motor 313 of the prize ball dispensing device to dispense the predetermined number of prize balls to the player. In this case, the disbursed RAM functions as a work area for data during the calculation processing of the disbursed CPU.
[0048] The performance control board 320 primarily controls various display effects during gameplay and standby. This performance control board 320 is equipped with a sub-CPU 320a, a sub-ROM 320b, and a sub-RAM 320c, and is connected to the main control board 300 so that it can communicate in one direction from the main control board 300 to the performance control board 320. Based on input signals from various commands, various units, the performance operation stick 136, the performance button detection switch 137, and the timer received from the main control board 300, the sub-CPU 320a reads the program stored in the sub-ROM 320b and performs calculation processing, and based on this processing, transmits the corresponding data to the image control board 330 and the lamp control board 340. The performance control board 320 is also equipped with a changeover switch 22 (not shown) for switching adjustment modes related to the volume of performance sounds output from the audio output device 331 and the light intensity of the main display device 131 and various lighting devices (performance lighting devices, etc.).
[0049] For example, when the sub-CPU 320a receives a command to start a variation from the main control board 300, it determines a performance pattern to cause the main display device 131, sound output device 331, performance button unit 135, upper unit 180, upper mechanism unit 154, lower mechanism unit 156, mechanism mechanism unit 158, light guide panel unit 181, and performance lighting device 342, etc. to execute the game performance, and sends a performance pattern specification command to the image control board 330 and lamp control board 340 to execute the performance pattern. Details of this performance pattern determination will be described later. In addition, the sub-ROM 320b stores programs for performance control, data necessary for determining various game actions, and multiple tables. Details of these tables will be described later. Furthermore, the sub-RAM 320c functions as a data work area during the calculation processing of the sub-CPU 320a, and stores game status, performance patterns, performance symbols, counting counters, and launch operation information. The sub-RAM 320c is provided with multiple memory areas. Details about these memory areas will be discussed later.
[0050] The image control board 330 includes an image CPU (not shown), control ROM, control RAM, CGROM, VRAM, VDP, and audio CPU, audio ROM, and audio RAM for controlling the image display of the main display device 131. The image control board 330 is connected to the performance control board 320 via bidirectional communication, with the main display device 131 and audio output device 331 connected to its output side. The image CPU controls the VDP to display a predetermined image based on commands received from the performance control board 320. The control RAM functions as a data work area during the image CPU's calculations and temporarily stores data read from the control ROM. The control ROM also stores the program for the image CPU's control processing, animation patterns for displaying animations based on performance patterns, animation scene information, and so on. The CGROM stores a large amount of image data, such as animation patterns and backgrounds, that are displayed on the main display device 131, etc. The image CPU reads a predetermined program based on an animation pattern specification command transmitted from the animation control board 320, expands the predetermined image data stored in the CGROM into the VRAM, and controls the display of the image data expanded in the VRAM on the main display device 131, etc., thereby realizing the animation. The audio ROM stores a large amount of audio data for output from the audio output device 331. The audio CPU reads a predetermined program based on an animation pattern specification command transmitted from the animation control board 320, and controls the audio output of the audio output device 331, such as a speaker provided in the glass frame 150, thereby realizing the audio animation.
[0051] The lamp control board 340 controls various movable parts (LEDs, etc.), the performance button unit 135 (button drive device, button light-emitting LED), and the light guide plate panel unit 181, as well as the performance lighting devices 342, such as the lamp built into the firing handle device 103 and the lamps of decorative members provided on the glass frame 150. Specifically, the lamp control board 340 drives and controls the motors provided in the performance button unit 135, the upper part unit 154, the lower part unit 156, and the part mechanism section 158, thereby realizing the movement effects of the movable parts (movable bodies) of the units. In addition, the lamp control board 340 controls the light-emitting LEDs of various movable parts and the light-emitting parts of the light guide plate panel unit 181 to realize the light-emitting effects of the light guide plate panel, and controls the lighting / flashing of the performance lighting devices 342 to realize the lighting effects of the performance lighting devices 342. The lamp control board 340 is connected to the performance button unit 135 and the upper unit 180, etc., so that it can receive predetermined signals.
[0052] The launch control board 350 receives touch signals from a touch sensor 351 provided on the launch handle device 103 and controls the energization of the launch solenoid 353 and the ball feed solenoid 354 based on the voltage supplied from the launch volume 352. The touch sensor 351 is a capacitive proximity switch that utilizes the change in capacitance caused by the player touching the launch handle device 103. When it detects that the player has touched the launch handle device 103, it outputs a touch signal to the launch control board 350 that allows the launch solenoid 353 to be energized. The launch volume 352 is a variable resistor that divides a constant voltage (e.g., 5V) applied to the launch volume 352 and supplies the divided voltage to the launch control board 350. Here, the rotation speed of the launch solenoid 353 is set to approximately 99.9 (revolutions / minute) based on the frequency derived from the output period of a crystal oscillator provided on the launch control board 350. As a result, the number of game balls launched per minute is approximately 99.9 (balls / minute), since one ball is launched each time the launch solenoid rotates. In other words, one game ball is launched approximately every 0.6 seconds. The touch signal from the touch sensor 351 and the voltage signal from the launch volume 352 are input to the performance control board 320. This allows the performance control board 320 to detect the launch of game balls.
[0053] The power supply board 360 is equipped with a backup power supply consisting of capacitors and supplies power voltage to the gaming machine 100. Specifically, it supplies power voltage to the main control board 300, the payout control board 310, the performance control board 320, and the launch control board 350. It also monitors the power voltage supplied to the gaming machine 100 and outputs a power outage detection signal to the main control board 300 when the power voltage falls below a predetermined value. More specifically, when the power outage detection signal is at a high level, the main CPU 301a becomes operational, and when the power outage detection signal is at a low level, the main CPU 301a becomes inoperable. Note that the backup power supply is not limited to capacitors; for example, it may be a battery, or a combination of capacitors and batteries may be used.
[0054] (Electrical configuration of the main control board 300) The electrical configuration of the main control board 300 will be explained with reference to Figures 4 to 8. Figure 4 is a diagram illustrating the main ROM 301b of the main control board 300. Figure 5 is a diagram showing an example of the jackpot / win determination table T1. Figure 6 is a diagram showing an example of the symbol determination table T2. Figure 7 is a diagram showing an example of the special 1 normal mode variation pattern table T4A and the special 2 probability variation mode variation pattern table T4E in the variation pattern determination table T4. Figure 8 is an explanatory diagram illustrating the main RAM 301c of the main control board 300.
[0055] As shown in Figure 4, the main ROM 301b stores programs for game control and tables necessary for various games, such as the jackpot / win determination table T1, the symbol determination table T2, the reach determination table T3, and the variation pattern table T4.
[0056] The Jackpot / Winning Determination Table T1 is a table for determining jackpots based on jackpot random numbers. It includes Special Jackpot Determination Table T1A, which is referenced when determining whether the stopping result of the special symbol fluctuations in the first special symbol display 120 is a jackpot or a miss (jackpot lottery); Special Jackpot Determination Table T1B, which is referenced when determining the stopping result of the special symbol fluctuations in the second special symbol display 122; and Winning Determination Table T1C, which is referenced in the winning determination to determine whether the stopping result of the normal symbol fluctuations is a win or not. Note that Special Jackpot Determination Table T1A and Special Jackpot Determination Table T1B in the Jackpot / Winning Determination Table T1 have different jackpot random numbers set according to multiple setting values, and are configured so that the probability of being determined to be a jackpot differs for each setting value. Specifically, for example, in the special 1 jackpot determination table T1A when the game state is low probability, the setting value is set to one of four levels from "1" to "4". When the setting value is "1", the probability of being judged as a jackpot is approximately 1 / 300, when the setting value is "2", it is approximately 1 / 290, when the setting value is "3", it is approximately 1 / 280, and when the setting value is "4", it is approximately 1 / 270. Similarly, in the special 1 jackpot determination table T1A when the game state is high probability, the setting value is also set to one of four levels from "1" to "4". When the setting value is "1", the probability of being judged as a jackpot is approximately 1 / 30, when the setting value is "2", it is approximately 1 / 29, when the setting value is "3", it is approximately 1 / 28, and when the setting value is "4", it is approximately 1 / 27. The same applies to the special 2 jackpot determination table T1B. When these settings are displayed on the information display unit 302c, they will be displayed as "01" through "04" on the two 7-segment displays 302cc and 302cd.
[0057] Figure 5 shows examples of random values that determine a jackpot when the game state is low probability, and random values that determine a jackpot when the game state is high probability, when the setting value is "1".
[0058] The symbol determination table T2 is a table that is referenced when determining the stopping symbols for the special symbols on the symbol display 125, based on the random number of winning symbols. Details of these determination tables will be described later.
[0059] The reach determination table T3 is a table that is referenced when making a reach determination based on a reach determination random number. The reach determination table T3 includes various tables that can be selected depending on the game state and the type of special symbol, such as the Special 1 Normal Reach Determination Table and the Special 2 Short Time Reach Determination Table. Specifically, for example, the Special 1 Normal Reach Determination Table is a table for selecting whether or not to execute a reach in the display performance based on the ball entering the first start device 112 in the normal game state, and the Special 2 Short Time Reach Determination Table is a table for selecting whether or not to execute a reach in the display performance based on the ball entering the second start device 115 in the short time game state. Details of the various game states, such as the non-probability change game state and the probability change game state, will be described later.
[0060] The variation pattern table T4 is a table for determining the variation pattern based on the variation pattern random number. The variation pattern table T4 includes six variation pattern tables, namely, the Special 1 Normal Variation Pattern Table T4A, the Special 1 Probability Variation Pattern Table T4B, the Special 1 Short Time Variation Pattern Table T4C, the Special 2 Normal Variation Pattern Table T4D, the Special 2 Probability Variation Pattern Table T4E, and the Special 2 Short Time Variation Pattern Table T4F. These six variation pattern tables can be selected depending on the game state and the type of special symbol. Specifically, the Special 1 Normal Variation Pattern Table T4A is a table for selecting the variation pattern of the first special symbol based on the ball entering the first start device 112 in a non-probability game state and a non-short time game state (normal state). Special 1 Probability Variation Pattern Table T4B is a table for selecting the variation pattern of the first special symbol based on the ball entering the first starter device 112 when in a probability variation game state and a time-saving game state (probability variation state). Special 1 Time-Saving Time Variation Pattern Table T4C is a table for selecting the variation pattern of the first special symbol based on the ball entering the first starter device 112 when in a non-probability variation game state and a time-saving game state (time-saving state). Special 2 Normal Time Variation Pattern Table T4D is a table for selecting the variation pattern of the second special symbol based on the ball entering the second starter device 115 when in a normal state. Special 2 Probability Variation Pattern Table T4E is a table for selecting the variation pattern of the second special symbol based on the ball entering the second starter device 115 when in a probability variation state. Special 2 Time-Saving Time Variation Pattern Table T4F is a table for selecting the variation pattern of the second special symbol based on the ball entering the second starter device 115 when in a time-saving state.
[0061] Furthermore, when determining a variation pattern, one of these variation pattern tables T4 is selected at a time; simultaneous selection is not permitted. These variation pattern tables T4 contain various variation patterns. Specifically, they are variation patterns that combine various effects such as pseudo-consecutive effects, normal miss effects, normal reach (miss or hit) effects, SP reach (miss or hit) effects (developmental effects after the execution of the reach formation effect), effects where a losing symbol arrangement is formed, and effects where a jackpot symbol arrangement is formed with specific symbols. Here, a pseudo-consecutive effect (or pseudo-continuous variation effect) is an effect in which, during the variation display of special symbols, the effect symbol is displayed in a variation state, the effect symbol is temporarily stopped, and then displayed in a variation state again, thereby pseudo-repeating the variation display of the effect symbol. In this case, although the effect symbol is temporarily stopped in the pseudo-consecutive effect, it is not limited to this; the effect symbol may also be slowed down without being temporarily stopped, and then displayed in a variation state. Details of the various variation patterns will be described later.
[0062] Here, the various game states in this embodiment will be explained. First, regarding the state related to jackpot determination, there are "low probability state (non-probability change game state)" and "high probability state (probability change game state)". Regarding the state related to the opening and closing of the movable piece 115b of the second start device 115, there are "non-time-saving game state" and "time-saving game state". Therefore, in this embodiment, there is a "normal state" which is a low probability state and a non-time-saving game state, a "time-saving state" which is a low probability state and a time-saving game state, and a "probability change state" which is a high probability state and a time-saving game state, and the details will be described later. Note that the initial game state of the game machine 100 is set to "normal state", and it will remain in the "normal state" even during a jackpot game, but since a jackpot game is being played, it is a different game state from the normal state.
[0063] First, the "low probability state (non-probability change game state)" refers to a game state in which, for example, if the setting value (jackpot probability), which is the level of advantage in the game, is "1" as described above, the jackpot determination, which is performed on the condition that a game ball enters the first start device 112 or the second start device 115, is set to a low probability of approximately 1 / 300. In contrast, the "high probability state (probability change game state)" refers to a game state in which, as described above, if the setting value is "1", the jackpot probability is set to a high probability of approximately 1 / 30, making it more advantageous for the player compared to the low probability state. Note that the transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0064] Next, the "non-time-saving game state" refers to a game state in which, in the normal symbol judgment performed on the condition that the game ball passes through the normal symbol activation gate 113b, the probability of winning is set low at 1 / 20, the average display time of the normal symbols is set to approximately 30 seconds, and the opening time of the second starter device 115 in the case of a win is set to 0.180 seconds. In contrast, the "time-saving game state" refers to a game state that is advantageous to the player because, compared to the "non-time-saving game state," the probability of winning in the normal symbol judgment is set high at 19 / 20, the average display time of the normal symbols is set to approximately 3 seconds, and the opening time of the second starter device 115 in the case of a win is set to 3 to 6 seconds, making it easier for game balls to enter the second starter device 115, thus reducing the consumption of game balls. While the "shortened play state" is set to be more favorable in terms of the average reel spin time of the regular symbols, the opening time of the second start device 115, and the probability of winning than in the "non-shortened play state," it is also possible to set it so that only one of the average reel spin time of the regular symbols, the opening time of the second start device 115, or the probability of winning is more favorable. Furthermore, although the probability of winning in the "non-shortened play state" is 1 / 20, it is also possible to set the probability of winning to 0 / 20 so that it is not judged as a win. In such a case, auxiliary play will not be performed in the "non-shortened play state," and no game balls will enter (win) the second start device 115.
[0065] As shown in Figure 5(a-1), the special jackpot determination table T1A contains values for jackpot random numbers corresponding to the jackpot determination results (jackpot, miss) in each of the low-probability and high-probability states based on the ball entering the first starting device 112. As will be explained in more detail later, for example, if a jackpot is won in the jackpot determination, a jackpot symbol (special symbol A, etc.) is displayed, and if it is a miss, a miss symbol (special symbol H) is displayed.
[0066] As shown in Figure 5(a-2), the special 2 jackpot determination table T1B contains values for jackpot random numbers corresponding to the jackpot determination results (jackpot, miss) in the low probability state and high probability state based on ball entry into the second starting device 115. Note that the probability of winning a jackpot is the same for jackpot determination based on ball entry into the first starting device 112 and jackpot determination based on ball entry into the second starting device 115.
[0067] Here, we will explain how to determine a jackpot by referring to the Special Jackpot Determination Table T1A and the Special Jackpot Determination Table T1B. First, the main CPU 301a of this embodiment refers to the game state (low probability state or high probability state) at the time the game ball enters the target area and selects the table corresponding to each game state in the Special Jackpot Determination Table T1A and the Special Jackpot Determination Table T1B. Next, as described above, the main CPU 301a compares the jackpot random number (random number range is the number "0" to "599") obtained when the game ball enters the first starter 112 or the second starter 115 with the settings in the Special Jackpot Determination Table T1A or the Special Jackpot Determination Table T1B. If they match, it is determined to be a jackpot; if they do not match, it is determined to be a miss.
[0068] As shown in Figure 5(b), the hit determination table T1C contains values for random numbers corresponding to the hit determination result (hit or miss) in each state of the non-time-saving game state and time-saving game state based on the passage of the game ball through the normal symbol activation gate 113b. Here, we will explain the hit determination that refers to the hit determination table T1C. First, the main CPU 301a of this embodiment refers to the game state at the time the game ball enters (non-time-saving game state or time-saving game state) and selects the table in the hit determination table T1C that corresponds to each game state. Next, the main CPU 301a compares the random number obtained when the game ball passes through the normal symbol activation gate 113b as described above (the random number range is the numerical value "0" to "19") with the setting in the hit determination table T1C, and determines whether it is a hit or a miss if they match.
[0069] As shown in Figure 6, the symbol determination table T2 includes a jackpot symbol determination table which is referenced when determining the stopping symbols (jackpot symbols) when a jackpot is determined in the jackpot determination, and a losing symbol determination table which is referenced when determining the stopping symbols (losing symbols) when a jackpot is determined in the jackpot determination.
[0070] As shown in Figure 6(a-1), the jackpot symbol determination table has two tables set: one for the first special symbol (Special 1), which is referenced when a jackpot is determined based on the ball entering the first starting device 112, and one for the second special symbol (Special 2), which is referenced when a jackpot is determined based on the ball entering the second starting device 115. Now, let's explain the symbol determination that references the jackpot symbol determination table. First, in this embodiment, the main CPU 301a selects either the table for the first special symbol or the table for the second special symbol in the jackpot symbol determination table in response to the game ball entering the first starting device 112 or the second starting device 115. Next, the main CPU 301a compares the jackpot symbol random number (random number range is the numerical value "0" to "99") obtained when a game ball enters the first starting device 112 or the second starting device 115, as described above, with the setting in the jackpot symbol determination table. Furthermore, the main CPU 301a generates a symbol specification command that can identify the stopping symbol data (type of special symbol) at the start of the special symbol variation.
[0071] Specifically, for example, if a jackpot is determined in the jackpot judgment and the random number of jackpot symbols obtained when the ball enters the first starting device 112 is between "0" and "9", the main CPU 301a decides "01 (special symbol A)" as the stop symbol, causing special symbol A to be displayed on the first special symbol display 120, and generating the symbol specification commands "E0H" and "01H". Also, for example, if a jackpot is determined in the jackpot judgment and the random number of jackpot symbols obtained when the ball enters the second starting device 115 is between "60" and "99", the main CPU 301a decides "06 (special symbol F)" as the stop symbol, causing special symbol F to be displayed on the second special symbol display 122, and generating the symbol specification commands "E1H" and "06H". Thus, after a special symbol is displayed on the display unit 125, a jackpot game corresponding to each special symbol is initiated, such as a 10R probability variation jackpot, a 4R probability variation jackpot, a 4R normal jackpot, or a 10R normal jackpot. As mentioned above, a jackpot game consists of multiple rounds, and a 10R jackpot consists of more rounds than a short 4R jackpot, with a larger total opening time for the first jackpot device 117 or the second jackpot device 127.
[0072] As shown in Figure 6(a-2), the losing symbol determination table has two tables: one for the first special symbol (Special 1), which is referenced when the jackpot determination based on ball entry into the first starting device 112 is determined to be a loss, and another for the second special symbol (Special 2), which is referenced when the jackpot determination based on ball entry into the second starting device 115 is determined to be a loss. Now, let's explain the symbol determination that references the losing symbol determination table. First, in this embodiment, the main CPU 301a selects either the table for the first special symbol or the table for the second special symbol in the losing symbol determination table in response to the entry of a game ball into the first starting device 112 or the second starting device 115, and determines the stopping symbol. The main CPU 301a generates a symbol specification command that can identify the stopping symbol data (type of special symbol) at the start of the special symbol variation. Specifically, for example, if the jackpot determination based on the entry into the first starting device 112 is determined to be a miss, the main CPU 301a decides on "00 (special symbol H)" as the stop symbol, causing special symbol H to be displayed on the first special symbol display 120, and generating the performance symbol specification commands "E0H" and "00H".
[0073] The details of the variation pattern table will be explained using Figure 7. Figure 7(a-1) shows an example of a table (T4A) for selecting the variation pattern of the first special symbol based on the ball entering the first starting device 112 in the normal state, and Figure 7(a-2) shows an example of a table (T4E) for selecting the variation pattern of the second special symbol based on the ball entering the second starting device 115 in the probability variation state.
[0074] The variation pattern is determined by referring to one of the six variation pattern tables T4 (T4A, T4B, T4C, T4D, T4E, T4F), which are divided according to the current game state and the starting device to which the balls are intended. Based on the special symbols determined by the symbol determination table T2, the number of reserved balls, the random value for reach determination, and the random value for variation pattern, one variation pattern is determined.
[0075] Furthermore, if a special symbol indicates a jackpot, a reach animation will always occur, so the random value used for reach determination is not referenced. Also, if a special symbol indicates a jackpot, the number of reserved balls at the start of the spin is irrelevant, so the number of reserved balls is not referenced.
[0076] If the special symbol is a miss, there are times when a reach animation will occur and times when it will not. Therefore, a random value for reach determination is referenced to determine whether or not the variation pattern will include a reach animation. If it is determined that no reach animation will occur, the variation pattern is determined by the number of reserved balls at the start of the variation.
[0077] The random number for determining a reach is a random number composed of 100 values whose random number range is from 0 to 99. As mentioned above, it is a random number used to determine whether or not to perform a reach animation by referring to the reach determination table T3 only when the special symbol determined by the symbol determination table T2 indicates a loss.
[0078] As shown in Figure 7(a-1), when the special symbol is "Special Symbol A (10R probability variation jackpot)", three variation patterns can be determined. Specifically, when the acquired random value for the variation pattern is "0 to 59", a variation pattern that performs an SP reach with a variation time of T10 is determined, and "E6H" and "10H" are generated as variation pattern specification commands.
[0079] If the acquired random value for the variation pattern is between "60 and 89", a variation pattern that performs a special character animation with a variation time of T11 is determined, and "E6H" and "11H" are generated as variation pattern specification commands. If the acquired random value for the variation pattern is between "90 and 99", a variation pattern that performs a full rotation reach with a variation time of T12 is determined, and "E6H" and "12H" are generated as variation pattern specification commands.
[0080] Whether the special symbol is "Special Symbol B (4R probability variation jackpot)" or "Special Symbol C (4R regular jackpot)," one variation pattern is determined based on the acquired random value for variation patterns.
[0081] If the special symbol is a "miss," a random value for determining whether to perform a reach animation is used to decide whether or not to perform a reach animation. Specifically, if the random value for determining whether to perform a reach animation is between "0 and 19," a variation pattern with a reach animation is determined, and if it is between "20 and 99," a variation pattern without a reach animation is determined.
[0082] Furthermore, if the special symbol is a "miss" and a variation pattern for the reach animation is determined, three variation patterns can be determined. Specifically, if the acquired random value for the variation pattern is "0 to 69", a variation pattern for a normal reach with a variation time of T19 is determined, and the variation pattern specification commands "E6H" and "19H" are generated.
[0083] If the acquired random value for the variation pattern is between "70 and 89", a variation pattern that performs an SP reach with a variation time of T20 is determined, and the variation pattern specification commands "E6H" and "20H" are generated. If the acquired random value for the variation pattern is between "90 and 99", a variation pattern that performs a character cut-in animation with a variation time of T21 is determined, and the variation pattern specification commands "E6H" and "21H" are generated. Details of "Normal Reach", "SP Reach", "Character Cut-in Animation", and "Full Rotation Reach" will be described later.
[0084] Furthermore, if the special symbol is a "miss" and a variation pattern without a reach animation is determined, two variation patterns can be determined based on the number of reserved symbols at the start of the variation. Specifically, if the number of reserved symbols is 0 or 1, a variation pattern of a normal variation with a variation time of T22 is determined, and the variation pattern specification commands "E6H" and "22H" are generated. If the number of reserved symbols is 2 or 3, a variation pattern of a shortened variation with a variation time of T23 is determined, and the variation pattern specification commands "E6H" and "23H" are generated.
[0085] Here, we will explain the details of the variation time. It is desirable that the variation time be longer for variation patterns to which a smaller number is assigned as the random value for the variation pattern. Specifically, for example, if the special symbol is special symbol A, it is desirable that the variation time T12, to which a smaller number ("90-99") is assigned as the random value for the variation pattern, be longer than the variation time T10, to which a larger number ("0-59") is assigned as the random value for the variation pattern.
[0086] This is because a shorter variation time, which is more easily determined by the random values used for the variation pattern, helps to reduce the feeling of annoyance the player has while playing. For players who want to know the result of the game as soon as possible, the longer the time it takes to be notified of the result, the more annoyed they feel while playing. Therefore, a shorter variation time, which is more easily determined, eliminates annoyance while playing and improves the enjoyment of the game.
[0087] Next, as shown in Figure 7(a-2), if the special symbol is "Special Symbol E (10R probability variation jackpot)", four variation patterns can be determined. Specifically, if the acquired random value for the variation pattern is "0 to 9", a variation pattern that results in a sudden hit with a variation time of T27 is determined, and "E7H" and "13H" are generated as variation pattern specification commands.
[0088] If the acquired random value for the variation pattern is between "10 and 59", a variation pattern that performs an SP reach with a variation time of T28 is determined, and "E7H" and "14H" are generated as variation pattern specification commands. If the acquired random value for the variation pattern is between "60 and 89", a variation pattern that performs a character cut-in animation with a variation time of T29 is determined, and "E7H" and "15H" are generated as variation pattern specification commands. If the acquired random value for the variation pattern is between "90 and 99", a variation pattern that performs a full rotation reach with a variation time of T30 is determined, and "E7H" and "16H" are generated as variation pattern specification commands.
[0089] Whether the special symbol is "Special Symbol D (4R probability variation jackpot)", "Special Symbol F (10R regular jackpot)", or "Miss", one variation pattern is determined based on the acquired random value for variation patterns.
[0090] As shown in Figure 8(A), the main RAM 301c functions as a data work area during calculation processing by the main CPU 301a and has multiple memory areas, for example, a hold information storage area 301cx, which will be described later, and a hold information determination area 301cy, which is a determination area where symbol determination is performed based on the hold information. The main RAM 301c also has a memory area (not shown) where various flags (high probability flag, time reduction flag, and jackpot flag, etc., which will be described later) and various recorded values are stored.
[0091] As shown in Figure 8(B), the hold information storage area 301cx is provided with four hold information areas (first hold information area, second hold information area, third hold information area, fourth hold information area) that can store hold information related to the first start device 112 and hold order information at the time of acquisition in association with each other, and four hold information areas (first hold information area, second hold information area, third hold information area, fourth hold information area) that can store hold information related to the second start device 115. In the hold information area of the hold information storage area 301cx corresponding to the first special symbol, the priority for storing hold information is such that the first hold information area is given the highest priority, and if hold information is stored in the first hold information area, then the second hold information area is given the next priority, then the third hold information area is given the next priority, and finally the fourth hold information area is selected as the storage target. The same applies to the hold information area corresponding to the second special symbol. Regarding the presence or absence of stored hold information, a "○" is indicated for hold information areas where hold information is stored, and a "-" is indicated for hold information areas where hold information is not stored. Furthermore, the hold order information at the time of acquisition stored in the hold information area of the hold information storage area 301cx represents the hold order when the hold information was acquired. Specifically, the hold order information at the time of acquisition corresponds to the number of the hold information area in which the hold information is stored when the hold information is acquired. For example, if the hold information is acquired and is stored only in the first hold information area, the hold information will be stored in the second hold information area, so the hold order information at the time of acquisition will be "2". If the hold information is acquired and is stored in the first, second, and third hold information areas, the hold information will be stored in the fourth hold information area, so the hold order information at the time of acquisition will be "4". In other words, Figure 8(B) shows that when the third piece of pending information is acquired, pending information is already stored in the second and third pending information areas, the third piece of pending information is stored in the first pending information area, and the fourth piece of pending information is stored in the fourth pending information area.
[0092] (Electrical configuration of the performance control board 320) The electrical configuration of the performance control board 320 will be described with reference to Figures 9 and 10. Figure 9 is a block diagram showing the details of the performance control board 320. Figure 10 is a schematic explanatory diagram showing the pre-determination information storage area 320c3 provided in the sub-RAM 320c. The performance control board 320 determines a performance pattern based on commands (including fluctuation patterns, etc.) transmitted from the main control board 300 and transmits performance pattern specification commands based on the performance pattern to the image control board 330 and the lamp control board 340. As described above, the main display device 131, etc. are electrically connected to the image control board 330, and the performance button unit 135, etc. are electrically connected to the lamp control board 340. With this configuration, the image control board 330 and the lamp control board 340 can execute display performances, sound performances, lighting performances, and mechanical device movement performances based on the performance pattern specification commands transmitted from the performance control board 320.
[0093] As shown in Figure 9, the sub-ROM 320b stores the core display effect specification table TS1, the effect symbol determination table TS2, and the chance-up determination table TS3. The core display effect specification table TS1 is a table for specifying one of the above-mentioned effects, such as shortened variation, normal variation, normal reach (miss or hit), SP reach (miss or hit), character cut-in effect (miss or hit), and full rotation reach, as the core effect in the display effect (hereinafter also referred to as the core display effect), based on the variation pattern specification command transmitted from the main control board 300. In this embodiment, multiple core display effects are associated with variation patterns, and the sub-CPU 320a of the effect control board 320 selects a core display effect by lottery. In this way, even with the same variation pattern, the content of the effect can be changed. Note that a one-to-one correspondence between the variation pattern transmitted from the main control board 300 and the core display effect is also possible. Alternatively, one core display effect may be associated with multiple variation patterns. The TS2 symbol determination table is used to determine the combination of symbols to be displayed as temporary stop symbols and confirmed stop symbols in display animations based on animation patterns, as well as the symbols to be used when a reach is performed. The TS3 chance-up determination table is used to determine predetermined chance-up animations in display animations. Here, a chance-up animation is an animation that performs a display animation in a manner different from a normal animation to increase the expectation of a big win compared to a normal animation.
[0094] As shown in Figure 9, the sub-RAM 320c is provided with a hold storage area 320c1 and a pre-determination information storage area 320c3. The sub-RAM 320c also has a flag storage area (not shown) where predetermined flags (such as a continuous execution performance flag and a pseudo-continuous performance execution flag) are stored. The hold storage area 320c1 is divided into eight areas: a first hold area, a second hold area, a third hold area, and a fourth hold area corresponding to the first special symbol, and a first hold area, a second hold area, a third hold area, and a fourth hold area corresponding to the second special symbol, with each area capable of storing one hold flag. In the hold area corresponding to the first special symbol in the hold memory area 320c1, the priority for storing the hold flag is as follows: the first hold area is given the highest priority for storage, and if the hold flag is stored in the first hold area, then the second hold area is given priority for storage, then the third hold area is given priority for storage, and finally the fourth hold area is selected as the storage target. The same applies to the hold area corresponding to the second special symbol.
[0095] As shown in Figure 10, the pre-determination information storage area 320c3 is a storage area for storing pre-determination information (special symbols for pre-determination, fluctuation patterns for pre-determination, and information on the order of retention at the time of acquisition). There are four storage areas (first storage area, second storage area, third storage area, and fourth storage area) corresponding to the type of special symbol. Each storage area is provided with a jackpot determination information field for storing jackpot determination information based on the special symbols for pre-determination, a jackpot symbol information field for storing jackpot symbol information based on the symbols for pre-determination, a fluctuation pattern information field for storing fluctuation pattern information based on the fluctuation patterns for pre-determination, an information on the order of retention at the time of acquisition, and a continuous performance presence / absence information field for storing information on whether or not a continuous performance is activated. The continuous performance presence / absence information includes information on whether a continuous performance is activated and information on whether a continuous performance is not activated.
[0096] The hold command transmitted from the main control board 300 includes pre-determination information (special symbols for pre-determination, variable patterns for pre-determination, and information on the order of hold at the time of acquisition). This pre-determination information is stored in the pre-determination information storage area 320c3 in association with other information. In the storage area for the first special symbol, the priority order for storing pre-determination information is as follows: the first storage area has the highest priority; if pre-determination information is stored in the first storage area, then the second storage area has the next priority; then the third storage area has the next priority; and finally, the fourth storage area is selected as the storage target. The same applies to the storage area for the second special symbol. For example, if pre-determination information for the first special symbol is already stored in the third storage area of the first special symbol, and new pre-determination information for the first special symbol (special symbol A, variation patterns "E6H" and "10H", acquisition-time hold order information "4") is to be stored (see Figure 10), then information representing "4" is stored in the acquisition-time hold order information field of the fourth storage area, information representing "10" is stored in the variation pattern information field of the fourth storage area, information representing "Special A" is stored in the jackpot symbol information field of the fourth storage area, and information representing "jackpot" is stored in the jackpot determination information field of the fourth storage area.
[0097] In Figure 10, the pre-determination information for the first storage area related to the first special symbol includes "Miss" information in the jackpot judgment information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and information representing "3" in the acquisition-time hold order information field. The pre-determination information for the second storage area includes "Miss" information in the jackpot judgment information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and information representing "1" in the acquisition-time hold order information field. The pre-determination information for the third storage area includes "Miss" information in the jackpot judgment information field, "-" information in the jackpot symbol information field, "22" information indicating normal variation in the variation pattern information field, and information representing "2" in the acquisition-time hold order information field. In addition, the continuous performance presence / absence information field stores continuous performance activation information indicating whether or not a continuous performance will be executed. Furthermore, in the continuous performance information column corresponding to the fourth storage area related to the first special symbol, "〇" is shown as continuous performance activation information, which indicates that a continuous performance has been activated, while in the other storage areas, "-" is shown as continuous performance non-activation information, which indicates that a continuous performance has not been activated.
[0098] (Explanation of game state) Referring to Figure 11, the transitions in game states during gameplay will now be explained. Figure 11 is a diagram illustrating the transitions in game states.
[0099] As shown in Figure 11, in the gaming machine 100 of this embodiment, the game transitions from a "normal game state" to a "jackpot game" and then to either a "probability variation game state" or a "time-saving game state". If the jackpot won in the normal game state is a "probability variation jackpot (4R, 10R)", the game transitions to a probability variation game state. If the jackpot won in the normal game state is a "normal jackpot (4R)", the game transitions to a time-saving game state.
[0100] If a jackpot is won in the probability variation game state and it is a "probability variation jackpot (4R, 10R)", the game will return to the probability variation game state after the jackpot game. If a jackpot is won in the probability variation game state and it is a "regular jackpot (10R)", the game will return to the time-saving game state after the jackpot game. In this embodiment, the game state will not change from the probability variation game state unless a regular jackpot is won in the probability variation game state. However, the game may also be configured to change from the probability variation game state to the regular game state or the time-saving game state when the number of times a jackpot is not won reaches a predetermined number (for example, 100 times).
[0101] Next, if the jackpot won in the time-saving game state is a "probability-changing jackpot (4R, 10R)", the game will transition to the probability-changing game state after the jackpot game. If the jackpot won in the time-saving game state is a "regular jackpot (10R)", the game will transition back to the time-saving game state after the jackpot game. When the number of times the game is judged as a miss (no jackpot) in the time-saving game state reaches 100, the game will transition to the regular game state after the 100th spin. Note that each time the game is judged as a miss in the time-saving game state, the time-saving limit is subtracted from 100, and when it reaches 0, the game transitions to the regular game state. However, if a regular jackpot is won before the time-saving limit is subtracted to 0, and the game transitions back to the time-saving game state after the jackpot, the time-saving limit is reset and starts subtracting from 100 again. Furthermore, although this embodiment only provides one type of time-saving limit of 100 times, it is not limited to this. For example, multiple types of time-saving limit settings, such as 100 times and 50 times, may be provided, and the game may be configured to be played either with a time-saving game state of 100 times or a time-saving game state of 50 times depending on the type of jackpot won.
[0102] In addition, one cycle is defined as the period from when a jackpot (first win) is achieved in the normal game state, when the game state changes, until it is controlled back to the normal game state. For example, the number of consecutive jackpots corresponds to the number of times a jackpot is won in this cycle, and the total number of balls acquired corresponds to the total number of game balls dispensed during the jackpot in this cycle.
[0103] (List of processes performed on the main control board 300) Referring to Figure 12, the processes performed on the main control board 300 will now be described. Figure 12 is an explanatory diagram showing a schematic flow of the processes performed on the main control board 300.
[0104] As shown in Figure 12, when power is supplied, the main CPU 301a of the main control board 300 executes main processing based on the program stored in the main ROM 301b. As main processing, the main CPU 301a executes power recovery processing to restore the game state to what it was before the power was cut off, setting change processing to change (update) the setting value of the level of advantage in the game (the probability of being judged as a jackpot in the jackpot judgment) based on the operation of the setting key switch 302b, RAM clear processing to initialize the main RAM 301c based on the operation of the RWM clear switch 302a, and setting confirmation processing to display the setting value saved in the memory area of the main RAM 301c on the information display 302c based on the operation of the setting key switch 302b, as well as updating the initial values of various random numbers (for example, jackpot random numbers). Furthermore, the main CPU 301a repeatedly executes timer interrupt processing (random number update processing, switch processing, special symbol processing, normal symbol processing, big prize device opening control processing, payout processing, command transmission processing) at regular intervals (for example, every 4 milliseconds) while the main processing is running. The various processes are described below.
[0105] The setting change process is a process that transitions to the setting change mode in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the right) and a predetermined operation of the RWM clear switch 302a (for example, pressing for 2 seconds or more), displays the current setting value on the information display 302c, and changes the setting value in response to a predetermined operation of the RWM clear switch 302a (for example, pressing for 1 second or less) during the setting change mode. In addition, during the setting change process, it is also possible to terminate the setting change mode and set the changed setting value by a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the left) during the setting change mode. Furthermore, the setting confirmation process involves transitioning to the setting confirmation mode in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the right) while not in the setting change mode, displaying the current setting value on the information display 302c, and then ending the setting confirmation mode and ending the display of the setting value on the information display 302c in response to a predetermined operation of the setting key switch 302b (for example, tilting the setting key 90 degrees to the left) while in the setting confirmation mode.
[0106] The random number update process updates various random values such as jackpot random numbers, winning random numbers, reach random numbers, jackpot symbol random numbers, normal symbol random numbers, and variation pattern random numbers. The switch process is executed when a detection signal is input from each switch and includes a starter switch process that acquires jackpot random numbers, etc., and stores them as pending information when a ball enters the first starter 112 or the second starter 115; a gate switch process that acquires and stores normal symbol random numbers when a game ball passes through the normal symbol activation gate 113b; and a prize-winning device switch process that detects a game ball that has entered the first prize-winning device 117 or the second prize-winning device 127 while a jackpot game is being played (when in jackpot game state). The starter switch process includes a pre-determination process that performs jackpot determination, jackpot symbol determination, etc., based on the pending information.
[0107] The special symbol processing is a process relating to special symbols according to the processing results in the above-mentioned switch processing (first starter 112, second starter 115) and the special symbol special electric processing data described later, and when the display of the variation of the special symbol ends, it includes a hold information shifting process that shifts the hold information and the hold order information at the time of acquisition in the hold information storage area 301cx of the main RAM 301c, a jackpot determination process that performs a jackpot determination based on the jackpot random number of the hold information shifted to the hold information determination area 301cy in the hold information shifting process and the hit / jackpot determination table T1, and a jackpot The process includes: a jackpot symbol determination process that determines the jackpot symbol (special symbol) based on the jackpot symbol random number included in the hold information and the symbol determination table T2 if the result of the determination is a jackpot; a reach determination process that performs a reach determination based on the reach random number included in the hold information and the reach determination table T3; a variation pattern setting process that sets a variation pattern based on the variation pattern table and the variation pattern random number in the hold information; and a special symbol stop process that stops the variation display of the first special symbol display unit 120 or the second special symbol display unit 122.
[0108] The special symbol stop process is a process that stops the display of the symbols being displayed on the first special symbol display 120 or the second special symbol display 122 when the specified variation time for the set variation pattern has elapsed. It determines whether the display wait period (for example, 0.5 seconds) has elapsed, and if it is determined that the display wait period has elapsed, it determines whether there is any reserved information stored in the reserved information storage area 301cx of the main RAM 301c. If there is no reserved information stored, it becomes a variation waiting period, and a waiting command indicating that it is a variation waiting period is sent to the performance control board 320.
[0109] The normal symbol processing is processing related to normal symbols according to the processing result in the switch processing (normal symbol activation gate 113b), and includes: a hit determination processing that performs a hit determination based on a hit random number and a hit / jackpot determination table T1; a normal symbol determination processing that determines the normal symbol based on a normal symbol random number and a normal symbol determination table when there is normal symbol hold information; an operation pattern setting processing that sets the operation pattern of the movable piece 115b when a hit is determined in the normal symbol determination; and an opening / closing member control processing that controls the opening and closing of the movable piece 115b of the second starter device 115 based on the operation pattern set in the operation pattern setting processing.
[0110] The big prize device opening control process is a process relating to the opening and closing control of the first big prize device 117 and the second big prize device 127 based on special feature special electrical processing data, and includes an opening pattern setting process that sets an opening pattern during the opening performance at the beginning of a big win game, and a game state setting process that turns off the big win game flag when the ending performance at the end of the big win game is finished, turns on a high probability flag indicating that it is in a probability variation game state, a time reduction flag indicating that it is in a time reduction game state, etc., and sets the number of times the time reduction game can be played to a predetermined number of times (for example, 100 times).
[0111] The payout process sets the number of prize balls to be paid out according to the detection result (winning a game ball) in the switch process, and instructs the payout control board 310 to pay out the prize balls. The command transmission process sends information necessary to determine the various commands and performance content generated in the above process to the performance control board 320.
[0112] (List of processes performed on the performance control board 320) Referring to Figure 13, the processes executed by the performance control board 320 will now be explained. Figure 13 is an explanatory diagram showing a list of processes executed by the performance control board 320.
[0113] As shown in Figure 13, when power is supplied, the sub-CPU 320a of the performance control board 320 executes the main performance processing based on the program stored in the sub-ROM 320b. As the main performance processing, the sub-CPU 320a executes a power recovery notification process corresponding to the power recovery process executed by the main control board 300, a setting change notification process corresponding to the setting change process executed by the main control board 300, a RAM clear notification process corresponding to the RAM clear process executed by the main control board 300, and a setting confirmation notification process corresponding to the setting confirmation process executed by the main control board 300. In addition, while the main performance processing is being executed, the sub-CPU 320a repeatedly executes performance timer interrupt processing (random number update processing, command reception processing, performance button processing, command transmission processing, etc.) at regular intervals (for example, every 2 milliseconds). Various processes are described below.
[0114] The power restoration notification process is a process that, while the power restoration process is being executed on the main control board 300, performs power restoration notifications such as displaying a power restoration screen on the main display device 131 for a predetermined period (e.g., 30 seconds) to make the main display device 131 aware that the control state of the game has returned to the state before the power outage, fully lighting the performance lighting device 342 with a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power restoration notification sound (buzzer sound) from the sound output device 331 for a predetermined period (e.g., 30 seconds) to indicate that power has been restored (from the power outage).
[0115] The RAM clear notification process is a process that performs power-on notification while the RAM clear process is being executed on the main control board 300. This includes displaying an initial screen (background image and performance symbols) on the main display device 131 to indicate that the game control state has been initialized, fully illuminating the performance lighting device 342 with a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the memory area has been initialized.
[0116] Here, as will be explained in detail later, various characters are displayed as character sections 50b in the performance symbols displayed on the main display device 131. In the gaming machine 100 of this embodiment, there are at least two main characters: character A, allied characters B, C, and D who are allies of character A, and enemy characters E, F, and G who are enemies of character A. In addition, there are seven types of performance symbols that can be displayed on the main display device 131, where the number section 50a is 1 to 7. Furthermore, character A is displayed in the 7 symbol where the number section 50a is 7, allied characters B, C, and D are displayed in the odd-numbered symbols where the number section 50a is 1, 3, or 5, and enemy characters E, F, and G are displayed in the even-numbered symbols where the number section 50a is 2, 4, or 6.
[0117] In the aforementioned power restoration notification process and RAM clear notification process, when power is turned on to the gaming machine 100, the main display device 131 displays three performance symbols (left performance symbol 50, middle performance symbol 51, right performance symbol 52) in a predetermined combination (hereinafter sometimes referred to as the "initial outcome"). The initial outcome includes the aforementioned "7 symbol" in one of the three performance symbols. In other words, the performance symbol that displays character A as the character section 50b is included in one of the three performance symbols that make up the initial outcome. By including the performance symbol that displays character A, the main character of the gaming machine 100, in the initial outcome that is displayed first after power is turned on, the main character can be effectively promoted to the player.
[0118] Furthermore, the initial combination of three symbols is designed to include more odd-numbered symbols than even-numbered symbols. Specifically, combinations of symbols such as "237," "516," and "137" are displayed on the main display device 131 as the initial symbols. Including more odd-numbered symbols, which display the main character and companion characters, in the initial symbols displayed after power-on, rather than including more even-numbered symbols, which display the enemy characters of the game machine 100, is thought to increase the player's motivation to play. Note that including more odd-numbered symbols than even-numbered symbols in the initial combination of three symbols also includes cases where the combination of three symbols consists only of odd-numbered symbols.
[0119] The setting change notification process is performed while the setting change process is in progress on the main control board 300 and the setting change mode is active. This process includes displaying a "setting change in progress" screen on the main display device 131 or the like to indicate that the setting value is being changed, fully illuminating the performance lighting device 342 with a predetermined light color (e.g., white) while the setting change is in progress, and outputting a setting change notification sound ("settings are being changed") from the audio output device 331 to indicate that the setting change is in progress. The setting confirmation notification process is performed while the setting confirmation process is in progress on the main control board 300 and the setting confirmation mode is active. This process includes displaying a "settings confirmation in progress" screen on the main display device 131 or the like to indicate that the setting is being confirmed, fully illuminating the performance lighting device 342 with a predetermined light color (e.g., white) while the setting confirmation is in progress, and outputting a setting confirmation notification sound ("checking the setting value") from the audio output device 331 to indicate that the setting confirmation is in progress.
[0120] The random number update process is the process of updating various random numbers used in the effects (for example, random numbers for determining the effect pattern, random numbers for determining the effect symbol, and random numbers for increasing the chance of winning). The command reception process includes a game state setting process that sets the game state based on a game state specification command, etc., a pre-reading process that determines whether or not to perform a continuous effect, an effect when winning, an icon change effect, etc., based on a hold command, an effect pattern determination process that determines the effect pattern based on the main display effect specification table TS1, the effect symbol determination table TS2, and the chance of winning determination table TS3, and when a hold command is received, a hold flag is stored in the hold storage area 320c1 of the sub-RAM 320c and a hold display code for displaying the hold on the main display device 131 is stored. The process includes a hold process for setting the command, a pre-determination information shift process that executes a shift process for pre-determination information in the pre-determination information storage area 320c3 of the sub-RAM 320c when a variation start command is received, a normal symbol effect process that performs an effect on the main display device 131 corresponding to the variation of the normal symbols according to the judgment result of the normal symbol judgment, a symbol confirmation process that displays the effect symbols in the variation on the main display device 131 based on the symbol confirmation command, and a jackpot process that executes an opening effect, an ending effect, and a round effect corresponding to the opening specification command in a jackpot game. The effect button process is a process that detects input via the effect button unit 135 (effect button detection switch 137) or the effect operation stick 136 and performs a predetermined effect. The command transmission process is a process that transmits the various commands generated by the above various processes to the image control board 330 and the lamp control board 340.
[0121] Here, a continuous performance is a performance that can be executed on the main display device 131, and can be executed during a variation performance across multiple variation displays of the special symbol. This continuous performance may consist of only one type of performance, or it may include multiple types of performances. If the continuous performance includes multiple types of performances, one of the multiple types of performances may be selected and executed. It may also be executed during a single variation display of the special symbol. Furthermore, a winning performance is a performance that can be executed when a game ball enters the starting device (for example, the first starting device 112), and may consist of only one type of performance, or it may include multiple types of performances. If the winning performance includes multiple types of performances, one of the multiple types of performances may be selected and executed. In addition, an icon change performance is a performance that suggests the expectation (possibility) that a special game will be executed by displaying the hold icon or the icon on the main display device 131 in a special display mode (special icon) that is different from the normal display mode (normal icon). Special display modes (special icons) come in various forms in terms of color, size, and shape. For example, while regular icons are white, special icons can be blue, green, red, gold, etc., and the level of expectation increases in the order of white → blue → green → red → gold.
[0122] Furthermore, as the main processing for the performance, the sub-CPU 320a performs performance mode update processing in addition to the processing described above. Specifically, it determines whether the update conditions (change in game state, winning the mode update lottery, execution of an SP / SPSP reach performance that results in a loss, etc.) for the performance mode (performance stage) that defines the performance elements (background image, performance image, BGM, etc.) in the audio output device 331, main display device 131, etc. have been met, and if the update conditions have been met, it performs processing to update the performance mode to one of the multiple performance modes. Here, the "performance modes" are performance modes A to C, which are set in the normal game state (low probability non-time-saving game state), performance mode D, which is set in the probability variation game state (high probability time-saving game state), and performance mode E, which is set in the time-saving game state (low probability time-saving game state). Note that when the system is controlled to the normal game state when the power is turned on (for example, after a setting change, after RWM clear, after setting confirmation, etc.), the first performance mode set is always performance mode A. Furthermore, regarding "BGM," there are variable BGM 1 to 3, which are output during the variation display of each of the performance modes A to C in the normal game state, variable BGM 4, which is output during the variation display of performance mode D in the probability variation game state, and variable BGM 5, which is output during the variation display of performance mode E in the time reduction game state. In addition, there are BGMs that are output during the execution of various reach effects, such as normal reach BGM, SP reach BGM, and full rotation reach BGM. The variable BGM can be changed according to the player's operation, and for example, it is possible to set it to output variable BGM 4 when performance mode A is active.
[0123] (Description of information display unit 302c) Referring to Figure 14, the information display 302c of this embodiment will now be described. Figure 14 is a diagram illustrating the details of the information display 302c. Here, the base value B is a numerical value calculated by dividing the number of outs (total number of game balls shot) by the total number of prize balls dispensed in a specific section of the normal game state (low probability non-time-saving game state). The number of outs is the number of game balls detected by an out ball detection switch (not shown), and is, for example, the number of game balls that entered the out opening 111, or game balls that entered starting devices such as the first starting device 112, or prize devices such as the first major prize device 117, or general prize openings (not shown), and which were detected by the out ball detection switch.
[0124] As shown in Figure 14(a), first, the various counters provided in the main RAM 301c (base calculation out counter, base calculation prize ball counter, total out counter) are used to control the display of the base value B in the information display unit 302c. The base calculation out counter counts the number of outs in a specific interval. For example, each time a game ball is detected by the out ball detection switch, the value "1" is added to the base calculation out counter. The base calculation prize ball counter counts the number of prize balls in a specific interval. For example, when a game ball enters the general prize slot, the value "10" is added to the base calculation prize ball counter. When a game ball enters a prize slot such as the first major prize device 117, the value "15" is added. When a ball enters a starting device such as the first starting device 112, the value "3" is added. The total out counter counts the number of outs since the power was first turned on (hereinafter sometimes referred to as "total outs"). The main CPU 301a calculates the base value B for a specific interval by dividing the value of the base calculation prize ball counter by the value of the base calculation out counter and multiplying the result by the value "100". It also stores (saves) the base value B for each predetermined interval after it has ended. In this embodiment, the base value B is saved each time the number of outs reaches 60,000. Specifically, the main CPU 301a calculates and saves the base value B from the current values of the base calculation prize ball counter and the base calculation out counter each time the value "60,000" is added to the total out counter, and the base calculation prize ball counter and base calculation out counter are initialized. In this embodiment, the period during which the base calculation out counter and base calculation prize ball counter are incremented is referred to as the "counting period," and periods other than the counting period are referred to as the "non-counting period."
[0125] As shown in Figure 14(b), the display on the information display 302c will now be described when 60,000 outs are counted in section 3, then 60,000 outs are counted in the following section 2, then 60,000 outs are counted in the following section 1, and then section L (number of outs less than 60,000 (0 to 59,999)) begins. Here, the base value B for section 3 is "B3", the base value B for section 2 is "B2", the base value for section 1 is "B1", and the base value B for section L is "BL". In the information display 302c in such a section L, the base value BL for section L (real time), the base value B1 for section 1, the base value B2 for section 2, and the base value B3 for section 3 are displayed in this order, switching approximately every 5 seconds. Furthermore, when the number of outs in section L reaches 60,000, the base value BL of section L is stored as the base value B of the most recent section, the base value B1 of section 1 is stored as the base value B of the next most recent section, the base value B2 of section 2 is stored as the base value B of the third most recent section, and the base value B3 of the oldest section 3 is discarded. In other words, when a section ends (60,000 outs are counted), the base value B of that section is saved as the base value B of the previous section, and the base value B of the oldest section is discarded. In this embodiment, these base values B are continuously displayed on the information display 302c, including the period during which the game can be played.
[0126] As shown in Figure 14(c), the information display unit 302c is composed of four 7-segment displays 302ca to 302cd. In the two 7-segment displays 302cc and 302cd, as described above, the two-digit base value B is displayed in the following order: base value BL, base value B1, base value B2, and base value B3, switching approximately every 5 seconds. If the base value B is greater than the number "100", "99." is displayed (the dot display lights up). In addition, the two 7-segment displays 302ca and 302cb display identification information "bL", "b1", "b2", and "b3", which correspond to the base value B displayed in the two 7-segment displays 302cc and 302cd, and allow identification of which section of base value B is being displayed. Specifically, in the two 7-segment displays 302ca and 302cb of the information display unit 302c, the identification information "bL" is displayed during the period when the base value BL of interval L is displayed, the identification information "b1" is displayed during the period when the base value B1 of interval 1 is displayed, the identification information "b2" is displayed during the period when the base value B2 of interval 2 is displayed, and the identification information "b3" is displayed during the period when the base value B3 of interval 3 is displayed.
[0127] Here, we will explain in more detail the display methods on the information display unit 302c in each section from section L to section 3. For example, when the total number of outputs is less than 60,000, the base value B may not be calculated during the period when the identification information "b1", "b2", and "b3" are displayed. In this case, when the total number of outputs is less than 60,000, the identification information is blinked on the 7-segment displays 302ca and 302cb, and the special symbol "--" is lit on the 7-segment displays 302cc and 302cd. Also, when the total number of outputs is 60,000 or more but less than 120,000, the base value B1 is calculated, but the base value B2 for identification information "b2" and the base value B3 for identification information "b3" may not be calculated. In this case, if the total number of outs is 60,000 or more but less than 120,000, during the period when identification information "b1" is displayed, the identification information will be lit up and the base value B1 will be lit up. However, during the period when identification information "b2" and "b3" are displayed, each identification information will blink and the special symbol "--" will be lit up. Furthermore, if the total number of outs is 120,000 or more but less than 180,000, the base values B1 and B2 will be calculated, but the base value B3 for identification information "b3" may not be calculated. In this case, if the total number of outs is 120,000 or more but less than 180,000, during the period when identification information "b1" or "b2" is displayed, the identification information will be lit up and the base value B1 or B2 will be lit up. However, during the period when identification information "b3" is displayed, the identification information will blink and the special symbol "--" will be lit up. As described above, in this embodiment, while the real-time base value BL is displayed during the period in which the identification information "bL" is displayed, it may be difficult to calculate the accurate (original) base value B if the number of normal outs in interval L is not sufficiently large. In such cases, for example, if the number of normal outs in interval L is less than 6000, the identification information "bL" may be displayed with a blinking light, and if the number of normal outs is 6000 or more, the identification information "bL" may be displayed with a solid light.With this display method, the administrator of the gaming machine 100 can evaluate the base value B after considering whether the number of normal outs in section L is sufficient, as it is effectively communicated whether or not the number of normal outs in section L is sufficient.
[0128] Incidentally, before a player actually plays, the operation of the gaming machine 100 is usually checked by the administrator, and this operation check includes checking whether the game balls are properly detected by various detection switches (such as the out ball detection switch). When such an operation check is performed, for example, in a configuration in which the base calculation prize ball counter and the base calculation out counter are added immediately after the initial power-on of the gaming machine 100, the base value B calculated immediately after the initial power-on may differ from the base value B calculated when the game is actually played. In such cases, in this embodiment, the base calculation prize ball counter and the base calculation out counter may not be added until the total out counter reaches a predetermined value (for example, the value "300"), and by doing so, it is possible to prevent the base value immediately after the initial power-on from being different.
[0129] Here, we will specifically explain the counting process, which is one of the processes executed in the main processing of the main control board 300 and is a process that counts the number of prize balls and the number of outs in order to calculate the base value B in the normal game state (low probability non-time-saving game state), and the base display process, which is a process that displays the base value B on the information display unit 302c. When the counting process is executed, the main CPU 301a adds the value "10" (the number of prize balls corresponding to the general prize opening) to the prize ball counter for base calculation in the normal game state when a game ball enters the general prize opening and is detected by the general prize opening detection switch, adds the value "3" when a game ball is detected by the first start device detection switch 304 or the second start device detection switch 305, and adds the value "15" when a game ball is detected by the first prize opening detection switch 306a or the second prize opening detection switch 306b. Furthermore, the main CPU 301a adds the value "1" to the base calculation out counter when a game ball is detected by the out ball detection switch during normal gameplay. In gameplay states other than normal gameplay, no values are added to the base calculation prize ball counter or the base calculation out counter. After performing the counting process, the main CPU 301a calculates the base value from the normal prize ball count and normal out count calculated in the above counting process and performs a base display process, which displays the identification information and base value B on the information display unit 302c. As a result of this base display process, the identification information and base value B are displayed on the information display unit 302c in the manner described above.
[0130] (Description of characters in this embodiment) The characters appearing in the gaming machine 100 in this embodiment will now be described. Figure 15(a) is a diagram illustrating the classification of characters used in this embodiment. Figure 15(b) is a diagram showing an example of display when characters are used in the performance symbols 50, 51, and 52 displayed on the main display device 131.
[0131] As shown in Figure 15(a), the gaming machine 100 of this embodiment has eight characters that appear: Character A, Character B, Character C, Character D, Character E, Character F, Character G, and a special character.
[0132] Character A is the main character 401 in the gaming machine 100 of this embodiment (hereinafter sometimes referred to as "main character" or "character A"). The main character is the character that players of the gaming machine 100 most anticipate appearing.
[0133] Characters B, C, and D are companion characters 402 who support the main character in all aspects (hereinafter, they may be referred to collectively as "companion characters" or individually as "Character B," "Character C," and "Character D").
[0134] Characters E, F, and G are rival and opposing enemy characters (hereinafter, they may be collectively referred to as "enemy characters" or individually as "Character E," "Character F," and "Character G").
[0135] The special character is a character that has a special role in the gaming machine 100 of this embodiment, and is a special character 404 that is different from the main character (hereinafter sometimes referred to as "special character").
[0136] As described above, the characters appearing in the gaming machine 100 of this embodiment are broadly classified into four categories: "main character 401," "ally character 402," "enemy character 403," and "special character 404," resulting in a total of eight characters.
[0137] As shown in Figure 15(b), the main display device 131 displays the left performance symbol 50, the middle performance symbol 51, and the right performance symbol 52 superimposed on the background image. The lower left of the main display device 131 displays the hold icon display area 53 and the corresponding icon display area 54, while the lower right of the main display device 131 displays the small symbol 55, the number of special 1 holds 56, and the number of special 2 holds 57.
[0138] The hold icon display area 53 is an area that displays hold icons corresponding to the number of hold information stored in the hold information storage area 301cx of the main RAM 301c, and can display up to four icons. When the hold information shifts to the hold information determination area 301cy as a result of the symbol determination being performed, the hold icon that was displayed in the hold icon display area 53 is displayed as that icon in the icon display area 54. It is desirable that the hold icon display area 53 and the icon display area 54 have different display characteristics, such as different sizes, so that the player can easily distinguish between hold information before the symbol determination is performed and hold information after the symbol determination is performed. Furthermore, the size of the hold icon and the icon itself may also be different.
[0139] The small symbol 55 is displayed so that the player can easily understand that the game is in motion. The special 1 reserve count 56 is a numerical display showing the number of special 1 reserves, and the special 2 reserve count 57 is a numerical display showing the number of special 2 reserves. The small symbol 55, special 1 reserve count 56, and special 2 reserve count 57 are intended to allow the player to easily understand that the game is in motion and that there is reserve information, respectively, so it is desirable that they remain displayed without being hidden during motion. The small symbol 55 is composed of multiple symbol rows, each corresponding to the left performance symbol 50, the middle performance symbol 51, and the right performance symbol 52. For example, in Figure 15(b), the left performance symbol 50 is displayed as "1", the middle performance symbol 51 as "4", and the right performance symbol 52 as "7", so the small symbols are also displayed as "147" from left to right.
[0140] (Explanation of the visual design) As shown in Figure 15(b), the performance symbols (left performance symbol 50, middle performance symbol 51, right performance symbol 52) are composed of a number section 50a, a character section 50b, and a frame section 50c. The number section 50a is an identification section for identifying each performance symbol, and the character section 50b and frame section 50c are decorative sections for decorating the performance symbols.
[0141] In the gaming machine 100 of this embodiment, there are seven types of number parts 50a in the performance symbols (left performance symbol 50, middle performance symbol 51, right performance symbol 52), ranging from 1 to 7. Furthermore, each of the number parts 50a from 1 to 7 is decorated with a different character as the character part 50b. This is to allow players to easily distinguish that the performance symbols with the number parts 50a from 1 to 7 are different performance symbols. Alternatively, the same character may be used to decorate each of the number parts 50a from 1 to 7 as the character part 50b. In this case, it is desirable to make the display style, such as the character's pose and expression, different for each performance symbol. Also, the character in the performance symbol may differ depending on whether the number in the number part 50a is odd or even, or different characters may be used for 7 and numbers other than 7. (Hereafter, symbols where the number in the numerical section 50a is 1 may be referred to as Symbol 1, symbols where it is 2 as Symbol 2, symbols where it is 3 as Symbol 3, symbols where it is 4 as Symbol 4, symbols where it is 5 as Symbol 5, symbols where it is 6 as Symbol 6, symbols where it is 7 as Symbol 7, symbols where it is an odd number as Symbol Odd, and symbols where it is an even number as Symbol Even.)
[0142] Regarding the character section 50b in the performance symbols (left performance symbol 50, middle performance symbol 51, right performance symbol 52), in the gaming machine 100 of this embodiment, the main character is used to decorate symbol 7, companion characters are used to decorate symbols 1, 3, and 5, and enemy characters are used to decorate symbols 2, 4, and 6. Special characters are not used in the character section 50b of the performance symbols. As will be explained in more detail later, the reason for deliberately not using special characters in the character section 50b of the performance symbols, which the player always sees, is to make the player recognize that they are special.
[0143] Furthermore, the frame section 50c of the 7th symbol, which uses the main character, is gold-based, while the frame sections 50c of the 1st, 3rd, and 5th symbols, which use companion characters, are red-based, and the frame sections 50c of the 2nd, 4th, and 6th symbols, which use enemy characters, are blue-based (not shown). By differentiating the display style, such as color, according to the classification of the characters that appear, the relationships and classifications of the characters can be recalled from the displayed symbols. The shape and size of the frame section 50c may also be differentiated according to the classification of the characters.
[0144] Furthermore, for the character parts 50b of symbols 1, 3, and 5, which use companion characters, symbol 1 is decorated with character C, symbol 3 with character B, and symbol 5 with character D. For the character parts 50b of symbols 2, 4, and 6, which use enemy characters, symbol 2 is decorated with character F, symbol 4 with character G, and symbol 6 with character E. Although the above is just an example, it is not limited to this, and it is sufficient for the character parts 50b of symbols 1, 3, and 5 to be decorated with any of the companion characters B, C, or D, and for the character parts 50b of symbols 2, 4, and 6 to be decorated with any of the enemy characters E, F, or G.
[0145] (Detailed explanation of the variable waiting period) When the sub-CPU 320a of the performance control board 320 receives a standby command transmitted by the main CPU 301a of the main control board 300 during the special symbol stop process described above, it starts measuring the time until the customer waiting demo performance is executed. In other words, if no hold information is stored when the special symbols stop and the variation display ends, the system transitions to the variation waiting period.
[0146] Figure 16(a) shows the changes in the state of the gaming machine 100 during the fluctuation standby period. As shown in Figure 16(a), when the fluctuation display of special symbols stops and the number of reserved symbols, such as special 1 reserved, is "0" and no game balls are entered into the first starting device 112, the machine transitions to the fluctuation standby period. When the machine transitions to the fluctuation standby period, the demo standby period B1 and the customer waiting demo period B2 are repeated alternately, such as demo standby period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second demo standby period B1 (100 seconds) → second customer waiting demo period B2 (80 seconds) → ...
[0147] The duration of the demo waiting period B1 is such that the first demo waiting period B1 is longer than the second and subsequent demo waiting periods B1, while the second and subsequent demo waiting periods B1 are of the same length. This is because, for example, if a player is operating the launch handle 103 but no game balls are entering the first starting device 112, and the special symbol variation display does not start, immediately starting the demo performance while waiting for the player after transitioning to the variation waiting period may cause the player to feel uncomfortable playing. Therefore, it is necessary to set the duration of the first demo waiting period B1 to be sufficient time for game balls to enter the first starting device 112, and it is desirable to set the first demo waiting period B1 to be a long time. On the other hand, the demo performance while waiting for the player should be shown as often as possible to players who are not currently playing in order to increase their desire to play. Therefore, by making the duration of the demo waiting period B1 for the second and subsequent demos shorter than the first demo waiting period B1, the customer waiting demo period B2 for the second and subsequent demos will arrive sooner, thereby increasing the interest of the game even for players who are not currently playing. The customer waiting demo period B2 for the first demo and the customer waiting demo period B2 for the second and subsequent demos are of the same length.
[0148] Furthermore, the demo waiting period B1 may be omitted from the second time onward (the duration of the demo waiting period B1 from the second time onward may be set to "0"). Since the demo waiting period B2 for the second and subsequent times immediately follows the demo waiting period B2 for the first time, the appeal of the game can be enhanced even for players who are not currently playing.
[0149] Here, the demo waiting period B1 is the period during which the sub-CPU 320a of the performance control board 320, which has received a waiting command, measures the time until it starts the customer-waiting demo performance. Specifically, when the sub-CPU 320a enters the variation waiting period, it sets the time until the customer-waiting demo performance starts, "100," in the sub-RAM 320c and starts the countdown. When the time until the customer-waiting demo performance starts reaches "0," the customer-waiting demo performance starts. However, if, for example, a game ball enters the first starting device 112 and the variation display of special symbols starts while the countdown is running, the countdown is interrupted and the time until the customer-waiting demo performance starts, which is set in the sub-RAM 320c, is reset.
[0150] The customer waiting demo period B2 is the period during which the customer waiting demo is displayed on the main display device 131. As will be explained in more detail later, the customer waiting demo displays an introduction to the effects performed during the game's reel spin in the gaming machine 100, as well as an introduction to the characters that appear.
[0151] Figure 16(b) shows an example of the screen during fluctuation just before transitioning to the fluctuation waiting period. Figure 16(c) shows an example of the screen during the demo waiting period B1. Figure 16(d) shows an example of the screen during the customer waiting demo period B2.
[0152] As shown in Figure 16(b), during the variation before transitioning to the variation standby period, the main display device 131 displays the left performance symbol 50 and the right performance symbol 52 in a temporary stop overlaid on the background image, while the middle performance symbol 51 is displayed in a scrolling manner. Also, since the hold information for special 1 and special 2 is not stored, no hold icons are displayed in the hold icon display area 53, and the number of special 1 hold 56 and the number of special 2 hold 57 are each displayed as "0". Furthermore, the icon display area 54 displays the icon 54a for the variation currently in progress, and the small symbol 55 is displayed in a manner (scrolling manner) indicating that a variation is in progress.
[0153] As shown in Figure 16(c), during the demo standby period B1, the main display device 131 displays the stopped left performance symbol 50, the middle performance symbol 51, and the right performance symbol 52 (displaying "147") superimposed on the background image, and the small symbol 55 corresponding to the performance symbols is displayed in the stopped state "147". Also, since it is a variation standby period, the icon is not displayed in the icon display area 54 and is hidden. Furthermore, in front of the background image and performance symbols, a volume adjustment image 58 is displayed, suggesting that the volume of BGM, etc., can be adjusted according to the operation of the performance operation stick 136. In addition to the volume adjustment image 58, a light intensity adjustment image suggesting that the light intensity of the performance lighting device 136, etc., can be adjusted according to the operation of the performance operation stick 136, or a customization image suggesting that the frequency of appearance of various performances performed during variation can be adjusted, etc., may also be displayed. Furthermore, it is desirable that the volume control image 58 be displayed in a position that does not overlap with the small symbol 55, the special 1 reserved number 56, and the special 2 reserved number 57.
[0154] As shown in Figure 16(d), during the customer waiting demo period B2, the main display device 131 displays the customer waiting demo sequence described later, and superimposed on the customer waiting demo background image, it displays "0" to indicate that no hold information is stored in Special 1 Hold Count 56 and Special 2 Hold Count 57. On the other hand, the sequence symbols (left sequence symbol 50, middle sequence symbol 51, right sequence symbol 52), small symbols 55, hold icon display area 53, and the icon display area 54 are not displayed during the customer waiting demo period B2. It is desirable to hide any displays that are likely to hinder the player's visibility of the customer waiting demo sequence. In addition, Special 1 Hold Count 56 and Special 2 Hold Count 57 may also be hidden. Furthermore, displays that are unlikely to hinder the visibility of the customer waiting demo sequence, such as displaying only Special 1 Hold Count 56, Special 2 Hold Count 57, and small symbols 55, may be maintained.
[0155] (Detailed explanation of the demo performance while waiting for customers) Next, we will explain the details of the customer waiting demo performance that is performed during the customer waiting demo period B2 in the gaming machine 100. As shown in Figure 17, the customer waiting demo performance consists of five parts: "Performance Introduction," "Character Introduction," "Machine Name," "Manufacturer Name," and "Warning."
[0156] Figure 17(a) shows an example of the "Performance Introduction" screen. The Performance Introduction is a performance that sequentially introduces to the player high-probability performances in the gaming machine 100 that are likely to result in a big win. Figure 17(a) shows an example of the "Character Cut-in Performance". On the main display device 131, a title image 70a that suggests that a high-probability performance is being introduced, an image of the character cut-in performance 70b, and an image of the performance name 70c that suggests that the character cut-in performance is being introduced are displayed superimposed on the background image. Details of the character cut-in performance will be described later.
[0157] Figure 17(b) shows an example of the "Character Introduction" screen. The character introduction is a feature that introduces the characters appearing in the game machine 100 to the player in order. Figure 17(b) shows an example of the introduction of "Character A (Main Character)". On the main display device 131, a title image 71a that suggests that a character introduction is taking place, an image of the character 71b, and an explanatory image 71c about the character are displayed superimposed on the background image. Further details about the character introduction will be described later.
[0158] Figure 17(c) shows an example of the "Model Name" screen. On the main display device 131, the model name image 72, which is the model name of the gaming machine 100, is displayed superimposed on the background image.
[0159] Figure 17(d) shows an example of the "Manufacturer Name" screen. On the main display device 131, the manufacturer name image 73, which is the manufacturer of the gaming machine 100, is displayed superimposed on the background image.
[0160] Figure 17(e) shows an example of a "warning" screen. A warning is a visual prompt that alerts the player to be careful about the game. Figure 17(e) is an example of a warning that encourages "preventing addiction" to the game. On the main display device 131, the warning image 74 is displayed superimposed on the background image. In addition to preventing addiction, warnings can also be given regarding "cheating," "damaging the game machine," "leaving children unattended in the car," and "age restrictions for playing the game," and these are displayed in sequence to alert the player.
[0161] As shown in Figure 17, the demo sequence for waiting for players is executed in the following order: "Introduction to the sequence" → "Introduction to the characters" → "Machine name" → "Manufacturer name" → "Warning." By displaying the content in order of highest interest to players, the demo sequence for waiting for players can be used to effectively promote the gaming machine. In addition, to effectively promote the gaming machine, the first display in the demo sequence for waiting for players may be the "Machine name." By displaying the machine name first, the gaming machine can be promoted more effectively to players.
[0162] Furthermore, the time from the start to the end of the "warning" display is longer than the time from the start to the end of the "manufacturer name" display (not shown). With this configuration, warnings, which are of higher importance than information about the manufacturer name, can be displayed more effectively.
[0163] Furthermore, the display time for "production introduction" and "character introduction," which are of high interest to players, is made longer than the display time for "machine name" and "manufacturer name" (not shown). With this configuration, the gaming machine can be effectively promoted through the demo performance while waiting for customers.
[0164] (Detailed description of the character) Figure 18 will be used to explain the details of the "character introduction" that is performed during the customer waiting demo period B2. Figure 18(a) shows the character introduction in the first embodiment, and Figure 18(b) shows the character introduction in the second embodiment. Figures 18(a-1) to (a-5) show example screens of each scene in the character introduction.
[0165] In the character introduction in the first embodiment, as shown in Figure 18(a), character B is introduced first for 3 seconds. After hiding character B, character A is introduced for 5 seconds, and after hiding character A, character C and character D are introduced in order for 2 seconds each. After hiding character D, character E is introduced for 3 seconds, and after hiding character E, character F and character G are introduced in order for 2 seconds each. After introducing characters A through G in order, all introduced characters are displayed at once for 3 seconds, and then only character A is displayed for 2 seconds to conclude the character introduction.
[0166] Here, the display time for character A is set to "5 seconds," which is longer than the display times of the other characters (characters B to G), which are 2 or 3 seconds. By giving character A a longer introduction than the other characters, players can easily recognize that character A is the main character of the game machine 100. In addition, in a single character introduction, the other characters (characters B to G) are displayed twice (introduction of each character + display of all characters), while character A is displayed three times (introduction of character + display of all characters + final display of character A), resulting in a longer overall display time for character A than for the other characters. In this way, it is possible to effectively convey to players that character A is an important character.
[0167] Furthermore, when comparing companion characters B, C, and D, the display time for character B is made longer than that for characters C and D. Similarly, when comparing enemy characters E, F, and G, the display time for character E is made longer than that for characters F and G. This allows players to easily recognize that character B is the most important character among the companion characters, and that character E is the most important character among the enemy characters.
[0168] In gaming machines like the gaming machine 100 of this embodiment, where many characters appear, it can be difficult for players to determine which characters are important and have high expectations, potentially leading to anxiety about playing the game. To solve this problem, by effectively utilizing the customer waiting demo sequence during non-game periods and displaying and introducing more important characters for longer periods, players can easily recognize which characters are important and have high expectations, allowing them to enjoy the game with peace of mind.
[0169] Next, we will explain some example screens for character introductions. Figures 18(a-1), (a-2), and (a-3) are example screens for introducing characters A, B, and E, respectively.
[0170] On the main display device 131, a title image 71a, which suggests that the characters are being introduced, is superimposed on the background image, along with character images (71b1, 71b2, 71b3) and explanatory images about the characters (71c, 71c1, 71c2). Furthermore, the explanatory images about the characters (71c, 71c1, 71c2) display text images that describe each character and text images that indicate the expected value of each character. In this way, it is possible to clearly appeal to the player which character has the highest expected value.
[0171] Figure 18(a-4) shows an example of a screen displaying all characters in the character introduction. Images 71d of all characters (excluding special characters) and text images 71e indicating that all characters are displayed, such as "Character Gathering!!", are superimposed on the background image. Figure 18(a-5) shows an example of the final scene in the character introduction. Image 71g of character A and image 71f of character A's dialogue, such as "Now, let's start playing!", are superimposed on the background image. Note that image 71g of character A here is different from image 71b1 of character A used to introduce character A in Figure 18(a-1).
[0172] Next, the character introduction in the second embodiment will be explained using Figure 18(b). As shown in Figure 18(b), first, character A is introduced for 2 seconds, then character A is hidden, and then each character is introduced for 2 seconds in the order of character B → character C → character D → character E → character F → character G. After the introduction of the last character, character G, all characters are displayed for 3 seconds, and finally, only character A is displayed for 2 seconds to conclude the character introduction.
[0173] In the character introduction of the second embodiment, the most important character, Character A, is displayed (introduced) first. This allows players to easily recognize that Character A is the most important and most anticipated character among those introduced. Furthermore, in the character introduction of the second embodiment, only Character A is displayed twice, at the beginning and at the end, to further reinforce the recognition that Character A is the most important and most anticipated character. The example screens for each scene of the character introduction in the second embodiment are the same as those described in the example screens for the first embodiment.
[0174] In the character introduction of the second embodiment, as shown in Figure 18(b), the introduction time for each character was set to be the same (2 seconds). However, this is not limited to this, and the time for displaying character A may be made longer than the time for displaying other characters (for example, setting the display time for character A to 5 seconds and the display time for other characters to 2 seconds), and character A may be displayed first. By doing so, it is possible to more effectively appeal to the player that character A is the most important and highly anticipated character.
[0175] Furthermore, in the character introductions of the first and second embodiments, special characters are not displayed. As will be explained in detail later, special characters are special characters that may be displayed when a jackpot is won, and are less likely to be displayed when the result is a loss. When a special character that is not displayed in the character introduction suddenly appears during a spin and a jackpot is won, it can give the player a sense of surprise and enhance the enjoyment of the game.
[0176] (Explanation of the variation in the animation patterns) Referring to Figures 19 and 20, the variable performance patterns determined by the sub-CPU 320a in the performance control board 320 by referring to the core display performance specification table TS1 stored in the sub-ROM 320b will be explained. The core display performance specification table TS1 includes multiple variable performance patterns, including the normal jackpot variable performance pattern determination table TS1A, which is referenced when Special 1 is a jackpot in the normal game state, and the normal miss variable performance pattern determination table TS1B, which is referenced when Special 1 is a miss in the normal game state. Figure 19 is a diagram showing an example of the normal jackpot variable performance pattern determination table TS1A, and Figure 20 is a diagram showing an example of the normal miss variable performance pattern determination table TS1B.
[0177] The sub-CPU 320a determines one variation animation pattern by referring to the core display animation specification table TS1 (such as the normal mode jackpot variation animation pattern determination table TS1A or the normal mode miss variation animation pattern determination table TS1B) stored in the sub-ROM 320b, based on the variation pattern specification command transmitted from the main control board 300 and the random value for animation obtained when the variation pattern specification command is received. The random value for animation is one of 100 values between "0" and "99".
[0178] As shown in Figure 19, in normal gameplay, there are 49 possible variation patterns (patterns 1 to 49) that can be determined when Special Symbol 1 is the jackpot. Additionally, there are 17 possible variation patterns (patterns 1 to 17) when the jackpot is Special Symbol A (10R probability variation jackpot), 17 possible variation patterns (patterns 18 to 34) when the jackpot is Special Symbol B (4R probability variation jackpot), and 15 possible variation patterns (patterns 35 to 49) when the jackpot is Special Symbol C (4R normal jackpot). In other words, different variation patterns are determined depending on the type of jackpot won.
[0179] Specifically, if the received variable pattern specification command is "E6H" and "10H", one of "Pattern 1 to 8" will be determined as the variable performance pattern, but if the acquired random value for performance is "0 to 29", Pattern 1 will be determined, in which SP Reach A will be executed with character A displayed, if the acquired random value for performance is "30 to 44", Pattern 2 will be determined, in which SP Reach B will be executed with character B displayed, if the acquired random value for performance is "45 to 54", Pattern 3 will be determined, in which SP Reach C will be executed with character C displayed, and if the acquired random value for performance is "55 to 59", If the acquired random value for the performance is "60-69", then pattern 5 is determined, in which SP Reach D, in which character E is displayed, is executed. If the acquired random value for the performance is "70-74", then pattern 6 is determined, in which SP Reach F, in which character F is displayed, is executed. If the acquired random value for the performance is "75-79", then pattern 7 is determined, in which SP Reach G, in which character G is displayed, is executed. If the acquired random value for the performance is "80-99", then pattern 8 is determined, in which SP Reach H, in which a special character is displayed, is executed.
[0180] Furthermore, if the received variable pattern specification command is "E6H" and "11H", one of "Pattern 9 to 16" will be determined as the variable effect pattern. However, if the acquired random value for effect is "0 to 29", pattern 9, in which character cut-in effect A is executed, will be determined. If the acquired random value for effect is "30 to 44", pattern 10, in which character cut-in effect B is executed, will be determined. If the acquired random value for effect is "45 to 54", pattern 11, in which character cut-in effect C is executed, will be determined. If the acquired random value for effect is "55 to 59", If the acquired random value for the animation is "60-69", then pattern 13 is determined to execute character cut-in animation E. If the acquired random value for the animation is "70-74", then pattern 14 is determined to execute character cut-in animation F. If the acquired random value for the animation is "75-79", then pattern 15 is determined to execute character cut-in animation G. If the acquired random value for the animation is "80-99", then pattern 16 is determined to execute a special character cut-in animation.
[0181] Furthermore, if the received variable pattern specification command is "E6H" and "12H", the variable performance pattern will always be "Pattern 17", in which a full rotation reach is executed. Although the details are omitted here, if the winning jackpot is special symbol B or special symbol C (if the received variable pattern specification command is "E6H" and "13~18H"), the variable performance pattern 1 will be determined in the same way as when the winning jackpot is special symbol A, as described above.
[0182] Furthermore, as shown in Figure 20, there are 17 possible variation animation patterns (patterns 50-66) that can be determined when Special 1 is a miss during normal gameplay. Patterns 50-64 are variation animation patterns that perform a reach animation, while patterns 65 and 66 are variation animation patterns that do not perform a reach animation.
[0183] Specifically, if the received variable pattern specification command is "E6H" and "19H", "Pattern 50" will always be determined as the variable performance pattern, in which only a normal reach will be executed. If the received variable pattern specification command is "E6H" and "20H", one of "Patterns 51 to 57" will be determined as the variable performance pattern, but if the acquired random value for the performance is "0 to 4", Pattern 51 will be determined, in which SP reach A displaying character A will be executed. If the acquired random value for the performance is "5 to 14", Pattern 52 will be determined, in which SP reach B displaying character B will be executed. If the acquired random value for the performance is "15 to 29", Pattern 53 will be determined, in which SP reach C displaying character C will be executed. If the acquired random value for the performance is "30-44", pattern 54 is determined, in which SP Reach D, in which character D is displayed, is executed. If the acquired random value for the performance is "45-54", pattern 55 is determined, in which SP Reach E, in which character E is displayed, is executed. If the acquired random value for the performance is "55-74", pattern 56 is determined, in which SP Reach F, in which character F is displayed, is executed. If the acquired random value for the performance is "75-99", pattern 57 is determined, in which SP Reach G, in which character G is displayed, is executed. Note that the variable performance pattern in which SP Reach H, in which a special character is displayed, is not determined when the result is a miss.
[0184] Next, if the received variable pattern specification command is "E6H" or "21H", one of "Pattern 58~64" is determined as the variable effect pattern. If the acquired random value for effect is "0~4", pattern 58 is determined, in which character cut-in effect A is executed. If the acquired random value for effect is "5~14", pattern 59 is determined, in which character cut-in effect B is executed. If the acquired random value for effect is "15~29", pattern 60 is determined, in which character cut-in effect C is executed. If the acquired random value for effect is "30~44", pattern 61 is determined, in which character cut-in effect D is executed. If the acquired random value for effect is "45~54", pattern 62 is determined, in which character cut-in effect E is executed. If the acquired random value for effect is "55~74", pattern 63 is determined, in which character cut-in effect F is executed. If the acquired random value for effect is "75~99", pattern 64 is determined, in which character cut-in effect G is executed. Furthermore, the variation animation pattern that triggers the special character cut-in animation, which displays a special character, is not determined when the result is a loss.
[0185] Furthermore, if the received variable pattern specification command is "E6H" and "22H", the variable pattern "Pattern 65", which is a variable pattern in which only normal fluctuations occur without a reach animation, is always determined. If the received variable pattern specification command is "E6H" and "23H", the variable pattern "Pattern 66", which is a variable pattern in which only shortened fluctuations occur without a reach animation, is always determined.
[0186] Here, the variable animation pattern that performs a full rotation reach animation is not selected if the judgment result is a miss, and is only selected if the type of jackpot won is the most advantageous special symbol A (10R probability change jackpot) for the player. In addition, the variable animation patterns that display a special character, such as SP reach H or special character cut-in animations, are not selected if the judgment result is a miss, and are not selected if the type of jackpot won is the least advantageous special symbol C (4R normal jackpot) for the player. However, it is also possible to make the variable animation patterns that display a special character, such as SP reach H or special character cut-in animations, selectable even if the judgment result is a miss or if the type of jackpot won is special symbol C. In this case, it is desirable to make the variable animation patterns that display a special character, such as SP reach H or special character cut-in animations, less likely to be selected than the variable animation patterns that display other characters A-G, such as SP reach A-G or character cut-in animations A-G.
[0187] Next, Figures 19 and 20 will be used to explain the expected outcomes of SP Reach and character cut-in animations. SP Reach A, which displays character A, is more likely to be selected when the result is a jackpot than when it is a miss. Furthermore, SP Reach B and SP Reach E, which display characters B and E, are selected less frequently when the result is a jackpot than SP Reach A, but are still more likely to be selected when the result is a jackpot than when it is a miss. On the other hand, SP Reach C and SP Reach D, which display characters C and D, are more likely to be selected when the result is a miss than when it is a jackpot. Furthermore, SP Reach F and SP Reach G, which display characters F and G, are selected more frequently when the result is a miss than when it is a jackpot. Note that SP Reach H, which displays a special character, is only selected when the result is a jackpot.
[0188] Based on the above, the probability of winning a jackpot in an SP Reach is highest for SP Reach H, followed by SP Reach A. The probability of winning in the following SP Reaches, from highest to lowest, is SP Reach B and E, SP Reach C and D, and SP Reach F and G.
[0189] Similarly, for character cut-in animations, character cut-in animation A, which displays character A, is more likely to be selected when the result is a jackpot than when the result is a loss. Furthermore, character cut-in animations B and E, which display characters B and E, are selected less frequently when the result is a jackpot than character cut-in animation A, but are still more likely to be selected when the result is a jackpot than when the result is a loss. On the other hand, character cut-in animations C and D, which display characters C and D, are more likely to be selected when the result is a loss than when the result is a jackpot. Furthermore, character cut-in animations F and G, which display characters F and G, are selected more frequently when the result is a loss than when the result is a jackpot. Note that special character cut-in animations, which display special characters, are only selected when the result is a jackpot.
[0190] Based on the above, the probability of winning a jackpot in the character cut-in animations is highest for the special character cut-in animation, followed by character cut-in animation A. Below that, the probability of winning in the character cut-in animations is in the following order from highest to lowest: character cut-in animations B and E, character cut-in animations C and D, and character cut-in animations F and G.
[0191] Furthermore, SP Reach A and Character Cut-in Animation A, which display character A, are most likely to be executed when the type of jackpot won is special symbol A (10R probability variation jackpot), which is the most advantageous for the player. On the other hand, SP Reach B-G and Character Cut-in Animations B-G, which display characters B-G, are more likely to be executed when the type of jackpot won is special symbol B (4R probability variation jackpot) or special symbol C (4R normal jackpot), which are less advantageous to the player than special symbol A. In addition, SP Reach H and Special Character Cut-in Animation, which display a special character, are executed only when the type of jackpot won is special symbol A or special symbol B, and are not executed when the player wins special symbol C, which is the least advantageous jackpot for the player.
[0192] From this, it can be seen that the special character and character A are more important to players who play the game hoping to hit the jackpot, compared to the other characters B through G. By displaying character A for a longer time than the other characters B through G in the character introduction during the customer waiting demo, or by displaying it first, players can be efficiently made aware of the character's importance. On the other hand, by deliberately not displaying the special character during the customer waiting demo, a sense of surprise can be given to players.
[0193] (Explanation of an example of a variation display) Using Figure 21, we will explain the display examples of "Normal Spin," "Normal Reach," "SP Reach," and "Full Rotation Reach." Figure 21(a) shows an example of "Normal Spin → Normal Reach," Figure 21(b) shows an example of "Normal Spin → Normal Reach → SP Reach," and Figure 21(c) shows an example of "Normal Spin → Normal Reach → Full Rotation Reach."
[0194] As shown in Figure 21(a), a normal reach is a reach animation that takes place after a normal spin. During a normal spin, the main display device 131 displays a scrolling animation of the three animation symbols (left animation symbol 50, middle animation symbol 51, and right animation symbol 52) from top to bottom, superimposed on the normal background image, and also displays the small symbols 55 in a manner (scrolling manner) indicating that they are in motion. In addition, the hold icon display area 53, the special 1 hold count 56, and the special 2 hold count 57 are displayed superimposed on the normal background image. Note that in Figure 21(a), the special 1 hold information and the special 2 hold information are not stored, so no hold icons are displayed in the hold icon display area 53, and both the special 1 hold count 56 and the special 2 hold count 57 display "0". Furthermore, the icon 54a corresponding to the spin currently in progress is displayed in the icon display area 54.
[0195] Next, in a normal reach, the main display device 131 displays the left performance symbol 50 and the right performance symbol 52 in a temporarily stopped state superimposed on the normal reach background image, and displays the middle performance symbol 51 scrolling from top to bottom. At this time, the left performance symbol 50 and the right performance symbol 52 display the same number (number section 50a), which is a so-called reach-tenpai state. In addition, the middle performance symbol 51 is displayed scrolling from top to bottom in a manner that is easier for the player to recognize than normal fluctuations (slow manner). The small symbols 55, the reserve icon display area 53, the icon display area 54, the icon 54a, special 1 reserve number 56, and special 2 reserve number 57 are displayed superimposed on the normal reach background image in the same manner as normal fluctuations.
[0196] In Figure 21(a), if a game ball enters the first starting device 112 during the variation and one special 1 reserve information is stored, one reserve icon is displayed in the reserve icon display area 53, and "1" is displayed in the special 1 reserve count 56. Also, if a game ball enters the second starting device 115 during the variation and one special 2 reserve information is stored, no reserve icon is displayed in the reserve icon display area 53, and "1" is displayed in the special 2 reserve count 57.
[0197] As shown in Figure 21(b), an SP Reach is a reach animation that develops from a normal reach after a normal reach, and has a higher probability of resulting in a jackpot than a normal reach. The examples of "Normal Spin" and "Normal Reach" are the same as those described above in Figure 21(a), so they are omitted here. Note that an SP Reach may also develop and occur during a normal spin before a normal reach occurs (in the middle of a normal spin).
[0198] In an SP reach, the left performance symbol 50 and the right performance symbol 52 are superimposed on the SP reach background image on the main display device 131 and displayed at the edges of the main display device 131 in a reduced form compared to normal spins and normal reaches. At this time, the character portion 50b and the frame portion 50c of the left performance symbol 50 and the right performance symbol 52 are hidden, and only the number portion 50a is displayed as the reduced left performance symbol 80a and reduced right performance symbol 80b. In Figure 21(b), the reduced left performance symbol 80a is displayed in the upper left of the main display device 131 and the reduced right performance symbol 80b is displayed in the upper right of the main display device 131, but the display is not limited to these positions, and can be displayed in any position on the main display device 131 as long as it does not obstruct the visibility of the SP reach.
[0199] Next, the main display device 131 displays the character image 81 for the SP reach and the jackpot teaser image 82 superimposed on the SP reach background image. The jackpot teaser image 82 is an image displayed in the approximate central area of the main display device 131 that teases whether the symbol that indicates a jackpot (symbol 7) or the symbol that indicates a loss (symbol 6) will be displayed.
[0200] Furthermore, as mentioned earlier, there are eight types of SP Reach, from SP Reach A to H. In Figure 21(b), SP Reach A is being performed, with character A displayed as character image 81 in the SP Reach. Similarly, when SP Reach B is performed, character B is displayed as character image 81 in the SP Reach, and when SP Reach H is performed, a special character is displayed as character image 81 in the SP Reach, and so on. It is possible to recognize which SP Reach is being performed by which character is displayed. As mentioned earlier, the expected probability of winning a jackpot for SP Reach is highest for SP Reach H, followed by SP Reach A. The expected probability of winning for SP Reach, from highest to lowest, is SP Reach B and E, SP Reach C and D, and SP Reach F and G.
[0201] In the SP reach shown in Figure 21(b), the hold icon display area 53 and the hold icons are not displayed. However, the SP reach may be displayed in a manner that does not impede its visibility. The small symbols 55, the icon display area 54, the icons 54a, the special 1 hold count 56, and the special 2 hold count 57 are displayed superimposed on the SP reach background image in the same manner as in normal spins and normal reaches.
[0202] As shown in Figure 21(c), the full rotation reach is a reach animation that develops from a normal reach after a normal reach, and is performed only when the result of the judgment is a jackpot. The display examples of "normal spin" and "normal reach" are the same as those described above in Figure 21(a), so they are omitted here. The full rotation reach may develop and be performed during a normal spin before a normal reach occurs (in the middle of a normal spin), or it may develop after an SP reach occurs, or in the middle of an SP reach.
[0203] In a full rotation reach, the main display device 131 displays three special symbols superimposed on the full rotation reach background image, scrolling from top to bottom. By displaying the three scrolling special symbols 83 at the edge of the main display device 131 (for example, the upper right of the main display device 131), the visibility of the full rotation reach is not obstructed. Furthermore, by displaying the three scrolling special symbols 83 in a so-called "double-digit" pattern, where they all have the same number (number portion 50a), and scrolling from top to bottom at a speed that the player can recognize, the player can easily recognize that a jackpot has been hit.
[0204] In addition, during a full rotation reach, the main display device 131 displays an image 84 superimposed on the full rotation reach background image to indicate that the currently running performance is a full rotation reach. This image includes a special character image and a special character dialogue image (for example, "Bonus GET!"). While the image 84 indicating a full rotation reach is shown as an image of a special character, it is not limited to this. For example, it may also display the main character, character A, or all characters, or a different character that is not shown in the character introduction during the customer waiting demo performance, or a different character that is not shown as a performance symbol.
[0205] In this case, the reserve icon display area 53 and the reserve icon, the icon display area 54 and the icon 54a are not displayed during the full rotation reach. However, the display is not limited to this, and may be displayed in a manner that does not hinder the visibility of the full rotation reach. The small symbols 55, special 1 reserve count 56, and special 2 reserve count 57 are displayed superimposed on the full rotation reach background image in the same manner as in normal spins and normal reaches.
[0206] (Explanation of character cut-in animation) Figure 22 will be used to explain the details of the "character cut-in effect". Figure 22(a) shows the timing of the character cut-in effect during "normal spin → normal reach", Figure 22(b) shows the timing of the character cut-in effect during "normal spin → normal reach → SP reach", and Figure 22(c) shows the timing of the character cut-in effect during "normal spin → normal reach → full rotation reach". Figure 22(d) shows an example of the character cut-in effect display.
[0207] First, let's explain an example of the display of a character cut-in effect using Figure 22(d). A character cut-in effect is an effect that is suddenly executed, interrupting various pre-announcement effects and reach effects that are currently running, and is an effect that has a relatively high probability of resulting in a big win. As shown in Figure 22(d), the main display device 131 displays a character cut-in image 85 (for example, an image of character A) and a cut-in text image 86 (for example, the text "Super Hot") superimposed on a background image (normal background image, normal reach background image, SP reach background image, etc.).
[0208] As mentioned earlier, there are eight types of character cut-in animations: character cut-in animations A through G and special character cut-in animations. In Figure 22(d), character cut-in animation A is being performed, where character A is displayed as character cut-in image 85. Similarly, when character cut-in animation B is performed, character B is displayed as character cut-in image 85, and when special character cut-in animation is performed, the special character is displayed as character cut-in image 85, and so on. It is possible to recognize which character cut-in animation is being performed by which character is displayed. As mentioned earlier, the probability of winning a jackpot with character cut-in animations is highest with special character cut-in animations, followed by character cut-in animation A. The probability of winning with the following character cut-in animations is, from highest to lowest, in the order of character cut-in animations B and E, character cut-in animations C and D, and character cut-in animations F and G.
[0209] Furthermore, the cut-in text image 86 in the character cut-in animation is designed to display different text images depending on the character being shown. For example, if the displayed character is Character B, the text "Big Chance!" is displayed, and if the displayed character is a special character, the text "Congratulations!" is displayed. Alternatively, the cut-in text image 86 could be set to display the same text image regardless of the character being shown. For example, the text "Super Hot!" could be displayed in a character cut-in animation with a high probability of winning, and the text "Chance!" could be displayed in a character cut-in animation with a low probability of winning.
[0210] Next, we will explain the timing of the character cut-in animation using Figures 22(a), (b), and (c). As shown in Figure 22(a), in the variation animation pattern that goes from "normal variation → normal reach", there are three execution timings: t1, t2, and t3. Specifically, these are the timing t1 in the first half of the normal variation, t2 in the second half of the normal variation, and t3 during the normal reach.
[0211] As shown in Figure 22(b), in the variation animation pattern that performs "normal variation → normal reach → SP reach", in addition to the three execution timings t1, t2, and t3 mentioned above, there are two new execution timings, t4 and t5. Specifically, these are the timing t4 when the SP reach develops and the timing t5 during the SP reach.
[0212] As shown in Figure 22(c), in the variation animation pattern that performs "normal variation → normal reach → full rotation reach", in addition to the three execution timings t1, t2, and t3 mentioned above, there is a new execution timing t6. Specifically, it is one of the timings t6 when the full rotation reach develops. Note that the full rotation reach is a reach animation that is performed only when the judgment result is a jackpot, so the character cut-in animation is not performed during the full rotation reach.
[0213] Here, six timings t1 to t6 are shown as the execution timings for character cut-in animations. The proportion of character cut-in animations executed at all timings may be the same, or the proportion may differ depending on the timing. If the proportion of character cut-in animations executed varies depending on the timing, it is best to increase the proportion of character cut-in animations executed at later timings in a single spin. In other words, it is best to increase the proportion of character cut-in animations executed at timing t5 during an SP reach or timing t6 when a full-rotation reach develops compared to timing t1 in the first half of a normal spin. Furthermore, it is best to increase the proportion of character cut-in animations that display characters with a high probability of winning as the timing progresses in a single spin. Specifically, when a character cut-in animation is performed at timing t1 in the first half of a normal spin, it is more likely to display character D or character G. When a character cut-in animation is performed at timing t5 during an SP reach or timing t6 when a full-rotation reach develops, it is more likely to display character A or a special character.
[0214] (Explanation of the display pattern determination table) The sub-CPU 320a of the performance control board 320 determines the performance symbols to be displayed on the main display device 131 during the variation, based on the variation pattern specification command and symbol specification command transmitted from the main CPU 301a of the main control board 300, and the random value for performance symbols acquired by the sub-CPU 320a when these commands are received, by referring to the performance symbol determination table TS2 stored in the sub-ROM 320b. Specifically, it refers to the performance symbol determination table TS2 to determine the "reach-tenpai symbol" and the "final stop symbol" to be displayed on the main display device 131. Figure 23 shows an example of the performance symbol determination table for special 1 in the normal game state. The random value for performance symbols is one of 100 values from "0 to 99".
[0215] Here, "reach-tenpai symbols" refers to a combination of symbols among the three performance symbols (left performance symbol 50, middle performance symbol 51, and right performance symbol 52) displayed on the main display device 131, where the left performance symbol 50 and the right performance symbol 52 are temporarily stopped and displayed with the same number (number part 50a). (Hereafter, this may be referred to as "reach symbols.")
[0216] The "final stop symbol" is a combination of symbols used by the main display device 131 to announce the result of the judgment, and is a combination of three performance symbols (left performance symbol 50, middle performance symbol 51, and right performance symbol 52). The final stop symbol includes a "jackpot symbol" which is displayed when the judgment result is a jackpot and displays the three performance symbols with the same number (number part 50a) (displayed as a "double number"), a "reach miss symbol" which is displayed when the judgment result is a miss and a reach performance is performed, and displays the left performance symbol 50 and the right performance symbol 52 with the same number and the middle performance symbol 51 with a different number, and a "scattered symbol" which is displayed when the judgment result is a miss and no reach performance is performed, and displays the three performance symbols with different numbers.
[0217] As shown in Figure 23, when the result of the judgment is special symbol A (10R probability variation jackpot), there are seven types of "reach-tenpai symbols" and "final stop symbols" that can be determined. For reach-tenpai symbols, there are seven types from "symbol 1 to symbol 7 to tenpai," and for final stop symbols, there are seven types from "symbol 1 to symbol 7 to match." Similarly, when the result of the judgment is special symbol B (4R probability variation jackpot), there are six types of "reach-tenpai symbols" and "final stop symbols" that can be determined. For reach-tenpai symbols, there are six types from "symbol 1 to symbol 6 to tenpai," and for final stop symbols, there are six types from "symbol 1 to symbol 6 to match." Similarly, when the result of the judgment is special symbol C (4R regular jackpot), there are three types of "reach-tenpai symbols" and "final stop symbols" that can be determined. The reach-tenpai symbols are "2 symbols in a tenpai, 4 symbols in a tenpai, and 6 symbols in a tenpai," and there are three types of final stop symbols, "2 symbols aligned, 4 symbols aligned, and 6 symbols aligned."
[0218] Furthermore, if the judgment result is a miss (reach miss), there are six types of "reach tenpai symbols" and "final stop symbols" that can be determined. For the reach tenpai symbols, there are six types, from "symbol 1 tenpai" to "symbol 6 tenpai," and for each reach tenpai symbol, there is a "reach miss symbol" that displays a different number on the middle performance symbol 51.
[0219] Using a portion of Figure 23, we will explain how to refer to the TS2 symbol determination table. We will specifically explain the case where the result of the determination is special symbol A (10R probability variation jackpot). If the acquired random number for the performance symbols is between "0 and 4", then "Symbol 1" is determined as the winning symbol for a reach, and "Symbol 1 match (upgraded during jackpot)" is determined as the final stopping symbol.
[0220] Similarly, if the acquired random number for the performance symbols is "5-9", the winning symbol for the reach is determined to be "1 symbol", and the final stopping symbol is determined to be "7 symbols aligned (upgraded during spin)". Furthermore, if the acquired random number for the performance symbols is "10-14", the winning symbol for the reach is determined to be "2 symbols", and the final stopping symbol is determined to be "2 symbols aligned (upgraded during jackpot)". If the number is "15-19", the winning symbol for the reach is determined to be "2 symbols", and the final stopping symbol is determined to be "7 symbols aligned (upgraded during spin)". Furthermore, if the acquired random number for the performance symbols is "20-29", the winning symbols for the reach are determined to be "3 symbols", and the final stopping symbols are determined to be "3 symbols aligned (upgraded during jackpot)". If the acquired random number for the performance symbols is "30-39", the winning symbols for the reach are determined to be "3 symbols", and the final stopping symbols are determined to be "7 symbols aligned (upgraded during spinning)". Furthermore, if the acquired random number for the performance symbols is "40-44", the winning symbols for the reach are determined to be "4 symbols", and the final stopping symbols are determined to be "4 symbols aligned (upgraded during jackpot)". If the acquired random number for the performance symbols is "45-49", the winning symbols for the reach are determined to be "4 symbols", and the final stopping symbols are determined to be "7 symbols aligned (upgraded during spinning)". Furthermore, if the acquired random number for the performance symbols is "50-59", the winning symbols for the reach are determined to be "5 symbols", and the final stopping symbols are determined to be "5 symbols aligned (upgraded during jackpot)". If the acquired random number for the performance symbols is "60-69", the winning symbols for the reach are determined to be "5 symbols", and the final stopping symbols are determined to be "7 symbols aligned (upgraded during spinning)". Furthermore, if the acquired random number for the performance symbols is "70-74", the winning symbols for the reach are determined to be "6 symbols", and the final stopping symbols are determined to be "6 symbols aligned (upgraded during jackpot)". If the acquired random number for the performance symbols is "75-79", the winning symbols for the reach are determined to be "6 symbols", and the final stopping symbols are determined to be "7 symbols aligned (upgraded during spinning)". Furthermore, if the acquired random value for the performance symbols is between "80 and 99", the "7 symbol combination" is determined as the winning combination for a reach, and the final stopping symbols are determined to be "7 symbols aligned".
[0221] Similarly, if the result of the judgment is that the special symbol is special symbol B (4R probability variation jackpot), special symbol C (4R normal jackpot), or special symbol H (miss), the "reach-tenpai symbol" and "final stop symbol" are determined by referring to the performance symbol determination table TS2 based on the random value for the performance symbols obtained when the variation pattern specification command and symbol specification command are received (details are omitted). Details of "jackpot upgrade" and "variation upgrade" will be described later.
[0222] Here, as shown in Figure 23, "7 symbol tenpai" and "7 symbol match" are determined only when the special symbol is special symbol A (10R probability change jackpot), which is most advantageous to the player. As mentioned above, the character section 50b of the 7 symbol displays character A, the main character. In other words, when the 7 symbol displaying character A is displayed on the main display device 131, it indicates the most advantageous situation for the player.
[0223] Furthermore, if the special symbol is the unfavorable special symbol C (4R regular jackpot), only even-numbered symbols such as 2, 4, and 6 are determined as the "reach-tenpai symbol" and "final stop symbol." In other words, even-numbered symbols are more likely to be determined when there is an unfavorable jackpot (special symbol C) than when there is a favorable jackpot (special symbol A or special symbol B). Also, even-numbered symbols are more likely to be determined when the result is a miss (special symbol H) than when the result is a jackpot. As mentioned above, enemy characters, character E, character F, and character G, are displayed on even-numbered symbols. In other words, when an even-numbered symbol with an enemy character is displayed on the main display device 131, it suggests that the situation is unfavorable to the player.
[0224] Furthermore, if the special symbol is special symbol B, which is less favorable to the player than special symbol A but more favorable than special symbol C, then odd-numbered symbols such as 1, 3, and 5 are more likely to be determined as the "reach-tenpai symbol" and "final stop symbol" than even-numbered symbols. Moreover, odd-numbered symbols are more likely to be determined when the result is a jackpot than when it is a miss, compared to even-numbered symbols. As mentioned above, the companion characters, character B, character C, and character D, are displayed on the odd-numbered symbols. In other words, when odd-numbered symbols displaying companion characters are shown on the main display device 131, it suggests a favorable situation for the player.
[0225] These features allow for an easy-to-understand and enjoyable gaming experience for players. For example, the 7 symbol displays Character A, the main character of the gaming machine 100, and when the 7 symbol is displayed on the main display device 131 during gameplay, it suggests the most favorable situation for the player. The odd-numbered symbols display allied characters who have a trusting relationship with Character A, and when the odd-numbered symbols are displayed on the main display device 131 during gameplay, it suggests the favorable situation for the player. The even-numbered symbols display enemy characters who are in conflict with Character A, and when the even-numbered symbols are displayed on the main display device 131 during gameplay, it suggests the unfavorable situation for the player.
[0226] In Figure 23, when the special symbol is special symbol A, the selection ratios for even-numbered symbols (symbols 2, 4, and 6) in the "reach-tenpai symbol" and "final stop symbol" are set to be the same. However, the selection ratios for even-numbered symbols may be different for each symbol. For example, when the special symbol is special symbol A, the selection ratio for symbol 6, which displays character E, may be higher than the selection ratios for symbol 2, which displays character F, and symbol 4, which displays character G.
[0227] Furthermore, in Figure 23, when the special symbol is special symbol B, the selection ratios of odd-numbered symbols (symbol 1, symbol 3, and symbol 5) for the "reach-tenpai symbol" and "final stop symbol" are set to be the same. However, the selection ratios of odd-numbered symbols may be set to be different for each symbol. For example, when the special symbol is special symbol B, the selection ratio of symbol 3, which displays character B, may be set higher than the selection ratio of symbol 1, which displays character C, and symbol 5, which displays character D.
[0228] Furthermore, in Figure 23, the selection ratios of odd-numbered symbols (symbol 1, symbol 3, and symbol 5) in the "reach-tenpai symbols" when the special symbol is special symbol H (miss) are set to be the same, but this is not limited to this, and the selection ratios of odd-numbered symbols may be set to be different for each. For example, when the special symbol is special symbol H, the selection ratio of symbol 3, which displays character B, may be set lower than the selection ratios of symbol 1, which displays character C, and symbol 5, which displays character D.
[0229] Furthermore, special characters are not used in the character section 50b of the display symbols. By deliberately not using special characters that have a high probability of winning in the character section 50b of the display symbols, which players see frequently during gameplay, it is possible to give players a sense of surprise.
[0230] (Explanation of promotion animation) Next, we will explain the details of the "in-spin upgrade effect" and the "in-jackpot upgrade effect" using Figure 24. Figure 24(a) shows an example of the display of the in-spin upgrade effect, and Figure 24(b) shows an example of the display of the in-jackpot upgrade effect.
[0231] The "in-spin upgrade effect" is an effect that encourages the player to decide whether or not to upgrade the outcome of the symbols that announce a jackpot to the most advantageous outcome. If the in-spin upgrade effect is successful, the outcome of the symbols that announce a jackpot is upgraded to the most advantageous outcome for the player. If the in-spin upgrade effect is unsuccessful, the effect ends without upgrading the outcome of the symbols that announce a jackpot. In this embodiment, the success of the in-spin upgrade effect is indicated when a sequence of symbols other than 7 is upgraded to a sequence of symbols with 7.
[0232] As shown in Figure 24(a-1), in reach sequences (normal reach, special reach, etc.), after a winning combination of symbols is displayed, the main display device 131 performs an action to scroll from top to bottom, superimposed on the background image that is upgraded during the spin. Specifically, the upper combination of symbols 90a, the middle combination of symbols 90b, and the lower combination of symbols 90c are displayed in sequence, scrolling from top to bottom. At this time, the middle combination of symbols 90b is displayed in a more enlarged form than the upper combination of symbols 90a and the lower combination of symbols 90c.
[0233] Figure 24(a-1) shows a scene where "777" is displayed as the upper repeating number combination 90a, "666" is displayed in an enlarged form as the middle repeating number combination 90b, and "555" is displayed as the lower repeating number combination 90c. In the next scene as time progresses, "111" is displayed as the upper repeating number combination 90a, "777" is displayed in an enlarged form as the middle repeating number combination 90b, and "666" is displayed as the lower repeating number combination 90c, with the repeating number combinations displayed sequentially switching between upper repeating number combination 90a, middle repeating number combination 90b, and lower repeating number combination 90c.
[0234] Subsequently, if the spinning upgrade animation is successful, as shown in Figure 24(a-2), the main display device 131 will display "777" as the upgrade success symbol 91a superimposed on the spinning upgrade background image. If the spinning upgrade animation fails, as shown in Figure 24(a-3), the main display device 131 will display a combination of repeating symbols other than 7 (for example, repeating 5 symbols) as the upgrade failure symbol 91b superimposed on the spinning upgrade background image.
[0235] If the upgrade animation during the variation is successful, as shown in Figure 24(a-2), the main display device 131 displays character A as the upgrade success character image 92, superimposed on the upgrade success symbol 91a, "777". By displaying character A, the main character of the gaming machine 100, in the scene of a successful upgrade animation during the variation, the player can easily recognize that they have succeeded in the upgrade and are in the most advantageous situation.
[0236] On the other hand, if the upgrade animation during the reel spin fails, the character image is not displayed on the main display device 131, as shown in Figure 24(a-3). By displaying the character image when the upgrade animation during the reel spin is successful and not displaying it when it fails, it is possible to effectively communicate to the player that they have succeeded in the upgrade and are in the most advantageous position.
[0237] Furthermore, while the main display device 131 is currently designed not to display character images when the upgrade animation during reel spinning fails, it may be permitted to do so. In this case, it is desirable to display a character image other than the main character, character A, such as the enemy character, character E. Also, when the upgrade animation during reel spinning is successful, the main display device 131 may display a special character. Since the special character is the character that players have the highest expectations of, it can effectively convey to the player that they have succeeded in the upgrade and are in the most advantageous situation.
[0238] Next, the "big win mid-upgrade effect" is an effect that makes it appear during a big win game that the ongoing big win has been upgraded to a big win that is advantageous to the player. In other words, it is an effect that makes the ongoing big win game seem like a big win that is disadvantageous to the player and actually notifies the player that it was really a big win that was advantageous to the player.
[0239] There are two successful patterns for the "big win mid-upgrade effect". Specifically, there is a confirmed probability upgrade pattern (which may be described as Pattern 1 below) that notifies that the big win is a big win that transitions to a confirmed probability game state after the big win game, and a round upgrade pattern (which may be described as Pattern 2 below) that notifies that it is the most advantageous big win for the player (the number of big win rounds increases). More specifically, Pattern 1 is a pattern that upgrades from a "4R normal big win" to a "4R confirmed probability big win". Pattern 2 is a pattern that upgrades from a "4R normal big win" or a "4R confirmed probability big win" to a "10R confirmed probability big win".
[0240] FIG. 24(b-2) shows a display example of the aforementioned Pattern 1, and FIGS. 24(b-3)(b-4) show display examples of the aforementioned Pattern 2.
[0241] An explanation will be given regarding the display example of the big win mid-upgrade effect. In the present embodiment, an operation effect using the effect button unit 135 is performed as the big win mid-upgrade effect. As shown in FIG. 24(b-1), on the main display device 131 during the big win game, an operation promotion character image 95a, which is a character image that prompts the player to operate the effect button, and an effect button image 95b indicating the effect button are displayed superimposed on the big win mid-upgrade background image.
[0242] In Figure 24(b-1), if the player operates the performance button unit 135, or if the jackpot round progresses to the next round (from round 3 to round 4), in pattern 1, as shown in Figure 24(b-2), the main display device 131 displays a probability variation upgrade image 98 (for example, a "RUSH GET!" image) superimposed on the jackpot upgrade background image, suggesting that the game will transition to a probability variation state after the jackpot game.
[0243] In Pattern 2, as shown in Figure 24(b-3), the upper mechanism unit 154 moves (falls) so as to overlap with the display area of the main display device 131. Subsequently, when the upper mechanism unit 154 returns to its initial position, as shown in Figure 24(b-4), the main display device 131 displays a round upgrade image 99a (for example, a "MAX GET!" image) superimposed on the background image of the jackpot upgrade, indicating that the number of jackpot rounds has been upgraded, and character A as an upgraded character image 99b superimposed on the round upgrade image 99a.
[0244] If pattern 2 is executed, as shown in Figure 24(b-4), character A is displayed as the upgraded character image 99b on the main display device 131. Since the round upgrade pattern is a scene that notifies the player that it is the most advantageous jackpot, displaying character A, which is the main character of the gaming machine 100, makes it easy for the player to recognize that they have succeeded in the upgrade and are in the most advantageous situation.
[0245] On the other hand, when Pattern 1 is executed, the character image is not displayed on the main display device 131, as shown in Figure 24(b-2). By displaying the character image only in Pattern 2, which leads to the most advantageous situation for the player, it is possible to effectively inform the player that they have succeeded in the promotion and are now in the most advantageous situation.
[0246] When Pattern 1 is executed, the main display device 131 does not display character images, but it is also possible to display them. In this case, it is desirable to display a character image other than the main character, character A, for example, an ally character, character B. Also, when Pattern 2 is executed, the main display device 131 may display a special character as the character image. Since the special character is the character that players have the highest expectations of, it can effectively appeal to the player that they have succeeded in getting promoted and are in the most advantageous situation.
[0247] Next, as an example of display during a jackpot game, as shown in Figure 24(b-1), the main display device 131 during a jackpot game displays the following superimposed on the jackpot upgrade background image: the round number image 93, the right-hand shooting image 94, the number of balls acquired image 96, the song title image 97, the small symbol image 55 displayed in a repeating digit pattern, the special 1 reserve number 56, and the special 2 reserve number 57.
[0248] Here, the round number image 93 is an image showing the number of jackpot rounds currently being played during a jackpot game; the right-hand shooting image 94 is an image prompting the player to shoot game balls towards the right-hand route 106b of the game area where the first jackpot device 117 or the second jackpot device 127, which opens during a jackpot game, is located; the acquired ball count image 96 is an image that notifies the number of balls that can be acquired and the number of balls already acquired during a jackpot game in progress; and the song title image 97 is an image showing the song title and lyrics of the song output from the sound output device 331 during a jackpot game in progress.
[0249] Furthermore, the round number image 93, the right-hand shooting image 94, the number of balls acquired image 96, the song title image 97, the small symbol image 55 displayed in a repeating digit pattern, the special 1 reserve number 56, and the special 2 reserve number 57 are images that are displayed on the main display device 131 during a jackpot game, regardless of whether a jackpot upgrade animation is performed during the jackpot.
[0250] Regarding the ball count image 96, the display method differs between Pattern 1 and Pattern 2 as described above. Specifically, in Pattern 1, although the player is notified that the ongoing jackpot will be upgraded to a jackpot that is more advantageous to them, the number of balls that can be obtained does not change, so it remains unchanged at "600" as shown in Figure 24(b-2). On the other hand, in Pattern 2, the player is notified that the ongoing jackpot will be upgraded to the most advantageous jackpot, so the number of balls that can be obtained changes, and it changes from "600" to "1500" as shown in Figures 24(b-3)(b-4).
[0251] (Introduction of special characters) As mentioned above, special characters are not introduced during the character introductions conducted during the customer waiting demo period B2 in the variable waiting period. However, in order to make players aware of the existence of special characters, special characters may be introduced during the character introductions conducted during the customer waiting demo period B2.
[0252] Figure 25(a) shows an example of a character introduction when introducing a special character during the customer waiting demo period B2 in the variable waiting period. It is an example of applying the introduction of a special character to the "character introduction in the first embodiment" in Figure 18(a) mentioned above.
[0253] As shown in Figure 25(a), in the character introductions, the special character is introduced after the introductions of the other characters (Character A to Character G) have finished. Also, the special character is not displayed in the "All Character Introductions" section of the character introductions shown in Figure 25(a). In this way, while the other characters (Character A to Character G) are displayed multiple times in the character introductions, the special character is displayed only once, so that the number of times the special character is displayed is less than the number of times the other characters are displayed.
[0254] Furthermore, the display time for special characters in the character introductions is shorter than that of other characters. Specifically, while other characters are displayed for "2 to 4 seconds," special characters are displayed for "1 second." This configuration allows players to recognize that special characters exist among the characters that the game machine 100 can display. Also, because the display time is short (or the number of times it is displayed) it may seem that the special characters are not very important at first glance, but when a special character is displayed during a spin, the expectation of a big win increases dramatically, thus providing players with a sense of surprise.
[0255] The order (timing) in which special characters are introduced may be at the beginning of the character introductions, or in the middle of the character introductions (for example, after the introduction of character A has finished). Furthermore, the introduction of special characters may be applied to the "character introductions in the second embodiment" shown in Figure 18(b) above. Even when applied to the "character introductions in the second embodiment," it is desirable to make the display time of special characters shorter than that of other characters (characters A to G), and to make the number of times special characters are displayed less than that of other characters.
[0256] (Character display during jackpot) Next, we will explain the character displays shown on the main display device 131 during a jackpot game. Figure 25(b) shows a specific example of the character display, which is a jackpot effect performed on the main display device 131 during a jackpot game when a special symbol A (10R probability variation jackpot) is won.
[0257] When a jackpot game begins, the jackpot opening sequence starts as part of the jackpot animation, and character A is displayed on the main display device 131. Subsequently, when the jackpot round begins, the round sequence starts on the main display device 131 as part of the jackpot animation.
[0258] To explain in order, as part of the first round's presentation, a music selection presentation is held during the jackpot game where the player can arbitrarily select a song to be output from the audio output device 331.
[0259] Next, in the second round's animation, character A is displayed on the main display device 131, and in the third round's animation, character B is displayed on the main display device 131. Similarly, in the fourth round and beyond, each character is displayed sequentially on the main display device 131 as part of the round's animation.
[0260] When the 8th round's animation ends (when the display of character G ends), the 9th round's animation begins with a "full character display" on the main display device 131, which displays all characters from character A to character G. Then, as the animation for the 10th round, which is the final jackpot round, character A is displayed again on the main display device 131.
[0261] Once all jackpot rounds have finished, the jackpot ending sequence begins as part of the jackpot sequence, and character A is displayed on the main display device 131.
[0262] Here, as part of the jackpot animation, character A is displayed on the main display device 131 more times than the other characters (characters B to G). In other words, the number of times (or display time) character A is displayed during a jackpot game is greater (or longer) than the number of times (or display time) of the other characters (characters B to G). With this configuration, by displaying character A, the main character of the gaming machine 100, more often than the other characters during a jackpot game, which is the most advantageous state for the player, a sense of exclusivity can be effectively appealed to the player.
[0263] Note that, as a jackpot middle performance, the main display device 131 does not display special characters. This is because if special characters are displayed during the jackpot game even though they are not in a fluctuating state, the special feeling of the player towards the special characters may be diminished.
[0264] Next, using FIGS. 25(b-1)(b-2)(b-3)(b-4), a display example of the jackpot middle performance in the main display device 131 will be described.
[0265] As shown in FIG. 25(b-1), in the jackpot opening, on the main display device 131, the OP character A image 60, the OP right hit large image 61, and the bonus name image 62 are respectively displayed superimposed on the opening background image.
[0266] In the jackpot opening, before the jackpot round in which the first major winning device 117 or the second major winning device 127 is in an open state starts, it is necessary to strongly prompt the player to launch a game ball towards the right route 106a in the game area where the first major winning device 117 or the second major winning device 127 is arranged. Therefore, it is necessary to largely display the OP right hit large image 61 that combines the character image of "Aim at the right!" and the arrow image at approximately the center of the main display device 131.
[0267] Along with that, in order to draw the player's attention to the main display device 131, the character A image, which is the main character, is displayed as the OP character A image 60. Also, the bonus name image 62 is an image for suggesting to the player the type of jackpot game that will start. In the case of a 10R jackpot with a large number of acquired balls, "BIG BONUS" is displayed on the main display device 131, and in the case of a 4R jackpot with a small number of acquired balls, "SMALL BONUS" is displayed.
[0268] Subsequently, as shown in FIG. 25(b-2), during the jackpot round, on the main display device 131, the in-round character description image 63a and the in-round character image 63b are respectively displayed superimposed on the background image during the round. Note that the in-round character description image 63a and the in-round character image 63b are the same as the character image 7lb and the description image 71c regarding the character described in the character introduction during the customer waiting demo period B2 in FIG. 18(a-1) etc., so details are omitted.
[0269] Subsequently, as shown in FIG. 25(b-3), during the jackpot ending, on the main display device 131, the ED character A image 64a, the RUSH entry image 65, and the ED attention-grabbing image 66 are respectively displayed superimposed on the background image during the ending.
[0270] In the jackpot ending suggesting the end of the jackpot game, it is necessary to display a display suggesting the game state to transition to after the jackpot game ends. When the game state to transition to is the probability variable game state, it is necessary to display the RUSH entry image 65 notifying that one enters "RUSH" suggesting the probability variable game state. Note that when the game state to transition to after the end of the jackpot game is the time-limited game state, a CHANCE entry image notifying that one enters "CHANCE" suggesting the time-limited game state may be displayed (not shown).
[0271] Here, in the jackpot ending, while displaying the RUSH entry image 65 on the main display device 131, the character A image is displayed as the ED character A image 64a. In the jackpot ending, although the big winning device (117 or 127) is in a closed state and no game balls can be obtained, in order to suggest the game state to transition to after the jackpot game ends, it is necessary to make the player focus on the main display device 131. By displaying character A, which is the main character, the suggestion of the game state to transition to can be effectively appealed to the player.
[0272] ]Furthermore, in the case of a jackpot ending where the game state transitioned to after a jackpot is a probability variation game state (a jackpot ending in a probability variation jackpot that is advantageous to the player), the ED character A image 64a may be displayed. On the other hand, in the case of a jackpot ending where the game state transitioned to after a jackpot is a time reduction game state (a jackpot ending in a normal jackpot that is disadvantageous to the player), the ED character A image 64a may not be displayed. This is because there is less need to draw the player's attention to the main display device 131 when the transitioned game state is a game state that is disadvantageous to the player.
[0273] Additionally, as ED warning images 66, there are a "card forgotten notification" that reminds players about forgetting their prepaid cards, and a "gambling prevention notification" that warns against becoming addicted to the game. Depending on the type of jackpot won and the circumstances under which the jackpot was won, it is possible to display both, only one, or neither during the jackpot ending.
[0274] As mentioned above, the main display device 131 does not display special characters as part of the jackpot animation, but it is also possible to display them. Figure 25(b-4) shows an example of how special characters can be displayed on the main display device 131 as part of the jackpot animation, specifically when they are displayed during the jackpot ending (this is jackpot ending display example 2).
[0275] In the second example of the jackpot ending display, the ED special character image 64b is displayed instead of the ED character A image 64a shown in the jackpot ending display example 1 shown in Figure 25(b-3). In particular, if the jackpot won is a 10R probability variation jackpot, which is the most advantageous for the player, displaying the special character, which is an important character of the gaming machine 100, in the jackpot ending effectively appeals to the player that they are in the most advantageous situation.
[0276] Furthermore, in order to differentiate the jackpot ending sequences depending on the type of jackpot won, if the jackpot won is a 10R probability-changing jackpot, which is most advantageous to the player, the main display device 131 in the jackpot ending may display a special ED character image 64b; if the jackpot won is a 4R probability-changing jackpot, which is advantageous to the player, the main display device 131 in the jackpot ending may display an ED character A image 64a; and if the jackpot won is a 4R normal jackpot, which is disadvantageous to the player, the main display device 131 in the jackpot ending may not display a character image.
[0277] As mentioned above, the example given was the display of a special character on the main display device 131 as part of the jackpot animation. However, even when a special character is displayed during a jackpot game, it is desirable to display the special character fewer times than other characters (characters A to G) (it is desirable to display the special character for a shorter time than other characters).
[0278] (Timing of character display during changes) Next, we will explain the timing at which characters can be displayed during the variation animation using Figure 26. Figure 26(a) is a diagram showing the timing at which characters can be displayed during the variation animation when one "pre-target variation" (1 variation) is performed and one "target variation" (1 variation) is performed. Figure 26(b) is a table showing which characters can be displayed at each timing at which characters can be displayed.
[0279] As shown in FIG. 26(a), during the anticipation variation performance which is the pre-target variation, there is a timing ta1 at which a character can be displayed. During the normal variation performance which is the target variation, there is a timing ta2 at which a character can be displayed. During the normal reach performance, there is a timing ta3 at which a character can be displayed. During the SP reach performance, there is a timing ta4 at which a character can be displayed. During the variation promotion performance, there is a timing ta5 at which a character can be displayed. In the present embodiment, a total of five timings are set as the timings at which a character can be displayed.
[0280] Here, the “pre-target variation” and the “target variation” will be described in detail. The sub-CPU 320a of the effect control board 320 determines whether to set the variation corresponding to the received hold information as the “target variation” of the anticipation effect (continuous effect) based on the pre-judgment information (pre-judgment special symbol and pre-judgment variation pattern) transmitted from the main control board 300. When it is determined that the variation corresponding to the received hold information is to be the “target variation” of the anticipation effect (continuous effect), the variation corresponding to the hold information stored in the sub-RAM 320c before the target variation is set as the “pre-target variation” for performing the anticipation effect (continuous effect). That is, the “target variation” means the variation that is the target of the anticipation effect (continuous effect), and the “pre-target variation” means the variation that starts before the target variation and performs the anticipation effect (continuous effect) for the target variation.
[0281] Regarding the timings ta1 to ta5 shown in FIG. 26(a), “ta1” corresponds to the case where a character is displayed as the anticipation effect (continuous effect). “ta2” and “ta3” correspond to the case where a character is displayed in various pre-warning effects during the normal variation performance and the normal reach performance. “ta4” corresponds to the case where a character is displayed as the SP reach effect, or the case where a character is displayed in various pre-warning effects during the SP reach. “ta5” corresponds to the case where a character is displayed when the variation promotion effect described above is successful.
[0282] As shown in Figure 26(b), it indicates which characters can be displayed at each timing during the variation animation. In "ta1", characters A to G, excluding the special character, can be displayed. In "ta2", all characters, including the special character, can be displayed. In "ta3", characters A to G, excluding the special character, can be displayed. In "ta4", all characters, including the special character, can be displayed. In "ta5", only character A can be displayed.
[0283] As can be seen from Figure 26(b), special characters have fewer display opportunities during the reel spinning animation than other characters (characters A to G). In other words, special characters are displayed less frequently during the reel spinning animation compared to other characters. Also, character A has more display opportunities during the reel spinning animation than other characters (characters B to G). In other words, character A is displayed more frequently during the reel spinning animation compared to other characters.
[0284] Here, Figure 26(b) only shows whether each character can be displayed (display or not) at each timing during the variation animation, but it is not limited to this, and the proportion of each character displayed at each timing during the variation animation may be different. Specifically, for example, if the target variation is a jackpot, the proportion of character A displayed at "ta1" may be the highest. Thereafter, the proportion of each character displayed may decrease in the order of character B and character E, character C and character D, character F and character G. Conversely, for example, if the target variation is a miss, the proportion of character A displayed at "ta1" may be the lowest, and thereafter, the proportion of each character displayed may increase in the order of character B and character E, character C and character D, character F and character G. In other words, the proportion of each character displayed at each timing during the variation animation may be different depending on whether the target variation is a jackpot or a miss. The same applies to "ta3".
[0285] Furthermore, in "ta2," special characters can only be displayed when a jackpot is hit. Therefore, even if the target spin is a jackpot, the probability of the special character being displayed during the spin animation is lower compared to other characters (characters A to G). The same applies to "ta4."
[0286] Furthermore, "the 'percentage' displayed during the variation animation" may be replaced with "the 'number' of times' it is displayed during the variation animation." In other words, "a high (low) percentage of display during the variation animation" may be replaced with "a large (small) number of times it is displayed during the variation animation." Also, "the 'percentage' displayed during the variation animation" may be replaced with "the 'time' it is displayed during the variation animation." In other words, "a high (low) percentage of display during the variation animation" may be replaced with "a long (short) time it is displayed during the variation animation." Moreover, "a low percentage of display" may include not displaying at all (0).
[0287] (Explanation of the dialogue preview) Next, using FIG. 27, the details of the "Dialogue Preview", which is one of the various preview effects and is a preview effect using characters and text, will be described. FIG. 27(a) shows an example of the display of the dialogue preview on the main display device 131. FIG. 27(b) shows the types of dialogue characters uttered by each character in the dialogue preview.
[0288] The dialogue preview includes a "First Dialogue Preview" performed using one character and the dialogue text uttered by that character, and a "Second Dialogue Preview" performed using two characters and the dialogue text uttered by each character. The "Second Dialogue Preview" is a dialogue preview that develops (steps up) after the "First Dialogue Preview".
[0289] FIG. 27(a-1) is an example of the display of the first dialogue preview using character A and the dialogue text uttered by character A, and FIG. 27(a-2) is an example of the display of the first dialogue preview using a special character and the dialogue text uttered by the special character.
[0290] FIG. 27(a-3) is an example of the display of the second dialogue preview using character B and the dialogue text uttered by character B, and character A and the dialogue text uttered by character A, and FIG. 27(a-4) is an example of the display of the second dialogue preview using character A and the dialogue text uttered by character A, and a special character and the dialogue text uttered by the special character.
[0291] In the first dialogue preview using character A, as shown in FIG. 27(a-1), on the main display device 131, the first dialogue character A image 67a, the first dialogue frame image 68a, and the dialogue text 1 image 68b1 are respectively displayed superimposed on the background image. The dialogue preview audio 69 represents the state in which the dialogue voice of the character and various effect sounds are output in the dialogue preview.
[0292] In the first line preview using a special character, as shown in Figure 27(a-2), the main display device 131 displays the first line special character image 67b, the first line frame image 68a, and the second line character image 68b2, superimposed on the background image.
[0293] In the second dialogue preview using characters A and B, as shown in Figure 27(a-3), the main display device 131 displays the second dialogue character 1 image 67c, the second dialogue frame 1 image 68a1, the dialogue character 1 image 68b1, and the second dialogue character 2 image 67d, the second dialogue frame 2 image 68a2, and the dialogue character 3 image 68b3, respectively, superimposed on the background image.
[0294] In the second dialogue preview using character A and special characters, as shown in Figure 27(a-4), the main display device 131 displays the second dialogue character 1 image 67c, the second dialogue frame 1 image 68a1, the dialogue character 1 image 68b1, and the second dialogue character 2 image 67d, the second dialogue frame 2 image 68a2, and the dialogue character 4 image 68b4, respectively, superimposed on the background image.
[0295] Here, there are two types of dialogue announcements: the first announcement pattern, where the announcement ends after the first announcement without a second announcement, and the second announcement pattern, where the second announcement is made after the first announcement. The second announcement pattern has a higher probability of resulting in a jackpot than the first announcement pattern. In other words, if it is a jackpot, the second announcement pattern is executed more often than the first announcement pattern.
[0296] Next, regarding the first dialogue frame image 68a, the second dialogue frame 1 image 68a1, and the second dialogue frame 2 image 68a2, as shown in Figure 27(b), there are a total of four types of dialogue frames: white, red, gold, and rainbow. The rainbow frame has the highest probability of resulting in a jackpot, followed by the gold, red, and white frames in decreasing order of probability. In addition, the type of character image (dialogue) displayed within the dialogue frame differs depending on the type of dialogue frame displayed on the main display device 131 during the dialogue announcement. The rainbow frame, which has the highest probability of resulting in a jackpot (lowest display rate), has the fewest types of character images (dialogue), while the white and red frames, which have a lower probability of resulting in a jackpot (higher display rate), have more types of character images (dialogue) compared to the rainbow and gold frames.
[0297] Furthermore, as shown in Figure 27(b), the proportion of each dialogue frame displayed in the dialogue preview differs depending on the type of character image displayed on the main display device 131. For example, when the character image displayed on the main display device 131 in the dialogue preview is character A (such as the first dialogue character A image 67a), all dialogue frames—white, red, gold, and rainbow—can be displayed. However, when it is character B, the rainbow dialogue frame is never selected, and only the white, red, and gold dialogue frames can be displayed.
[0298] In the dialogue preview, if the character image displayed on the main display device 131 is character C or character D, the gold-framed and rainbow-framed dialogue frames will not be displayed, and only the white-framed and red-framed dialogue frames will be displayed. In the dialogue preview, if the character image displayed on the main display device 131 is a special character, the white-framed, red-framed, and gold-framed dialogue frames will not be displayed, and only the rainbow-framed dialogue frame will be displayed. However, this is not limited to the above; in the dialogue preview, regardless of which character image is displayed on the main display device 131, all dialogue frames may be made displayable, and the selection ratio of which dialogue frame is selected may differ depending on the displayed character image.
[0299] Next, as shown in Figure 27(b), the type of character image (dialogue) that can be displayed within the dialogue frame, and the number of character images (dialogue) that can be displayed within the dialogue frame, differ depending on the type of character image displayed on the main display device 131 in the dialogue preview.
[0300] For example, in a dialogue preview, if the character image displayed on the main display device 131 is character A, there are a total of four types of text images (dialogue) that can be displayed within the dialogue frame: "Are you ready? (Dialogue text 1 image 68b1)", "Let's go! (Dialogue text 3 image 68b3)", "It's a chance!", and "It's super exciting!". Also, if the character image displayed on the main display device 131 in a dialogue preview is character B, there are a total of five types of text images (dialogue) that can be displayed within the dialogue frame: "Are you ready? (Dialogue text 1 image 68b1)", "Let's go! (Dialogue text 3 image 68b3)", "It's a chance!", "I believe in you", and "It's a big chance!".
[0301] Furthermore, in the dialogue preview, if the character image displayed on the main display device 131 is character C or character D, there are a total of seven types of text images (dialogue) that can be displayed within the dialogue frame: "Are you ready? (Dialogue text 1 image 68b1)", "Let's go! (Dialogue text 3 image 68b3)", "This is our chance!", "I believe in you", "Is this okay?", "Keep going!", and "Let's give it our all! (or, It's about to begin!)". In addition, if the character image displayed on the main display device 131 in the dialogue preview is a special character, there are a total of two types of text images (dialogue) that can be displayed within the dialogue frame: "... (Dialogue text 4 image 68b4)" and "Kyuin Kyuin! (Dialogue text 2 image 68b2)".
[0302] From the above, when the character image displayed on the main display device 131 in the dialogue preview is character C or character D, the number of types of text images (dialogue) that can be displayed within the dialogue frame is the largest, and thereafter, the number of types of text images (dialogue) that can be displayed within the dialogue frame decreases in the order of character B, character A, and special character.
[0303] The text images (dialogue) that can be displayed within the dialogue frame include text images that are common to all character images displayed on the main display device 131 during the dialogue announcement (for example, "Are you ready?", "Let's go!", "It's your chance!"), and text images that are unique to all character images displayed on the main display device 131 (for example, "It's super hot!", "It's a big chance!", "Kyuin Kyuin!"). If the text image (dialogue) displayed within the dialogue frame is unique to a character image, the probability of hitting the jackpot increases, while if it is a text image common to all character images, the probability of hitting the jackpot decreases.
[0304] Furthermore, in the dialogue preview, all text images (dialogue) that can be displayed within the dialogue frame may be unique to the character image displayed on the main display device 131. In this case, it may be difficult to determine the expected outcome based on the type of text image, so for example, the color of the text may be different depending on the type of text image. For example, if the expectation level is low, the text image may be displayed in black, and if the expectation level is high, the text image may be displayed in red or gold.
[0305] Furthermore, if the character image displayed on the main display device 131 during a dialogue announcement is a special character, the text image (dialogue) may not be displayed within the dialogue frame. Special characters are characters that significantly increase the chances of a big win simply by being displayed on the main display device 131, so it is not necessary to display the text image (dialogue) within the dialogue frame. However, even in this case, it is preferable to output the dialogue announcement audio 69 from the audio output device 331. In other words, if the character image displayed on the main display device 131 during a dialogue announcement is a special character, the text image (dialogue) may not be displayed within the dialogue frame on the main display device 131, but the dialogue announcement audio 69 may be output from the audio output device 331.
[0306] As shown in Figure 27(b), a further feature is that the type and number of character images (dialogue) that can be displayed within the dialogue frame differ depending on the type of dialogue frame displayed on the main display device 131 during the dialogue announcement. When the dialogue frame displayed on the main display device 131 is a low-expectancy dialogue frame such as a white frame or a red frame, the number and types of character images (dialogue) that can be displayed within the dialogue frame are greater than when it is a high-expectancy dialogue frame such as a gold frame or a rainbow frame. In other words, the more frequently a dialogue frame is displayed, the greater the number and types of character images (dialogue) that can be displayed within it, thereby reducing the player's boredom with the dialogue announcement.
[0307] (Other supplementary explanation 1) The characters A to G displayed as the character part 50b of the performance symbols (left performance symbol 50, middle performance symbol 51, right performance symbol 52) should all be displayed (introduced) in the character introduction during the customer waiting demo period B2. By displaying (introducing) in the character introduction the relationships, reliability, etc. of the characters displayed as the character part 50b of the performance symbol that the player sees most frequently on the main display device 131 during the game, the player can enjoy the game with confidence. Also, it may be possible to display (introduce) other characters that are not displayed as the character part 50b of the performance symbol in the character introduction during the customer waiting demo period B2. Even characters that are not displayed as the character part 50b of the performance symbol but may be displayed in various preview performances or reach performances that can be executed during the variable performance can be displayed (introduced) in the character introduction, enabling the player to enjoy the game with confidence.
[0308] In addition, when comparing the first character that is displayed as the character part 50b of the performance symbol and is also displayed in the character introduction, and the second character that is not displayed as the character part 50b of the performance symbol but is displayed in the character introduction, it is desirable that the expectation of hitting the jackpot is higher when the first character is displayed on the main display device 131 during the variable performance than when the second character is displayed. However, it is also acceptable to have a second character whose expectation of hitting the jackpot is higher than that of the first character when displayed on the main display device 131 during the variable performance.
[0309] (Other Supplementary Explanation 2) To more effectively appeal to players with the main character of the gaming machine 100, character A may be placed on any of the game board units 102 (not shown). Specifically, character A may be placed on the game board 102A, which is part of the game board unit 102, by means of a sticker or printing, or character A may be placed on the upper mechanism unit 154 and lower mechanism unit 156, which are part of the mechanism unit 102B, which is part of the game board unit 102, by means of a sticker, printing, or as part of a lens component, or the upper mechanism unit 154 and lower mechanism unit 156 themselves may be designed as character A. In addition to the above, character A may be placed on any of the components of the game board unit 102 by means of a sticker or printing. By placing character A on the game board unit 102, players can always see the main character. Note that special characters are not placed on any of the game board units 102. If characters other than character A are placed on the game board unit 102, which is always visible to the player, there is a risk that the player may misinterpret their perception of the characters.
[0310] (Other supplementary explanation 3) In the embodiment described above, the special character was a character related to character A, the main character of the gaming machine 100. However, the special character is not limited to this, and may be a character unrelated to character A. Specifically, the special character may be a manufacturer-specific character that is used in common in other gaming machines (other models) besides gaming machine 100.
[0311] (Other supplementary explanation 4) In the character introduction performed during the customer waiting demo period B2 in the embodiment described above, all characters A to G are displayed (introduced), but this is not limited to this, and only some of characters A to G may be displayed (introduced) in the character introduction. Specifically, for example, only the main character, character A, and the companion characters B, C, and D may be displayed (introduced) in the character introduction, while the enemy characters E, F, and G may not be displayed (introduced). By displaying (introducing) only the important characters in the gaming machine 100 during the customer waiting demo period B2 in the character introduction, the importance of the characters can be more effectively appealed to the player. In this case, the probability of a big win will be higher for variation sequences featuring characters A and B, which are displayed (introduced) during the character introduction period B2 (for example, a variation sequence in which SP Reach A is performed with character A displayed, or a variation sequence in which SP Reach B is performed with character B displayed, etc.), while the probability of a big win will be lower for variation sequences featuring characters F and G, which are not displayed (introduced) during the character introduction (for example, a variation sequence in which SP Reach F is performed with character F displayed, or a variation sequence in which SP Reach G is performed with character G displayed, etc.). This makes the gameplay easier to understand and increases the players' interest in the game.
[0312] (Other supplementary explanation 5) Here, the performance operations of the hold icon display area 53 and the icon display area 54 will be described. In the gaming machine 100 of this embodiment, performance operations using performance animations are performed in the hold icon display area 53 and the icon display area 54. Specifically, on the main display device 131, a circular base for displaying hold icons is displayed as the hold icon display area 53, and a circular base for displaying the icon 54a is displayed as the icon display area 54 (not shown). During the special symbol variation display period and the variation standby period, these circular bases perform performance operations accompanied by rotation animations. Performance operations are performed even when the hold icons and mounted icons 54a are not displayed, and continue even after the special symbol variation display period ends and the game transitions to the variation standby period. Furthermore, if a game ball enters the first starter 112 and the special symbol variation display starts while a performance is being performed in the hold icon display area 53 and the icon display area 54 during the variation waiting period, the performance being performed in the hold icon display area 53 and the icon display area 54 will continue as is. Note that only one of the hold icon display area 53 or the icon display area 54 may perform a performance. With this configuration, the areas where the hold icons and the icons 54a are displayed can be effectively appealed to the player.
[0313] As described above, according to the gaming machine 100 of this embodiment, a game machine that executes a change in identification information based on the fulfillment of a starting condition, and when the identification information stops in a predetermined special manner, executes a special game advantageous to the player, is equipped with a performance control means that controls the performance while the change in the change is being executed and while it is not being executed, the performance control means can execute a first standby performance (demo standby period B1) while the change in the change is not being executed, can execute a second standby performance (customer waiting demo period) after the execution of the first standby performance, and can execute a first reach performance (SP reach A), a second reach performance (SP reach B), and a special reach performance (SP reach H) while the change in the change is being executed. During a predetermined period in the second waiting sequence, the first character (character A) and the second character (character B) can be displayed, and the first character can be displayed for a longer period than the second character. During the first reach sequence, the first character can be displayed. During the second reach sequence, the second character can be displayed. During the special reach sequence, a special character (special character) that is not displayed during the predetermined period can be displayed. The first reach sequence has a higher probability of the special game being executed than the second reach sequence, and the special reach sequence has a higher probability of the special game being executed than the first reach sequence. Therefore, it is possible to improve the enjoyment of the game.
[0314] Although the above embodiment relates to an invention applied to a pachinko game machine, it may also be an invention applied to a pachislot game machine. A pachislot game machine has multiple reels and displays a portion of the symbols drawn on the multiple reels through a display window. All reels are rotated based on a start operation based on the player's operation of the start lever, and each reel is stopped based on the player's operation of the stop button. Therefore, the fluctuation display in pachinko corresponds to the rotation operation of the reels, and the stop display in pachinko corresponds to the symbols being displayed through the display window due to the stopping operation of the reels. [Explanation of Symbols]
[0315] 100 gaming machines 102 Game board unit 112 First starting device 115 Second starting device 117. First Grand Prize Winning Device 127. Second Grand Prize Winning Device 120 First Special Pattern Display Unit 122 Second Special Pattern Display Unit 302c information display 131 Main display device 300 Main control board 301a Main CPU 301b Main ROM 301c Main RAM 320 Performance control board 320a Sub-CPU 320b Sub-ROM 320c Sub-RAM
Claims
[Claim 1] In a gaming machine that can perform a special game advantageous to the player when the identification information changes based on the fulfillment of the starting conditions and the identification information stops in a predetermined special manner, The system includes performance control means for controlling the performance while the aforementioned variable display is being executed and when it is not being executed. The aforementioned performance control means is During the execution of the aforementioned variable display, it is possible to perform variable effects using the effect symbols. While the aforementioned variable display is not being executed, the first standby effect can be executed, and after the execution of the first standby effect, the second standby effect can be executed. During the execution of the aforementioned variable display, the first reach animation, the second reach animation, and the special reach animation can be executed. During a predetermined period in the second standby animation, the first character and the second character can be displayed, and the first character can be displayed for a longer period than the second character. In the aforementioned first reach animation, the aforementioned first character can be displayed. In the aforementioned second reach animation, the aforementioned second character can be displayed. In the aforementioned special reach animation, it is possible to display a special character that is not displayed during the predetermined period. The first reach animation has a higher probability of the special game being executed than the second reach animation, and the special reach animation has a higher probability of the special game being executed than the first reach animation. The first character can be displayed on the first symbol in the aforementioned display pattern, and the second character can be displayed on a second symbol different from the first symbol. The probability of the special game being played is higher when the reach animation is performed using the first symbol than when the reach animation is performed using the second symbol. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2019081001A
Game machine
JP2023070847A