Gaming machine
Patent Information
- Application Number
- JP2022073885
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-27
- Publication Date
- 2026-09-14
- Estimated Expiration
- 2042-04-27
AI Technical Summary
【0007】 本発明によれば、興趣性が高い演出を実行可能である。
Smart Images

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Abstract
Description
[TECHNICAL FIELD]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [BACKGROUND ART]
[0002] Some of the above-described gaming machines are configured to determine whether a win or loss is achieved when a game ball effectively enters a predetermined ball entry area, and notify the player of the win / loss determination result via an image of a symbol game. In the case of this gaming machine, when a game ball effectively enters the predetermined ball entry area while a symbol game image is being displayed, a pending symbol is displayed to notify the player via the pending symbol that the gaming machine is in a pending state waiting for the start of display of the next symbol game image. [PRIOR ART DOCUMENT] [PATENT DOCUMENT]
[0003] [PATENT DOCUMENT 1] Japanese Unexamined Patent Application Publication No. 2012-139473 [SUMMARY OF THE INVENTION] [Problem to be Solved by the Invention]
[0005] The presen Ming invention aims at Interest provid but ing a Execute the performance gaming machine capable in . [Means for Solving the Problem]
[0006] The first invention for solving the aforementioned problems The gaming machine of the present invention suspends a win / loss determination when a game ball effectively enters a predetermined ball entry area while a predetermined condition is not satisfied, 、 determination means for performing the win / loss determination when the predetermined condition is satisfied; The system comprises a special game execution means capable of executing a special game advantageous to the player according to the determination result of the determination means, and an effect control means for controlling the effects, wherein the effect control means when the determination means suspends the win / loss determination, displays a pending symbol on a predetermined display It is , The display modes of the aforementioned reserved patterns include: a non-suggesting mode that does not suggest the reliability of a jackpot to a player And the reliability of the big win is conveyed to the player. a suggesting mode that suggests the reliability of a jackpot And,a the law of nature , The aforementioned performance control means is When changing the aforementioned reserved symbol from a non-suggestive state to a suggestive state, the reserved symbol must be visible to the player in a non-suggestive state. I can't After establishing the state, make it easily visible in the suggested manner. It is possible to further perform a composite effect that combines a predetermined display object and a reserved symbol to display a new form of reserved symbol, and in the composite effect, there is a first case in which a first number of display objects and one reserved symbol are combined, and a second case in which a second number of display objects, which is greater than the first number, are combined with one reserved symbol, and the special game is easier to perform in the second case than in the first case. Features This is what it means. ru 。 [Effects of the Invention]
[0007] According to the present invention, Interest sex but high Execute the performance Possible dea ru. [Brief explanation of the drawing]
[0008] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Front view of the game board [Figure 3] Block diagram showing the electrical configuration [Figure 4] Block diagram showing the electrical configuration [Figure 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing the special feature jackpot determination table, (c) is a diagram showing the special feature variation pattern table, and (d) is a diagram showing the special feature area. [Figure 6] Flowchart showing the main processing of the main control circuit [Figure 7] Flowchart showing timer interrupt processing in the main control circuit [Figure 8] Flowchart showing the special processing of the main control circuit [Figure 9] A diagram showing a list of scrolling effects. [Figure 10] A diagram showing images for the scrolling effect. [Figure 11] A diagram showing the scrolling animation (reach animation). [Figure 12] A diagram showing images of a scrolling animation (pseudo-consecutive animation). [Figure 13](a) is a diagram showing a list of background effects, (b) is a diagram showing the relationship between scroll effects and background effects, (c) and (d) are diagrams showing normal background images [Figure 14] Diagram showing battle background images [Figure 15] Diagram showing images of reservation effects [Figure 16] Diagram for explaining color effect 1 [Figure 17] Diagram for explaining speech bubble effects [Figure 18] Diagram for explaining lightning effects [Figure 19] Diagram for explaining color effect 2 [Figure 20] (a) is a diagram explaining the timing of the reservation notice effect in the current effect symbol game, (b) is a diagram explaining the timing of the reservation notice effect in the next effect symbol game [Figure 21] Diagram for explaining shielding effects [Figure 22] Diagram for explaining combination effects [Figure 23] (a) to (c) are diagrams for explaining combination effects, (d) is a diagram showing reservation notice effect patterns [Figure 24] Diagram for explaining revival effects [Figure 25] Flowchart showing main processing of a sub-control circuit [Figure 26] Flowchart showing timer interrupt processing of a sub-control circuit [Figure 27] Flowchart showing received command analysis processing of a sub-control circuit [Figure 28] (a) is a flowchart showing effect symbol game effect start processing of a sub-control circuit, (b) is a flowchart showing effect symbol game effect stop processing, (c) is a flowchart showing jackpot game effect start processing, (d) is a flowchart showing jackpot game effect stop processing [Figure 29] (a) is a flowchart showing special figure reservation command processing of a sub-control circuit, (b) is a diagram showing a special figure pre-read area of the sub-control circuit [Figure 30] Flowchart showing reservation notice effect processing of a sub-control circuit [Figure 31] (a) is a diagram showing the command table for the hold notification effect, and (b) and (c) are diagrams showing the command table for the umbrella image. [Figure 32] Diagram showing the command table for the pending notification effect. [Figure 33] A diagram to explain the flow of the pending notification effect. [Figure 34] Figure illustrating Example 2 (a diagram showing how the combined image changes) [Figure 35] Figure illustrating Example 4 (Figure showing an image of the revival sequence) [Figure 36] Figure illustrating Example 5 (a diagram illustrating the hold notification effect). [Figure 37] A diagram to explain the hold notification effect. [Figure 38] (a) is a flowchart showing the pending notification effect processing, (b) is a diagram showing the notification effect command table for a big win, and (c) is a diagram showing the notification effect command table for a loss. [Figure 39] Figure illustrating Example 6 (a diagram illustrating the hold notification effect). [Figure 40] Figure 38 equivalent [Modes for carrying out the invention]
[0009] [Example 1] 1. Structure of a gaming machine The outer frame 1 in Figure 1 is installed on the island of the pachinko parlor. This outer frame 1 is a rectangular tube with openings on the front and back, and the main frame 2 is attached to the outer frame 1. This main frame 2 is frame-like, and as shown in Figure 2, the game board 3 is supported by the main frame 2.
[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state that covers the front of the outer frame 1 from the front and an open state that opens it, and a transparent window plate 5 is fixed to the front frame 4. When the front frame 4 is closed, this window plate 5 faces the game board 3 from the front with a gap in between, and the game board 3 is visible through the window plate 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two stages, upper and lower. The upper tray 6 stores game balls, and the lower tray 7 stores game balls that cannot be stored in the upper tray 6.
[0011] A launching device (not shown) is mounted on the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one at a time from the upper tray 6. This launching device supplies one new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is mounted on the lower right corner of the front frame 4 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.
[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launching passage 11 is formed between these outer rail 9 and inner rail 10, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 11. These outer rail 9 and inner rail 10 demarcate a game area 12 on the front of the game board 3. This game area 12 is a circular area connected to the exit at the upper end of the launching passage 11, and the game ball rising within the launching passage 11 is released into the game area 12 from the exit of the launching passage 11. Multiple game pins (not shown) are driven into this game area 12, and the game ball released into the game area 12 falls within the game area 12 while colliding with the multiple game pins.
[0013] Within the game area 12, as shown in Figure 2, a starting opening 15 and a large prize opening 18 are fixed. The starting opening 15 is pocket-shaped with an open top, allowing game balls to be inserted from above. This starting opening 15 corresponds to a predetermined ball entry area. The large prize opening 18 is a horizontally elongated box-shaped structure with an open front, and is equipped with an opening / closing member 19. This opening / closing member 19 is rotatable around a horizontal axis at its lower end between a vertically closed state and a horizontally open state. When the opening / closing member 19 is closed, the entrance to the front of the large prize opening 18 is closed, preventing game balls from entering, and when the opening / closing member 19 is open, it is open, allowing game balls to enter.
[0014] As shown in Figure 2, an LED display 31 is fixed to the game board 3, and the result of the win / loss determination is displayed on the LED display 31. A performance symbol display 32 is fixed to the game board 3. This performance symbol display 32 has a color liquid crystal screen, and the liquid crystal screen displays images of the performance symbol game and images of the jackpot game performance. This performance symbol display 32 corresponds to a predetermined display. A decorative frame 33 is fixed to the game board 3, and an opening 34 is formed in the decorative frame 33. When viewed from the front, this decorative frame 33 is frame-shaped and surrounds the liquid crystal screen of the performance symbol display 32, and the liquid crystal screen of the performance symbol display 32 is visible to the player through the window panel 5 of the front frame 4 and the opening 34 of the decorative frame 33.
[0015] 2. Electrical configuration of the gaming machine The main control board 50 in Figure 3 is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, and a CPU. This main control circuit 51 controls game benefits such as special symbol lottery, special symbol variable display, and jackpot game. The ROM of the main control circuit 51 stores the main processing program, the timer interrupt processing program, the special symbol jackpot judgment table, the special symbol variation pattern table, and the jackpot game pattern table, while the RAM of the main control circuit 51 is set up with the special symbol area, etc. This main control circuit 51 corresponds to the judgment means and the look-ahead means.
[0016] As shown in Figure 3, the main control circuit 51 is connected to a starter sensor 52 and a big prize slot sensor 55. The starter sensor 52 detects game balls that enter the starter slot 15, and the big prize slot sensor 55 detects game balls that enter the big prize slot 18. When each of these sensors detects a game ball, it outputs a signal to the main control circuit 51 according to the detected information. The main control circuit 51 is connected to a big prize slot solenoid 58, which opens and closes the opening / closing member 19 of the big prize slot 18. The main control circuit 51 is connected to an LED display 31, and the main control circuit 51 controls the display content of the LED display 31 to perform the variable display shown in the figure.
[0017] The payout control board 70 in Figure 3 is equipped with a payout control circuit 71 mainly consisting of a microcomputer. The main control circuit 51 sends a payout command to the payout control circuit 71 when it detects signals from the start port sensor 52 and the big prize port sensor 55. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives the prize ball payout device 72 and dispenses a unit number of game balls as prize balls into the upper tray 6.
[0018] The sub-control board 80 in Figure 4 is equipped with a sub-control circuit 81 mainly consisting of a microcomputer, and the main control circuit 51 sends commands to the sub-control circuit 81 according to the progress of the game. This sub-control circuit 81 has ROM, RAM, CPU and RTC, and the ROM stores programs for main processing, receive interrupt processing and timer interrupt processing. The RAM functions as work memory, and the CPU executes multiple programs in the ROM in response to commands from the main control circuit 51.
[0019] The image control board 90 in Figure 4 is equipped with an image control circuit 91 mainly consisting of a microcomputer. The sub-control circuit 81 sets the display content of the performance symbol display 32 in response to commands from the main control circuit 51 and transmits the setting result of the display content to the image control circuit 91. This image control circuit 91 is equipped with ROM, RAM, CPU, CGROM, CGRAM, and VDP. ROM stores an image control program for specifying image data, RAM functions as work memory, and the CPU executes the program in ROM. CGROM stores image data for displaying images on the performance symbol display 32, and the VDP reads image data from CGROM in response to commands from the CPU. The VDP expands the image data reading result into CGRAM, synthesizes the expanded image data result and draws it on the CGRAM's frame buffer, and outputs the image drawing result as an RGB signal to the performance symbol display 32. The image is then displayed in color on the liquid crystal screen of the performance symbol display 32 in accordance with the RGB signal from the VDP. This image control circuit 91 corresponds to the symbol display means and the symbol game means.
[0020] The lamp control board 100 in Figure 4 is connected to multiple frame lamps 39 and multiple panel lamps 37. The multiple frame lamps 39 illuminate the front frame 4, and the multiple panel lamps 37 illuminate the decorative frame 33. The lamp control board 100 drives and controls the multiple frame lamps 39 and the multiple panel lamps 37 in response to commands from the sub-control circuit 81. The sound control board 110 drives and controls the multiple speakers 40, and outputs voice, music, and sound effects from the multiple speakers 40 to the player.
[0021] 3. Gaming Functions 3-1. Special Picture Game 3-1-1. Acquisition of Special Game Data When a game ball successfully enters the starting opening 15, the value of the random number for determining whether a special symbol wins or losses and the value of the random number for the variation pattern shown in Figure 5(a) are obtained, and the results of obtaining the value of the random number for determining whether a special symbol wins or losses and the value of the random number for the variation pattern are stored in RAM as a set of special symbol 1 game data. As shown in Figure 5(d), special symbol reserve areas 1 to 4 are set in this RAM, and the special symbol game data is stored in the order of "special symbol reserve area 4", "special symbol reserve area 3", "special symbol reserve area 2", and "special symbol reserve area 1" in the order in which it was obtained. That is, if special symbol game data is stored in all of the special symbol reserve areas 1 to 4, the special symbol game data in "special symbol reserve area 4" is the oldest, and the special symbol game data in "special symbol reserve area 1" is the newest. When special symbol game data is stored in all of these special symbol holding areas 1 to 4, the number of special symbol holdings is referred to as "4". When special symbol game data is stored in three of the special symbol holding areas 2 to 4, the number of special symbol holdings is referred to as "3". When special symbol game data is stored in two of the special symbol holding areas 3 to 4, the number of special symbol holdings is referred to as "2". When special symbol game data is stored in one of the special symbol holding areas 4, the number of special symbol holdings is referred to as "1". When no special symbol game data is stored in any of the special symbol holding areas 1 to 4, the number of special symbol holdings is referred to as "0".
[0022] 3-1-2. Special Drawing If special symbol game data is stored in "Special Symbol Reserve Area 4", a special symbol lottery is performed on the condition that the game is currently stopped. This stopped game state refers to a state in which both special symbol gameplay and jackpot gameplay are stopped. If special symbol game data is stored in "Special Symbol Reserve Area 4" while the game is stopped, the stored value of the random number used for determining the success or failure of the special symbol is detected from "Special Symbol Reserve Area 4", and a judgment result of either "jackpot" or "miss" is obtained from the special symbol jackpot judgment table in Figure 5(b) according to the detected value of the random number used for determining the success or failure of the special symbol. If a success or failure judgment result is obtained, the stored value of the random number used for determining the variation pattern is detected from "Special Symbol Reserve Area 4", and a special symbol variation pattern and special symbol variation display time are selected from the special symbol variation pattern table in Figure 5(c) according to the detected value of the random number used for determining the variation pattern.
[0023] 3-1-3. Special Feature Fluctuation Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol variation display starts. This special symbol variation display starts flashing multiple LEDs of the LED display unit 31 in a predetermined pattern and then stops flashing. If the multiple LEDs are determined to be a miss, they stop flashing in a "miss" pattern, and if they are determined to be a jackpot, they stop flashing in a "jackpot" pattern. The time from the start of flashing to the stop of flashing is determined according to the selection result of the special symbol variation display time.
[0024] 3-1-4. Big Win Game When multiple LEDs on the LED display unit 31 stop flashing in the "jackpot" pattern, the jackpot game begins. This jackpot game allows game balls to enter the large prize slot 18 in accordance with the opening and closing of the large prize slot 18, and is performed in a jackpot game pattern. In this jackpot game pattern, the large prize slot 18 is opened in each of the 15 rounds, and each round has a set time limit (30 seconds) during which game balls can enter the large prize slot 18.
[0025] 3-1-5. Special Feature Prediction When a game ball enters the starting opening 15, if the acquisition result of the special symbol game data is stored in one of the special symbol hold areas 1 to 4, a pre-determination of whether the game is a win or a loss and a pre-determination of the variation pattern are performed according to the acquisition result of the special symbol game data. These pre-determinations of whether the game is a win or a loss and a pre-determination of the variation pattern are performed according to the procedure described above, and when a pre-determination of whether the game is a win or a loss and a pre-determination of the variation pattern are performed, both pre-determination results are stored in the RAM as a set of special symbol pre-read data. As shown in Figure 5(d), this RAM has special symbol pre-read areas 1 to 4 set up, and the special symbol pre-read data corresponding to the special symbol game data in "special symbol hold area 4" is stored in "special symbol pre-read area 4", the special symbol pre-read data corresponding to the special symbol 1 game data in "special symbol hold area 3" is stored in "special symbol pre-read area 3", the special symbol pre-read data corresponding to the special symbol game data in "special symbol hold area 2" is stored in "special symbol pre-read area 2", and the special symbol pre-read data corresponding to the special symbol game data in "special symbol hold area 1" is stored in "special symbol pre-read area 1".
[0026] 4. Processing functions of the main control circuit 51 4-1. Main Processing The main control circuit 51 detects the main processing program shown in Figure 6 from the ROM when the power is turned on, and in the power-on processing S1, it grants permission to access RAM and sets the CPU, SIO, PIO, CTC, RTC, etc. Then, in S2, it sets interrupt disable, in S3 it updates the values of each random number shown in Figure 5(a), and in S4 it sets interrupt enable. The values of each random number are increased by "1" from the current value, and if the upper limit is reached, it is reset to "0" and added again.
[0027] 4-2. Timer Interrupt Handling When the main control circuit 51 sets interrupt enablement in S3, it allows the timer interrupt process in S5 to start. This timer interrupt process is executed at regular intervals, and the random number update process in S3 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.
[0028] Figure 7 is a flowchart showing the timer interrupt processing of the main control circuit 51. The main control circuit 51 sends the commands and other information set in the RAM output buffer during the previous timer interrupt processing to the sub-control circuit 81 during the output processing of S11 of the current timer interrupt processing. Then, the random number update processing in S12 updates the values of each random number in Figure 5(a), and the sensor detection processing in S13 detects signals from the start gate sensor 52 and the big prize gate sensor 55.
[0029] After completing the sensor detection process in S13, the main control circuit 51 determines in S14 whether or not it has detected a signal from the start port sensor 52 in the sensor detection process in S13. If it determines that it has not detected a signal from the start port sensor 52, it proceeds to S16. If it determines that it has detected a signal from the start port sensor 52, it compares the number of special symbol reserves with "4". If it determines that the number of special symbol reserves is "4", it proceeds to S16. If it determines that the number of special symbol reserves is less than "4", it acquires special symbol game data in S15. The acquired result of the special symbol game data is stored in one of the special symbol reserve areas 1 to 4 according to the storage order, one of the special symbol reserve commands 1 to 4 is set in the output buffer, and it proceeds to S16. Special Feature Hold Command 1 notifies that the number of special feature holds is "1", Special Feature Hold Command 2 notifies that the number of special feature holds is "2", Special Feature Hold Command 3 notifies that the number of special feature holds is "3", and Special Feature Hold Command 4 notifies that the number of special feature holds is "4". The output buffer's special feature hold commands are sent to the sub-control circuit 81 in the next timer interrupt processing.
[0030] When the main control circuit 51 stores the acquisition result of the special symbol game data in S16, it performs a pre-determination of whether the game is a win or a loss and a pre-determination of the variation pattern on the acquisition result of the special symbol game data, and stores both pre-determination results as special symbol pre-read data in one of the special symbol pre-read areas 1 to 4 according to the storage order. Next, it sets the stored result of the special symbol pre-read data in the RAM output buffer so that it can be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S16.
[0031] 4-3. Special Drawing Processing Figure 8 shows the special symbol processing in S16, in which the main control circuit 51 selectively executes the special symbol lottery processing in S31, the special symbol variation stop processing in S32, the jackpot game start processing in S33, the jackpot game in progress processing in S34, and the jackpot game stop processing in S35, depending on the setting result of the value of the RAM pointer P. The value of this pointer P is initially set to "1" when the power is turned on.
[0032] 4-3-1. Special Symbol Lottery Process The main control circuit 51 proceeds to the special symbol lottery process in S31 when the value of pointer P is set to "1". The value of this pointer P is set to "1" when both the special symbol game and the jackpot game are stopped. In the special symbol lottery process in S31, the main control circuit 51 determines whether or not special symbol game data is stored in the "special symbol reserve area 4". If it is determined that no special symbol game data is stored in the "special symbol reserve area 4", the special symbol lottery process ends. If it is determined that special symbol game data is stored in the "special symbol reserve area 4", the main control circuit 51 makes a hit / miss determination and a variation pattern determination based on the special symbol game data in the "special symbol reserve area 4". The hit / miss determination result and the variation pattern determination result are then set in the RAM output buffer to be sent to the sub-control circuit 81 as special symbol game data, and the value of pointer P is set to "2".
[0033] If the value of pointer P is set in S31, the main control circuit 51 starts displaying the special symbol variation and organizes "Special Symbol Reserve Area 1" to "Special Symbol Reserve Area 4". This process deletes the special symbol game data from "Special Symbol Reserve Area 4". If special symbol game data is stored in "Special Symbol Reserve Area 3", that special symbol game data is shifted to "Special Symbol Reserve Area 4". If special symbol game data is stored in "Special Symbol Reserve Area 2", that special symbol game data is shifted to "Special Symbol Reserve Area 3". If special symbol game data is stored in "Special Symbol Reserve Area 1", that special symbol game data is shifted to "Special Symbol Reserve Area 2". After organizing "Special Symbol Reserve Areas 1 to 4", the main control circuit 51 organizes "Special Symbol Pre-read Area 1" to "Special Symbol Pre-read Area 4" using the same procedure.
[0034] 4-3-2. Special Symbol Fluctuation Stop Processing The main control circuit 51 proceeds to the special symbol variation stop process in S32 when the value of pointer P is set to "2". Here, the timer value is added, and the result of adding the timer value is compared with the result of the special symbol variation display time determination. If the result of adding the timer value has not reached the result of the special symbol variation display time determination, the special symbol variation stop process is terminated. If the result of adding the timer value has reached the result of the special symbol variation display time determination, the special symbol variation display is stopped in a manner corresponding to the hit / fail determination result, and the output buffer is set to send a variation stop command to the sub-control circuit 81. If the hit / fail determination result is "miss", the value of pointer P is initialized to "1", and if the hit / fail determination result is "jackpot", the value of pointer P is set to "3".
[0035] 4-3-3. Jackpot Game Start Processing If the value of pointer P is set to "3", the main control circuit 51 proceeds to the jackpot game start process in S33. Here, the jackpot game is started and the value of pointer P is set to "4". 4-3-4. Processing during jackpot gameplay If the value of pointer P is set to "4", the main control circuit 51 proceeds to the jackpot game processing in S34 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81. Each time a round stops in the jackpot game, the main control circuit 51 sets a round stop command in the output buffer and sends it to the sub-control circuit 81. If the jackpot game has proceeded to the end of the jackpot game pattern, the main control circuit 51 ends the jackpot game, sets a jackpot game end command in the output buffer to send to the sub-control circuit 81, and sets the value of pointer P to "5". 4-3-5. Jackpot Game Stop Processing If the value of pointer P is set to "5", the main control circuit 51 proceeds to the jackpot game stop process in S35 and initializes the value of pointer P to "1".
[0036] 5. Gameplay and presentation Gameplay effects are performed according to the performance mode, and there are three performance modes: "waiting mode," "symbol game performance mode," and "jackpot game performance mode." The "waiting mode" is a performance mode that is set in all game stop states for both special symbol games and jackpot games. During the waiting mode, a waiting image is displayed on the performance symbol display 32, the panel lamps 37 and frame lamps 39 flash in a waiting pattern, and waiting music is output from the speaker 40.
[0037] 5-1. Jackpot Gameplay Mode The jackpot game performance mode is set when a jackpot game begins and is deactivated when the jackpot game ends. In this jackpot game performance mode, the performance symbol display 32 displays an image for the jackpot game performance, the panel lamps 37 and frame lamps 39 flash in a performance pattern for the jackpot game, and the speaker 40 outputs music for the jackpot game performance, so that the jackpot game is performed with images, sound, and light.
[0038] 5-2. Symbol Gameplay Mode The symbol game performance mode is set when a special symbol game is started. If the game remains stopped for a certain period of time after the special symbol game ends, the symbol game performance mode is canceled and the waiting performance mode is set accordingly. In this symbol game performance mode, an image of the performance symbol game is displayed on the LCD screen of the performance symbol display unit 32. This performance symbol game starts in synchronous time with the start of the special symbol variation display and ends in synchronous time with the end of the special symbol variation display. The image of this performance symbol game consists of a scrolling performance image and a background performance image. The performance content and display time of each of the scrolling performance image and the background performance image are set according to the judgment result of the special symbol variation pattern. The image of this performance symbol game corresponds to the image of the symbol game, and the three columns of performance symbols correspond to the identification symbols.
[0039] 5-2-1. Scrolling effect The scrolling animation displays animation symbols consisting of numbers "1" through "9" in three horizontal columns (left, middle, and right), in both scrolling and stopped states. Each of these animation symbols corresponds to a symbol element, and the scrolling display in each column proceeds in ascending order from "1" to "2"... "9", then returns to "1" from "9" and repeats. The scrolling display in each column stops at one of the numbers from "1" through "9", and there are four types of combinations for the stopped state of the three scrolling displays: "jackpot combination", "missed reach combination", "complete miss combination", and "re-spin combination".
[0040] A winning combination is one in which three columns are identical to each other, and is set when the main control circuit 51 determines a special symbol variation pattern (PO01~PO06) for a winning combination. A losing combination is one in which the left and right columns are identical to each other and the middle column is different, and is set when the main control circuit 51 determines a special symbol variation pattern (PH01~PH06) for a losing combination. A complete loss combination is one in which the left and right columns are different, and is set when the main control circuit 51 determines a special symbol variation pattern (PH07) for a losing combination. A re-variation combination is set when the main control circuit 51 determines a special symbol variation pattern (PO06,PH06) for a pseudo-consecutive performance. This re-variation combination belongs to the losing combinations, and is a losing combination where the performance symbol in the middle column is a specific number "7", such as "474".
[0041] Figure 9 shows a list of scrolling animations, of which there are three types: "normal animation," "reach animation," and "pseudo-consecutive animation." The normal animation begins with "the start of a 3-column scrolling display," and the "stopping of the scrolling display" is set in the order of "left column," "right column," and "middle column." This normal animation is set when determining the special symbol variation pattern PH07 for losing, and as shown in Figures 10(a)(b)(c)(d), when determining the special symbol variation pattern PH07 for losing, the "combination for a complete loss" is completed as the 3-column scrolling display stops in the order of "left column," "right column," and "middle column."
[0042] As shown in Figure 9, the reach animation begins with the "start of scrolling display of 3 columns," and a "decrease in scrolling speed" is set for the "middle column" before the "stopping of scrolling display." This reach animation is set when determining the special symbol variation patterns PH01~PH05 for misses and PO01~PO05 for big wins. As shown in Figures 11(a)(b)(c), in the reach animation, when the "stopping of scrolling display" occurs in the order of "left column" then "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.
[0043] In the case of a losing "reach animation," the scrolling display in the "middle column" stops on a different symbol other than "7" than the "left column" and "right column." This losing "reach animation" is performed when determining the losing special symbol variation patterns PH01 to PH05, and in the losing "reach animation," as shown in Figure 11(e), the losing reach combination is completed when the final scrolling display in the "middle column" stops. In the case of a winning "reach animation," the scrolling display in the "middle column" stops on the same symbol as the "left column" and "right column." This winning "reach animation" is performed when determining the winning special symbol variation patterns PO01 to PO05, and in the winning "reach animation," as shown in Figure 11(d), the winning combination is completed when the final scrolling display in the "middle column" stops.
[0044] The pseudo-consecutive spin animation begins with the "start of the three-column scrolling display," as shown in Figure 9, and the scrolling display stops in the order of "left column," "right column," and "middle column." This pseudo-consecutive spin animation is set when determining the special symbol variation pattern PH06 for losses and the special symbol variation pattern PO06 for wins. Regardless of the result of the win or loss determination, a "temporary combination for the first re-spin" is set as a combination of the three columns of animation symbols, and as shown in Figures 12(a)(b)(c)(d), the "temporary combination for the first re-spin" is completed when the first scrolling display of the three columns of animation symbols temporarily stops. The period from the start of the three-column scrolling display to the temporary stop is called the first unit symbol game.
[0045] After the first unit symbol game ends, the "three-column scrolling display resumes" as shown in Figure 9. This scrolling display resumes in the order of "left column" then "right column," and after the scrolling display of the "right column" stops, the scrolling display of the "middle column" switches from normal speed to slow speed, and the "middle column" goes from a slow scrolling state to a scrolling stopped state. These three columns of symbols are set as a "combination of losing reaches" when determining the special symbol variation pattern PH06 for losing, and when determining the special symbol variation pattern PH06 for losing, the "combination of losing reaches" is completed in accordance with the stopping of the second scrolling display of the three columns of symbols, as shown in Figures 12(e)(f)(g)(h). These three rows of symbols are set as a "jackpot combination" when determining the special symbol variation pattern PO06 for jackpots. When determining the special symbol variation pattern PO06 for jackpots, the "jackpot combination" is completed when the second scrolling display of the three rows of symbols stops, as shown in Figures 12(e),(f),(g), and(i). The period from the restart to the stop of this scrolling display of the three rows is called the second unit symbol game.
[0046] 5-2-2. Background production Background effects refer to the effects using images displayed on the symbol display unit 32 as the background for scrolling effects, and background effects include normal background images and battle background images. Normal background images consist of static scenery images, and as shown in Figure 13, when normal effects, pseudo-consecutive effects, and normal reach effects are performed as scrolling effects, the entire process from the start to the stop of the scrolling display of the three columns of symbols is superimposed on the normal background image of "modern cityscape". This normal reach effect is a reach effect that occurs when the special symbol variation patterns PO05 and PH05 are determined.
[0047] The battle background image is a narrative-style dynamic image primarily featuring silhouettes of women. When a special reach animation is performed as a scrolling animation, as shown in Figure 13(b), the first half, from the start of the scrolling display of the three rows of animation symbols until the scrolling display of the rightmost row of animation symbols stops, is superimposed on the normal background image. The middle section, from the time the scrolling display of the rightmost row of animation symbols stops until a predetermined amount of time has elapsed, is superimposed on the normal background image of "Ancient Land." The latter half, from the time the predetermined amount of time has elapsed until the scrolling display of the middle row of animation symbols stops, is superimposed on the battle background image. This special reach animation is performed when determining special symbol variation patterns PO01~PO04 and PH01~PH04.
[0048] As shown in Figure 13(a), there are four types of battle background images, BL1 to BL4. Each of these battle background images BL1 to BL4 starts displaying in a "reach" state where the scrolling speed of the middle row of performance symbols is switched to a slow speed, replacing the normal background image of "Ancient Lands." When battle background images BL1 to BL4 are displayed, the performance symbols in the three rows are cleared in a "reach" state. Each of these battle background images BL1 to BL4 is set to depict a female silhouette fighting an enemy land dinosaur.
[0049] Battle background image BL1, as shown in Figure 14(a), is displayed when the enemy is set to "Land Dinosaur 1" and when "Special Symbol Variation Pattern PO01" for a big win and "Special Symbol Variation Pattern PH01" for a losing reach are selected. Battle background image BL2, as shown in Figure 14(b), is displayed when the enemy is set to "Land Dinosaur 2" and when "Special Symbol Variation Pattern PO02" for a big win and "Special Symbol Variation Pattern PH02" for a losing reach are selected. Battle background image BL3, as shown in Figure 14(c), is displayed when the enemy is set to "Land Dinosaur 3" and when "Special Symbol Variation Pattern PO03" for a big win and "Special Symbol Variation Pattern PH03" for a losing reach are selected. As shown in Figure 14(d), Battle background image BL4 is displayed when the enemy is set to "Land Dinosaur 4" and when "Special Symbol Variation Pattern PO04" for a big win is selected, and when "Special Symbol Variation Pattern PH04" for a losing reach is selected. The reliability of these Battle background images BL1 to BL4 is set to be highest in the order of "Battle background image BL4", "Battle background image BL3", "Battle background image BL2", and "Battle background image BL1" (see Figure 5).
[0050] Each of the battle background images BL1 to BL4 has two possible endings: a victory ending and a defeat ending. The victory ending, as shown in Figure 14(e), suggests that the protagonist has won and is displayed when selecting the "Special Symbol Variation Pattern PO01 to PO04" for big wins. In other words, in each of the battle background images BL1 to BL4 for big wins, after the protagonist wins the fight against the enemy, the victory ending is shown, and three rows of symbols are displayed in a combination that results in a big win. The defeat ending, as shown in Figure 14(f), suggests that the protagonist has lost and is displayed when selecting the "Special Symbol Variation Pattern PH01 to PH04" for losing reaches. In other words, in each of the battle background images L1 to BL4 for losing reaches, after the protagonist loses the fight against the enemy, the defeat ending is shown, and three rows of symbols are displayed in a combination that results in a losing reach.
[0051] 5-2-3.Holding effect The hold animation is performed in the symbol game animation mode, and in the symbol game animation mode, as shown in Figure 15, a horizontally elongated hold area E is set at the lower edge of the liquid crystal screen of the animation symbol display unit 32. This hold area E is divided into five hold display sections E0 to E4, and a cloud image C is displayed in each of the hold display sections E0 to E4. The cloud image C in hold display section E0 informs the player that an animation symbol game is currently in progress and that the combination of the three rows of animation symbols has not yet been determined in the current animation symbol game. It is erased when the animation symbol game in which the combination of the three rows of animation symbols has been determined ends. This hold display section E0 corresponds to a predetermined area inside the first display area. Each of the cloud images C in the hold display section E1 to E4 informs the player that the game is in a hold state, waiting for the display of the game's symbols to begin. The hold display sections E1 to E4 have a set priority for displaying the cloud images C. These cloud images C correspond to the hold symbols, and the hold area E corresponds to the first display area.
[0052] The hold display unit E1 is set to the highest priority, and as shown in Figures 15(a) and 15(b), when a game ball enters the start opening 15 while the game is stopped, the cloud image C is displayed in the hold display unit E1, which is the leftmost unit with the highest priority. As shown in Figure 15(c), the cloud image C in the hold display unit E1 moves to the hold display unit E0 to its left when the image of the special effect game starts to be displayed. When a game ball enters the start opening 15 during a special effect game in which the cloud image C is displayed only in the hold display unit E0, the player is notified that the special effect hold count is "1" in accordance with the display of the cloud image C in the hold display unit E1, as shown in Figure 15(d).
[0053] The hold display unit E2 is set to the second highest priority. As shown in Figure 15(e), when a game ball enters the start opening 15 during a game with a special effect where the cloud image C is displayed in the hold display units E0 and E1, the player is notified that the number of special effect holds is "2" in accordance with the display of the cloud image C in the hold display unit E2. When the image for the special effect game is displayed while the cloud image C is displayed in the hold display units E0 to E2, as shown in Figure 15(d), the cloud image C in the hold display unit E1 moves to the hold display unit E0, and the cloud image C in the hold display unit E2 moves to the hold display unit E1.
[0054] The hold display unit E3 is set to the third priority. As shown in Figure 15(f), when a game ball enters the start opening 15 during a game with a special effect where the cloud image C is displayed in the hold display units E0 to E2, the player is notified that the number of special effect holds is "3" in accordance with the display of the cloud image C in the hold display unit E3. When the image of the special effect game is displayed while the cloud image C is displayed in the hold display units E0 to E3, the cloud image C in the hold display unit E1 moves to the hold display unit E0, the cloud image C in the hold display unit E2 moves to the hold display unit E1, and the cloud image C in the hold display unit E3 moves to the hold display unit E2.
[0055] The hold display unit E4 is set to the fourth priority. As shown in Figure 15(g), when a game ball enters the start opening 15 during a performance symbol game in which the cloud image C is displayed in the hold display units E0 to E3, the player is notified that the number of special symbol holds is "4" in accordance with the display of the cloud image C in the hold display unit E4. When the image of the performance symbol game is displayed while the cloud image C is displayed in the hold display units E0 to E4, as shown in Figure 15(f), the cloud image C in the hold display unit E1 moves to the hold display unit E0, the cloud image C in the hold display unit E2 moves to the hold display unit E1, the cloud image C in the hold display unit E3 moves to the hold display unit E2, and the cloud image C in the hold display unit E4 moves to the hold display unit E3.
[0056] 5-2-4. Hold Notification Production The pending notification effect uses images of the game's symbols to indicate to the player the probability that three rows of symbols will form a winning combination. The pending notification effect consists of seven stages: color effect 1, speech bubble effect, lightning effect, color effect 2, obscuration effect, combination effect, and revival effect.
[0057] 5-2-4-1. Color Presentation 1 Color effect 1 changes the color of the cloud image C from the normal color "white" to a color different from "white" as the three rows of effect patterns scroll. As shown in Figure 16(a), color effect 1 has effect patterns 11 and 12. Effect pattern 11 changes the color of the cloud image C from "white" to "red", and effect pattern 12 changes the color of the cloud image C from "white" to "red" and then to "gold".
[0058] Figures 16(b) to (f) show how the color of cloud image C changes in color effect 1. As shown in Figures 16(b) to (d), in effect pattern 11, the color of cloud image C changes from "white" to "red" within the hold display unit E1, and cloud image C moves and is displayed from within the hold display unit E1 to the hold display unit E0 while remaining in the "red" color. In effect pattern 12, as shown in Figures 16(b), (c), (e), and (f), the color of cloud image C changes from "white" to "red" within the hold display unit E1, and then changes from "red" to "gold," and cloud image C moves and is displayed from within the hold display unit E1 to the hold display unit E0 while remaining in the "gold" color.
[0059] 5-2-4-2. Speech Bubble Effects The speech bubble effect involves overlaying a "!" speech bubble image H onto a cloud image C in a scrolling state with three rows of effect symbols. As shown in Figure 17(a), there are two effect patterns 31 and 32 for the speech bubble effect. Effect pattern 31 overlays one speech bubble image H onto the cloud image C, while effect pattern 32 overlays two speech bubble images H onto the cloud image C. These speech bubble images H are equivalent to marker images and suggest to the player that the held symbols and composite symbols will be combined.
[0060] Figures 17(b) to 17(f) show how a speech bubble image H is superimposed on a cloud image C in a speech bubble effect. As shown in Figures 17(b) to 17(d), in effect pattern 31, one speech bubble image H is superimposed on the cloud image C within the hold display section E1, and the cloud image C moves from the hold display section E1 to the hold display section E0 with one speech bubble image H attached. In effect pattern 32, as shown in Figures 17(b), (c), (e), and (f), one speech bubble image H is superimposed on the cloud image C within the hold display section E1, and then another speech bubble image H is superimposed, and the cloud image C moves from the hold display section E1 to the hold display section E0 with two speech bubble images H attached.
[0061] 5-2-4-3. Lightning effect The lightning effect is initiated by displaying a suggestive image I in a scrolling state of three rows of performance symbols within the performance area Eo of the performance symbol display unit 32, as shown in Figure 18(b). This performance area Eo is the remaining area of the liquid crystal screen of the performance symbol display unit 32 excluding the hold area E, and the suggestive image I is displayed at the upper end of the performance area Eo. This performance area Eo is the area where the identification symbols are displayed variably and corresponds to the second display area. The suggestive image I has the same shape as the cloud image C in the hold area E, and is displayed in the same initial white color as the cloud image C before the color effect 1 is performed. This suggestive image I is displayed when the color effect 1 and speech bubble effect have been performed on the cloud image C in the hold display unit E1, and is intended for performance symbol games corresponding to the cloud image C in the hold display unit E1. The following
[21] performance pattern 21 (see b~d) and
[22] performance pattern 22 (see b~f) are set for this lightning effect.
[0062]
[21] After displaying a visual effect in which a "yellow" lightning image L is emitted downwards from suggestive image I, suggestive image I is erased, and a single "yellow" lightning image L is displayed statically in the upper left corner of the visual effect area Eo. This single lightning image L will continue to be displayed statically in the same position even after the next visual effect symbol game starts.
[22] After displaying an image in which a "yellow" lightning image L is emitted downward from suggestive image I, suggestive image I is erased and a single "yellow" lightning image L is displayed still in the upper left corner of the performance area Eo. Next, suggestive image I is displayed again, and after displaying an image in which a "yellow" lightning image L is emitted downward from suggestive image I, suggestive image I is erased and a single "yellow" lightning image L is displayed still in the upper right corner of the performance area Eo. These two lightning images L continue to be displayed still in the same position even after the next performance symbol game starts, as shown in Figure 18(g). These lightning images L correspond to a composite symbol.
[0063] 5-2-4-4. Color Presentation 2 Color effect 2 changes the color of the stationary lightning image L from the normal color "yellow" to a different color as the three rows of effect patterns scroll. As shown in Figure 19(a), color effect 2 has effect patterns 41 to 42. Effect pattern 41 changes the color of the lightning image L from "yellow" to "red". As shown in Figures 19(b) and (c), effect pattern 41 is applied to one lightning image L in the upper left corner when the lightning effect is performed using effect pattern 21, and as shown in Figures 19(e) and (f), it is applied to the respective lightning images L in the upper left and right corners when the lightning effect is performed using effect pattern 22.
[0064] As shown in Figure 19(a), effect pattern 42 changes the color of the lightning image L from "yellow" to "red" and then to "gold". As shown in Figures 19(b), (c), and (d), this effect pattern 42 is applied to one lightning image L in the upper left corner when the lightning effect is performed using effect pattern 21, and as shown in Figures 19(e), (f), and (g), it is applied to each of the lightning images L in the upper left and right corners when the lightning effect is performed using effect pattern 22.
[0065] Figure 20(a) shows the start timings for Color Effect 1, Speech Bubble Effect, Lightning Effect, and Color Effect 2. The start timings Ta for Color Effect 1 to Td for Color Effect 2 are all set during the scrolling display of the three columns of the image for the current effect symbol game, which begins when the cloud image C moves from the hold display section E2 to E1, and before the scrolling display of the effect symbols in the right column stops. The start timing Ta for Color Effect 1 is the earliest of the start timings Ta to Td, the start timing Tb for the Speech Bubble Effect is the second earliest, the start timing Tc for the Lightning Effect is the third earliest, and the start timing Td for Color Effect 2 is the latest.
[0066] 5-2-4―5.Occupation effect As shown in Figures 21(a) and 21(d), the occlusion effect is performed when the cloud image C moves from the hold display section E1 to E0, and the next performance symbol game is started while three rows of performance symbols are scrolling. At the start of the occlusion effect, the lightning image L is displayed in the same position within the performance area Eo with the same number and color as at the end of the current performance symbol game, and the cloud image C is displayed in the hold display section E0 with the same color and the same number of attached speech bubble images H as in the hold display section E1.
[0067] When the shielding effect is initiated, a grenade image G is displayed in the lower left corner of the effect symbol display unit 32, as shown in Figures 21(b) and (e). This grenade image G is modeled after a hand grenade and indicates to the player that the shielding effect has begun. Part of this grenade image G is displayed superimposed on the cloud image C in the hold display unit E0, and when the grenade image G is displayed, an explosion effect image is displayed. This explosion effect image depicts a hand grenade exploding, and the grenade image G disappears at the same time as the display of the explosion effect image ends, and when the grenade image G disappears, a smoke screen image S is displayed. As shown in Figures 21(c) and (f), this smoke screen image S depicts smoke spreading from a single point and is displayed superimposed in front of the cloud image C in the hold display unit E0. This smoke screen image S obscures the cloud image C in the hold display unit E0, making it invisible, and the lightning image L continues to be displayed in the same position and with the same color as before the start of the shielding effect. This smoke screen image S corresponds to a camouflage pattern.
[0068] 5-2-4-6. Combination Performance As shown in Figures 22(a) and (b), the combined effect begins with one lightning image L moving toward the center of the smoke screen image S when one lightning image L is displayed, and as shown in Figures 22(e) and (f), the effect begins with each of the two lightning images L moving toward the center of the smoke screen image S when two lightning images L are displayed. As the lightning image L approaches the smoke screen image S, it is displayed in a reduced size, and as shown in Figures 22(c) and (g), after reaching the smoke screen image S, it is displayed superimposed behind the smoke screen image S. As the lightning image L moves further behind the smoke screen image S, its overlap with the smoke screen image S increases before it is erased, and as shown in Figure 22(d), from the player's perspective, the image gradually disappears as the lightning flies into the smoke screen.
[0069] The combination sequence has three possible endings: a successful ending, a failed ending, and a revival ending. The failed ending, as shown in Figure 23(a), involves the disappearance of the lightning image L followed by the disappearance of the smoke screen image S, and then, after the disappearance of the smoke screen image S, the cloud image C is displayed in the hold display section E0 in its initial state of normal "white" color without the attached blowout image H. This failed ending gives the player the impression that the combination of the lightning image L with the cloud image C failed, and does not suggest to the player the reliability of a jackpot in the currently ongoing sequence. This failed ending combination sequence corresponds to the second sequence pattern.
[0070] The successful outcome, as shown in Figures 23(b) and 23(c), involves erasing the lightning image L, then erasing the smoke screen image S, and after erasing the smoke screen image S, displaying the cloud image C in the hold display section E0 with the same colors and number of attached speech bubble images H as before the smoke screen image S obscured it. If one lightning image L was displayed at the start of the combination performance, one lightning image L is attached to the cloud image C in the hold display section E0 with the same colors as before. If two lightning image Ls were displayed at the start of the combination performance, two lightning image Ls are attached to the cloud image C in the hold display section E0 with the same colors as before. This successful outcome image gives the player the impression that the lightning image L has successfully combined with the cloud image C, and suggests to the player the reliability of a jackpot in the current performance symbol game. The combination of the cloud image C and lightning image L in the hold display section E0 corresponds to a new hold symbol. This successful outcome combination performance corresponds to the first performance pattern.
[0071] The pending notification animation patterns P1 to P5 in Figure 23(d) are patterns in which the combination animation is set to result in a successful outcome. In pending notification animation pattern P1, the color of the cloud image C changes from "white" to "red" and then to "gold" in color animation 1, one speech bubble image H is superimposed on the golden cloud image C in speech bubble animation, then another speech bubble image H is superimposed on the golden cloud image C, one "yellow" lightning image L is displayed in lightning animation, then another "yellow" lightning image L is displayed, and the color of the two lightning images L changes from "yellow" to "red" and then to "gold" in color animation 2, and the combination animation shows a successful outcome, combining the two golden lightning images L with the golden cloud image C in which the two speech bubble images H are superimposed. The reliability of this pending notification animation pattern P1 is set to "highest".
[0072] The pending notification pattern P2 involves a color effect 1 that changes the color of cloud image C from "white" to "red" and then to "gold," a speech bubble effect that overlays one speech bubble image H onto the golden cloud image C, then another speech bubble image H overlays it onto the golden cloud image C, a lightning effect that displays one "yellow" lightning image L, then another "yellow" lightning image L is displayed, and a color effect 2 that changes the color of the two lightning images L from "yellow" to "red." The combination effect displays the successful outcome, combining the two red lightning images L with the golden cloud image C on which the two speech bubble images H are overlaid. This pending notification pattern P2 is set to have a "high" reliability.
[0073] The pending notification pattern P3 involves a color effect 1 that changes the color of cloud image C from "white" to "red" and then to "gold," a speech bubble effect that overlays one speech bubble image H onto the golden cloud image C, then another speech bubble image H overlays it onto the golden cloud image C, a lightning effect that displays one "yellow" lightning image L, and a color effect 2 that changes the color of one lightning image L from "yellow" to "red." The combination effect displays the successful outcome, combining one red lightning image L with the golden cloud image C, which has two speech bubble images H overlaid on it. The reliability of this pending notification pattern P3 is set to "medium."
[0074] The hold notification pattern P4 involves a color effect 1 that changes the color of cloud image C from "white" to "red" and then to "gold," a speech bubble effect that overlays one speech bubble image H onto the golden cloud image C, a lightning effect that displays one "yellow" lightning image L, and a color effect 2 that changes the color of one lightning image L from "yellow" to "red." The combination effect displays the successful outcome by combining one red lightning image L with the golden cloud image C overlaid with one speech bubble image H. This hold notification pattern P4 is set to "low" reliability.
[0075] The preview animation pattern P5 involves changing the color of cloud image C from "white" to "red" in color animation 1, overlaying one speech bubble image H onto the red cloud image C in speech bubble animation, displaying one "yellow" lightning image L in lightning animation, changing the color of one lightning image L from "yellow" to "red" in color animation 2, and displaying the successful outcome as a combination animation, combining one red lightning image L with the red cloud image C overlaid with one speech bubble image H. This hold preview animation pattern P5 is set to the "lowest" reliability level.
[0076] 5-2-4―7.Resurrection performance The revival sequence is equivalent to a pre-announcement sequence and begins with the display of the revival ending image on the sequence symbol display unit 32 as a combination sequence. Figures 24(a) and 24(b) show the revival ending image, which displays a woman image W in the hold display unit E0 after the smoke screen image S has disappeared. This woman image W is modeled after a "woman sitting with an umbrella" and has a different appearance from the cloud image C. This woman image W does not have the function of suggesting the number of special symbol hold to the player, but rather suggests to the player the female protagonist in the battle reach background images BL1 to BL4. This revival ending image is displayed in a scrolling state of the three rows of sequence symbols, and as shown in Figure 24(c), when the revival ending image is displayed, a thundercloud image Cr is displayed. This thundercloud image Cr has the same outline shape as the cloud image C that was displayed in the hold display unit E0, but is larger in size than the same cloud image C. This thundercloud image Cr is displayed in a scrolling state of the three rows of sequence symbols, and the display position of the thundercloud image Cr is set directly above the woman image W. As shown in Figure 24(e), there are three color variations for this thundercloud image Cr: "white," "red," and "gold." The "white" thundercloud image Cr suggests to the player that the probability of a jackpot in the current game is "low," where three rows of symbols form a winning combination. The "red" thundercloud image Cr suggests a "medium" probability of a jackpot, and the "gold" thundercloud image Cr suggests a "high" probability of a jackpot. This thundercloud image Cr is similar to cloud image C and corresponds to a suggestive image that hints at cloud image C to the player.
[0077] When the thundercloud image Cr is displayed on the performance symbol display unit 32, a rain image is displayed, as shown in Figure 24(c), showing the thundercloud image Cr raining. This rain image depicts rain falling towards the woman image W, and as shown in Figure 24(d), when the rain image is displayed, an image is displayed showing the woman standing up from a seated position and then opening an umbrella. This image is displayed within the hold display unit E0 and includes an umbrella image U. This umbrella image U extends from within the performance area E0 towards the thundercloud image Cr, and has the function of directing the player's gaze towards the thundercloud image Cr. As shown in Figure 24(e), there are three colors for this umbrella image U: "white," "red," and "gold."
[0078] The color of the umbrella image U indicates to the player the likelihood that the three rows of symbols in the currently ongoing symbol game will form a winning combination. The reliability of the umbrella image U's color is set in the order of "white," "red," and "gold." Figure 20(b) shows the start timing of the occlusion, combination, and revival effects. These occlusion and revival effects begin to appear during the scrolling of the three rows before the rightmost symbol stops scrolling in the next symbol game, when the cloud image C in the reserve display section E1 is moved into the reserve display section E0. The start timing Te for the occlusion effect is the earliest of the occlusion and revival effects, the start timing Tf for the combination effect is the second earliest, and the start timing Tg for the revival effect is the latest.
[0079] 6. Processing functions of the sub-control circuit 81 6-1. Main Processing The sub-control circuit 81 detects the main processing program shown in Figure 25 from the ROM when power is applied, sets permission to access RAM in S101, and sets interrupt disable in S102. Then, it updates the values of multiple random numbers in RAM in the random number update process in S103, enables interrupts in S104, and then loops through S102 to S104. While interrupts are enabled, the receive interrupt process in S105 and the timer interrupt process in S106 are allowed to start.
[0080] 6-2. Interrupt handling upon reception The sub-control circuit 81 activates the receive interrupt process S105 each time the STB signal from the main control circuit 51 is input to the INT terminal. This receive interrupt process takes precedence over the timer interrupt process S106, and the sub-control circuit 81 stores the commands and other information sent by the main control circuit 51 in the output process S11 in Figure 7 into the receive buffer in RAM using the receive interrupt process.
[0081] 6-3. Timer Interrupt Handling The sub-control circuit 81 activates the timer interrupt process of S106 each time a timer interrupt signal is input at a fixed interval. Figure 26 shows the timer interrupt processing. In the received command analysis process in S111, the sub-control circuit 81 turns on and off the following flags: the symbol game performance start processing flag (S112), the symbol game performance stop processing flag (S114), the jackpot game performance start processing flag (S116), the jackpot game performance stop processing flag (S118), and the special symbol hold command processing flag (S120). When the symbol game performance start processing flag is on, the symbol game performance start processing in S113 is executed. When the symbol game performance stop processing flag is on, the symbol game performance stop processing in S115 is executed. When the jackpot game performance start processing flag is on, the jackpot game performance start processing in S117 is executed. When the jackpot game performance stop processing flag is on, the jackpot game performance stop processing in S119 is executed. When the special symbol hold command processing flag is on, the special symbol hold command processing in S121 is executed.
[0082] 6-3-1. Received command parsing process Figure 27 shows the received command analysis process in S111. In S131, the sub-control circuit 81 determines whether or not a variation start command from the main control circuit 51 is stored in the receive buffer. If it determines that a variation start command is stored, it turns on the symbol game performance start processing flag in S132. With this symbol game performance start processing flag turned on, the timer interrupt process transitions from S112 to S113, and the symbol game performance start processing is executed.
[0083] In the received command analysis process shown in Figure 27, the sub-control circuit 81 determines in S133 whether a variable stop command from the main control circuit 51 is stored in the receive buffer. If it determines that a variable stop command is stored, it turns on the symbol game performance stop processing flag in S134. With this symbol game performance stop processing flag turned on, the timer interrupt process transitions from S114 to S115, and the symbol game performance stop processing is executed.
[0084] In the received command analysis process shown in Figure 27, the sub-control circuit 81 determines in S135 whether a special feature hold command from the main control circuit 51 is stored in the receive buffer. If it determines that a special feature hold command is stored, it turns on the special feature hold command processing flag in S136. With this special feature hold command processing flag turned on, the timer interrupt process transitions from S120 to S121, and the special feature hold command processing is executed.
[0085] In the received command analysis process shown in Figure 27, the sub-control circuit 81 determines in S137 whether a jackpot game start command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game start command is stored, it turns on the jackpot game performance start processing flag in S138. With this jackpot game performance start processing flag turned on, the timer interrupt process transitions from S116 to S117, and the jackpot game performance start processing is executed.
[0086] In the received command analysis process shown in Figure 27, the sub-control circuit 81 determines in S139 whether a jackpot game stop command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game stop command is stored, it turns on the jackpot game performance stop processing flag in S140. With this jackpot game performance stop processing flag turned on, the timer interrupt process transitions from S118 to S119 and executes the jackpot game performance stop processing.
[0087] 6-3-2. Symbol Game Performance Start Processing Figure 28(a) shows the symbol game performance start process in S113. In S141, the sub-control circuit 81 detects the reception result of the special symbol game data from the reception buffer, and in S142, sets the combination of three rows of performance symbols. These three rows of performance symbols are set as the "jackpot combination" when the detection result of whether the special symbol game data is for a win or loss is "PO01~PO06" for a jackpot. If the detection result of the special symbol variation pattern in the special symbol game data is for a loss, it is set as the "losing reach combination," and if the detection result of the special symbol variation pattern is for a loss, it is set as the "complete loss combination." When the detection result of the special symbol variation pattern is for a pseudo-consecutive performance, the sub-control circuit 81 sets the "re-variation combination" as a temporary combination of the three rows of performance symbols. When the combination of the three rows of performance symbols and the temporary combination are set, the combination setting result and the temporary combination setting result are transmitted to the image control circuit 91.
[0088] In S142, the sub-control circuit 81 sets the combination of three rows of performance symbols, and in S143, it sets a video data specification command according to the detection result of the special symbol variation pattern and sends the setting result of the video data specification command to the image control circuit 91. This video data specification command instructs the display of images for the scrolling performance and background performance according to the detection result of the special symbol variation pattern. If the sub-control circuit 81 sends the setting result of the video data specification command in S143, it goes through the hold notification performance processing in S144 and turns off the symbol game performance start processing flag in S145. In response to receiving the video data specification command from the sub-control circuit 81, the image control circuit 91 detects video data corresponding to the video data specification command from the CGROM and starts displaying images of the performance symbol game on the performance symbol display 32 in response to playing back the detected video data.
[0089] 6-3-3. Symbol Game Performance Stop Processing Figure 28(b) shows the symbol game animation stop process in S115. In S151, the sub-control circuit 81 sends a change stop command to the image control circuit 91, and in S152, it turns off the symbol game animation stop process flag. When the image control circuit 91 receives the change stop command, it displays the three rows of animation symbols based on the combination setting result from the sub-control circuit 81.
[0090] 6-3-4. Jackpot Game Animation Start Processing Figure 28(c) shows the S117 jackpot game animation start process. In S201, the sub-control circuit 81 sends a jackpot game animation start command to the image control circuit 91, and in S202, it turns off the jackpot game animation start process flag. When the image control circuit 91 receives the jackpot game animation start command from the sub-control circuit 81, it detects video data from the CGROM corresponding to the reception result of the jackpot game animation start command, and starts displaying the jackpot game animation image on the animation symbol display 32 in accordance with the playback result of the detected video data.
[0091] 6-3-5. Processing to stop the jackpot game animation. Figure 28(d) shows the process of stopping the jackpot game animation in S119. In S211, the sub-control circuit 81 sends a jackpot game animation stop command to the image control circuit 91, and in S212, it turns off the jackpot game animation stop processing flag. When the image control circuit 91 receives the jackpot game stop command from the sub-control circuit 81, it stops displaying the jackpot game animation image.
[0092] 6-3-6. Special Feature Hold Command Processing Figure 29(a) shows the special feature hold command processing in S121. In S221, the sub-control circuit 81 detects the reception result of special feature lookup data from the received command buffer and stores the detection result of the special feature lookup data in RAM. As shown in Figure 29(b), the RAM of this sub-control circuit 81 is configured with special feature lookup areas 1 to 4. As shown in [1] to [4] below, the sub-control circuit 81 stores the reception result of the special feature lookup data in the special feature lookup area corresponding to the reception result of the special feature hold command. That is, the RAM of the sub-control circuit 81 stores the same special feature lookup data as the main control circuit 51 in the same manner. [1] If Special Feature Hold Command 1 is received, the result of receiving Special Feature Pre-read data is stored in Special Feature Pre-read Area 4. [2] If Special Feature Hold Command 2 is received, the result of receiving Special Feature Pre-read data is stored in Special Feature Pre-read Area 3. [3] If Special Feature Hold Command 3 is received, the result of receiving Special Feature Pre-read data is stored in Special Feature Pre-read Area 2. [4] If Special Feature Hold Command 4 is received, the result of receiving Special Feature Pre-read data is stored in Special Feature Pre-read Area 1.
[0093] When the sub-control circuit 81 stores the detection result of the special symbol pre-read data in S221, it displays one cloud image C on the performance symbol display 38 in the hold performance processing in S222, and turns off the special symbol hold command processing flag in S223. This cloud image C is displayed in the hold display unit E1 when special symbol hold command 1 is received, in the hold display unit E2 when special symbol hold command 2 is received, in the hold display unit E3 when special symbol hold command 3 is received, and in the hold display unit E4 when special symbol hold command 4 is received. In other words, each time a game ball is successfully entered into the start opening 15, the cloud image C is displayed in the order of "hold display unit E1" → "hold display unit E2" → "hold display unit E3" → "hold display unit E4".
[0094] 6-3-7. Processing of pending notification effects Figure 30 shows the hold notification effect processing at S144 in Figure 28, where the sub-control circuit 81 organizes the special symbol pre-read data in special symbol pre-read areas 1 to 4 at S231. This process deletes the special symbol pre-read data from "special symbol pre-read area 4". If special symbol pre-read data is stored in "special symbol pre-read area 3", that special symbol pre-read data is shifted to "special symbol pre-read area 4". If special symbol pre-read data is stored in "special symbol pre-read area 2", that special symbol pre-read data is shifted to "special symbol pre-read area 3". If special symbol pre-read data is stored in "special symbol pre-read area 1", that special symbol pre-read data is shifted to "special symbol pre-read area 2".
[0095] In S231, the sub-control circuit 81 organizes the special symbol pre-read areas 1 to 4, and in S232, it sends a reserved symbol shift command to the image control circuit 91. When the image control circuit 91 receives the reserved symbol shift command, it erases the cloud image C from the reserved display section E0, moves the cloud image C from the reserved display section E1 to the reserved display section E0 if it is displayed in the reserved display section E1, moves the cloud image C from the reserved display section E2 to the reserved display section E1 if it is displayed in the reserved display section E2, moves the cloud image C from the reserved display section E3 to the reserved display section E2 if it is displayed in the reserved display section E3, and moves the cloud image C from the reserved display section E4 to the reserved display section E3 if it is displayed in the reserved display section E4. In other words, the cloud image C in the reserved display section E0 is erased when the image for the next performance symbol game is displayed, and the remaining cloud image C is moved and displayed in the reserved display section to its left.
[0096] When the sub-control circuit 81 sends a hold symbol shift command in S232, it determines in S233 whether or not special symbol pre-read data is stored in the special symbol pre-read area 4. This special symbol pre-read data is for the next performance symbol game corresponding to the cloud image C in the hold display unit E1. If the sub-control circuit 81 determines in S233 that no special symbol pre-read data is stored in the special symbol pre-read area 4, it ends the hold notification performance process. If it determines in S233 that special symbol pre-read data is stored in the special symbol pre-read area 4, it determines in S234 whether or not to perform the hold notification performance. The sub-control circuit 81 determines whether or not to perform the hold notification performance by comparing the value of the counter with the hold notification value, and the probability of determining to perform the hold notification performance in S234 is set to "5%". The value of this counter is incremented by "1" each time the timer interrupt process is activated, and if it is added to the upper limit, it is reset to the lower limit and incremented again.
[0097] If the sub-control circuit 81 determines in S234 to perform a hold notification effect, it then determines in S235 whether or not to perform a revival effect. This sub-control circuit 81 determines whether or not to perform a revival effect by comparing the value of the counter with a revival value which is different from the hold notification value, and the probability of determining to perform a revival effect in S235 is set to "20%". If the sub-control circuit 81 determines to perform a revival effect in S235, it proceeds to S236, and if it determines not to perform a revival effect, it proceeds to S244.
[0098] As shown in Figure 31(a), the ROM of the sub-control circuit 81 stores the Hold Notification Performance Command Table 1. This Hold Notification Performance Command Table 1 is used to select one of the Hold Notification Performance Commands 1R to 5R, and each of the Hold Notification Performance Commands 1R to 5R instructs the image control circuit 91 on the content of the Color Performance 1, the Speech Bubble Performance, the Lightning Performance, the Color Performance 2, and the Combination Performance. Each of these Hold Notification Performance Commands 1R to 5R is assigned "The Ending of Revival" as the content of the Combination Performance, and when the sub-control circuit 81 proceeds to S236 in Figure 30, it detects the Hold Notification Performance Command Table 1 from the ROM.
[0099] When the sub-control circuit 81 detects the hold notification performance command table 1 in S236, it selects one of the hold notification performance commands 1R to 5R from the hold notification performance command table 1 in S237, transmits the selection result of the hold notification performance command to the image control circuit 91 in S238, and proceeds to S239. This sub-control circuit 81 performs the selection process of hold notification performance commands 1R to 5R according to the value of the counter, and as shown in Figure 31(a), the selection probability of each hold notification performance command 1R to 5R is set to be equal to one another.
[0100] When the sub-control circuit 81 moves to S239, it detects the pre-determination result of whether the result is a win or a loss from the special symbol pre-read data in the special symbol pre-read area 4. This pre-determination result of whether the result is a win or a loss is notified to the player by the image of the next performance symbol game corresponding to the cloud image C in the hold display unit E1, and the sub-control circuit 81 determines in S239 whether the detected result is a win or a loss. If it is determined that the detected result is a win or a loss, it moves to S240, and if it is determined that the detected result is a loss, it moves to S241.
[0101] The ROM of the sub-control circuit 81 stores color command tables 1 and 2. As shown in Figures 31(b) and 31(c), each of these umbrella image command tables 1 and 2 is used to select one of the color commands G to W according to the value of the counter. Color command G instructs the image control circuit 91 to display the umbrella image U and thundercloud image Cr in the color "gold" in the revival animation image, color command R instructs the umbrella image U and thundercloud image Cr in the color "red", and color command W instructs the umbrella image U and thundercloud image Gr in the color "white". The selection probabilities of color commands G to W in color command tables 1 and 2 are set so that the reliability of "gold" is the highest, the reliability of "red" is the second highest, and the reliability of "white" is the lowest.
[0102] If the sub-control circuit 81 proceeds to S240, it detects color command table 1 from the ROM; if it proceeds to S241, it detects color command table 2 from the ROM. In either case, in S242, it selects a color command corresponding to the counter value from the detected color command table, and in S243, it transmits the result of the color command selection to the image control circuit 91.
[0103] When the sub-control circuit 81 moves to S244, it detects either the hold notification performance command table 2 shown in Figure 32(a) or the hold notification performance command table 3 shown in Figure 32(b) from the ROM. The hold notification performance command table 2 is used to select one of the hold notification performance commands 1F to 5F, and each of the hold notification performance commands 1F to 5F is used to instruct the image control circuit 91 on the performance content of the color performance 1 to the performance content of the combination performance. Each of these hold notification performance commands 1F to 5F is assigned "Failure Outcome" as the performance content of the combination performance. The sub-control circuit 81 detects the pre-determination result of whether the result is a win or loss from the special symbol pre-read data in the special symbol pre-read area 4 in S244, and detects the hold notification performance command table 2 with a high probability (70%) according to the value of the counter when it is determined that the result is a loss, and detects it with a low probability (30%) according to the value of the counter when it is determined that the result is a win or loss.
[0104] The Reserve Notification Performance Command Table 3 is used to select one of the Reserve Notification Performance Commands 1S to 5S, and each of the Reserve Notification Performance Commands 1S to 5S instructs the Image Control Circuit 91 on the performance content of the Color Performance 1 to the performance content of the Combination Performance. Each of these Reserve Notification Performance Commands 1S to 5S is assigned the "successful ending" as the performance content of the Combination Performance. In this Reserve Notification Performance Command Table 3, the sub-control circuit 81 detects the pre-determination result of whether it is a win or a loss from the special symbol pre-read data in the special symbol pre-read area 4 at S244, and detects it with a low probability (30%) according to the value of the counter if the detection result is a loss, and detects it with a high probability (70%) according to the value of the counter if the detection result is a win. In other words, if the Combination Performance ends with a successful ending, the reliability of a big win is higher than if it ends with a failure ending.
[0105] When the sub-control circuit 81 detects the pending notification performance command table 2 or 3 in S244 of Figure 30, it selects a pending notification performance command according to the value of the counter from the detection result of the pending notification performance command table in S245, and transmits the selection result of the pending notification performance command to the image control circuit 91 in S246. These pending notification performance command tables 3 and 2 are set so that the probability of selecting a pending notification performance command increases as the progress through each stage from color performance 1 to color performance 2 progresses (step-up notification). The reliability of the cloud image C is set in the order of "white", "red", and "gold", the reliability of the number of attached speech bubble images H is set in the order of "0", "1", and "2", the reliability of the number of lightning images L is set in the order of "0", "1", and "2", and the reliability of the lightning image L is set in the order of "white", "red", and "gold".
[0106] When the image control circuit 91 receives a hold notification effect command from the sub-control circuit 81, it changes the color of the cloud image C in the hold display unit E1 at the start timing Ta, as shown in Figures 33(a) and (b). This change in the color of the cloud image C is performed in the manner specified by color effect 1 in the received result of the hold notification effect command. When the image control circuit 91 changes the color of the cloud image C in the hold display unit E1, it attaches a speech bubble image H to the cloud image C in the hold display unit E1 at the start timing Tb, as shown in Figures 33(c) and (d). This attachment of the speech bubble image H is performed in the manner specified by speech bubble effect in the received result of the hold notification effect command. When the image control circuit 91 attaches the speech bubble image H to the cloud image C in the hold display unit E1, it displays a lightning effect image at the start timing Tc, as shown in Figures 33(e) and (f). The image of this lightning effect is performed in the manner specified by the lightning effect in the received result of the hold notification effect command. When the image control circuit 91 displays the image of the lightning effect, it changes the color of the lightning image L at the start timing Td, as shown in Figure 33(g)(h). This change in the color of the lightning image L is performed in the manner specified by the color effect 2 in the received result of the hold notification effect command.
[0107] When the image control circuit 91 starts displaying the image for the next performance symbol game, it moves the cloud image C in the hold display unit E1 to the hold display unit E0, and as shown in Figures 21 and 22, it displays the occlusion performance image for the cloud image C in the hold display unit E0 at the start timing Te, and as shown in Figure 23, it displays the combination performance image at the start timing Tf. This combination performance is performed based on the outcome of the combination performance specified in the received hold notification performance command, and if the outcome of the combination performance is either "failure" or "success", the image control circuit 91 ends the series of hold notification performances, and as shown in Figure 24, if the outcome of the combination performance is "revival", it displays the revival performance image following the combination performance at the start timing Tf. With this revival performance image, it displays the woman image W in the hold display unit E0, displays the thundercloud image Gr in the performance area Eo in the colors corresponding to the received color command, and after displaying the performance image of the woman image W rising, it displays the umbrella image U in the colors corresponding to the received color command.
[0108] According to the above Example 1, the following effects are achieved. A new type of reserved symbol was displayed in the reserved display section E0 by visually combining the cloud image C and the lightning image L. As a result, the visual appeal of the image, which changes the visual appearance of the cloud image C, is enhanced, and the reserved symbol notification effect, which suggests the likelihood of a big win to the player through the change in the visual appearance of the cloud image C, is enhanced. Moreover, the cloud image C in the reserved area E of the effect symbol display unit 32 and the lightning image L in the effect area Eo outside the reserved area E were combined. As a result, the lightning image L performs an unexpected function from the player's perspective, further enhancing the appeal of the reserved symbol notification effect. In the game, before the outcome of the game is announced to the player, a new type of reserved symbol is displayed by combining the lightning image L, which is part of the background image displayed on the game symbol display unit 32, with the cloud image C during the game. As a result, the player gets the impression that a part of the background image has been cut out and combined with the cloud image C, which enhances the appeal of the reserved symbol notification effect. Before combining the cloud image C and the lightning image L, a speech bubble image H was attached to the cloud image C. This increases the player's anticipation of what will happen as the appearance of the cloud image C changes, thus enhancing the appeal of the hold notification effect. Furthermore, it becomes possible to inform the player in advance which of the multiple cloud images C will be combined with the lightning image L.
[0109] By changing the color of the cloud image C and the number of attached speech bubble images H over time, and by changing the color and number of lightning images L over time, it is possible to increase the player's expectation of winning a jackpot. Furthermore, by displaying new reserved symbols in accordance with the combination of the cloud image C and lightning images L after the change in appearance, it is possible to further increase the player's expectation of winning a jackpot. When the cloud image C is displayed in the hold display section E0 of the performance symbol display unit 32, the image of the performance symbol game corresponding to the cloud image C is displayed in the hold display section E0, and a new hold symbol is displayed in the hold display section E0 in accordance with the compositing of the cloud image C and the lightning image L within the hold display section E0. As a result, it becomes clear to the player that the new hold symbol in the hold display section E0 is for the performance symbol game currently in progress, and when the reliability of a jackpot is suggested to the player by the form of the new hold symbol, it also becomes clear that the reliability is for the performance symbol game currently in progress.
[0110] In the occlusion effect, the cloud image C in the hold display section E0 is obscured by the smoke screen image S, making it invisible. In the outcome of a successful combination effect, after the smoke screen image S is removed, a new form of the hold symbol, where the cloud image C and the lightning image L are combined, is displayed in the hold display section E0. In the outcome of a failed combination effect, after the smoke screen image S is removed, the cloud image C is displayed in the hold display section E0 in a form where the lightning image L is not combined with it. Therefore, from the player's perspective, they can expect the cloud image C to change to a new form each time it is obscured by the smoke screen image S. As a result, the frequency of increased anticipation for the player increases, improving the enjoyment of the game. In the failed combination of effects, after the smoke screen image S was removed, the cloud image C was displayed in the hold display section E0 in its normal color and without the speech bubble image H attached. This clearly shows that the cloud image C in the hold display section E0 does not indicate the likelihood of a big win.
[0111] A thundercloud image Cr was displayed outside the hold area E of the display unit 32. This thundercloud image Cr hints to the player about the cloud image C inside the hold area E, increasing the player's expectation that something leading to a jackpot will occur. Moreover, when the thundercloud image Cr is displayed outside the hold area E, a female image W with a different appearance from the cloud image C is displayed inside the hold area E in place of the cloud image C, so the player's gaze is focused on the thundercloud image Cr outside the hold area E. Therefore, it is possible to enhance the appeal of the hold notification effect compared to the conventional method, which suggested the reliability of a jackpot to the player by changing the color of the hold symbols. The system displays a dynamic revival animation using both the female image W in the hold display section E0 and the thundercloud image Cr in the performance area Eo, changing the appearance of the female image W. The appearance of both the thundercloud image Cr and the female image W suggests to the player the likelihood of a big win. As a result, it becomes difficult for the player to miss the changes in the appearance of the female image W, making it easier to grasp the likelihood of a big win.
[0112] When the image for the performance symbol game is displayed, the cloud image C is moved from the hold display unit E1 to the hold display unit E0, the thundercloud image Cr is displayed outside the hold area E, and the woman image W is displayed in place of the cloud image C within the hold display unit E0. This makes it easy for the player to understand that the series of hold notification effects are targeting the performance symbol game that is currently in progress. The thundercloud image Cr and the woman image W are displayed side-by-side in the scrolling direction of the three rows of performance symbols, making it easier for players to simultaneously see both the thundercloud image Cr and the woman image W while following the scrolling performance symbols with their eyes. The image displayed as a woman W holding an umbrella towards the thundercloud image Cr. Therefore, players can track the thundercloud image Cr by following the woman W with their eyes, making it less likely they will miss the thundercloud image Cr.
[0113] When changing the cloud image C from one of several forms to another, the cloud image C is obscured in one form and made visible in another form. As a result, the cloud image C appears in a different form depending on whether it is visible or not from the player's perspective, thus improving the appeal of the hold notification effect. When multiple cloud images C are displayed within the holding area E, and the appearance of one of the cloud images C is to be changed, a callout image H is attached to one of the cloud images C, making it possible to indicate to the player which cloud image C's appearance will be changed. The appearance of cloud image C was altered in response to the addition of lightning image L. As a result, there is a significant difference in how cloud image C looks before and after the addition of lightning image L, which enhances the visual appeal of the hold notification effect. Since we have set up presentation patterns in which cloud image C appears in a different form after going from an invisible state to an invisible state, and also in a presentation pattern in which it appears in its previous form, it is possible to give the player a sense of excitement about whether or not the form of cloud image C will change. When the image of the revival animation is displayed outside the hold area E of the performance symbol display unit 32, the cloud image C is erased from within the hold display unit E0, and the image of a woman holding an umbrella W is displayed from within the hold display unit E0 toward the thundercloud image Cr of the revival animation, thereby enhancing the appeal of the hold notification animation. Moreover, as the player follows the image of the woman W with their eyes, they can catch the image of the revival animation, making it less likely that they will miss the image of the revival animation.
[0114] [Example 2] If the combination animation ends with a successful outcome, an image of the animation content is displayed in the pending display section E0, showing the combination image between the cloud image C and the lightning image L transforming into an evolved image. As shown in Figure 34(a), if one lightning image L is combined with the cloud image C, this evolved image is a demon image G1 of a normal-sized demon riding on a cloud, and as shown in Figure 34(b), if two lightning images L are combined with the cloud image C, this evolved image is a demon image G2 of a large-sized demon riding on a cloud, both of which are displayed in the pending display section E0. The above Example 2 provides the following effects. The combination image between cloud image C and lightning image L is developed into demon image G1 or demon image G2, further enhancing the appeal of the pending notification effect.
[0115] [Example 3] In the revival animation, the umbrella image U is displayed in a pink color, which is different from the usual color and does not indicate the likelihood of a jackpot to the player. The thundercloud image Cr is displayed in one of three colors: white, red, or gold. The color of the thundercloud image Cr indicates to the player the likelihood that the three rows of symbols in the currently ongoing animation will form a jackpot combination, with the likelihood increasing in the order of white, red, and gold. The above Example 3 provides the following effects. By displaying the umbrella image U in an unusual manner that does not suggest the likelihood of a big win, it becomes possible to reliably direct the player's gaze towards the thundercloud image Cr, which is similar to the cloud image C but larger than the cloud image C.
[0116] [Example 4] Figure 35 is an image of the revival animation. The revival animation image is an image of the animation symbols in the game, and the animation symbols in the left and right columns are displayed in a reach state where they scroll and stop with the same number. In this revival animation image, the utility pole image P is displayed. This utility pole image P originates from within the hold display section E0 and visually connects the woman image W and the thundercloud image Cr. This utility pole image P corresponds to the guidance symbol. According to the above embodiment 4, the following effects are achieved. The thundercloud image Cr and the woman image W are displayed side-by-side in the scrolling direction of the middle row of symbols in the reach state, making it easier for players to simultaneously see both the thundercloud image Cr and the woman image W while following the scrolling middle row of symbols. When the image of the revival animation is displayed outside the hold area E of the performance symbol display unit 32, the cloud image C is erased from within the hold display unit E0, and the utility pole image P extending from within the hold display unit E0 toward the thundercloud image Cr of the revival animation is displayed, thereby enhancing the appeal of the hold notification animation. Moreover, since the player can catch the image of the revival animation by following the utility pole image P with their eyes, it becomes less likely that they will miss the image of the revival animation. The image displayed was a female image W connected to a thundercloud image Cr via a utility pole image P. As a result, the player can follow the female image W to the utility pole image P in the hold display section E0 with their eyes, thereby capturing the thundercloud image Cr and making it less likely to miss the thundercloud image Cr.
[0117] In the above embodiments 1 to 4, only one aspect may be changed before combining the cloud image C and the lightning image L. In the above embodiments 1 to 4, the cloud image C and the lightning image L may be combined in areas other than the hold display E0, such as the hold display units E1 to E4. In the above embodiments 1 to 4, the cloud image C corresponding to the currently ongoing gameplay animation may be displayed in a predetermined area outside the holding area E. In this case, it is preferable to combine the cloud image C and the lightning image L within the predetermined area. In the above embodiments 1 to 4, in the outcome of a failed combination performance, after the smoke screen image S is erased, the cloud image C is displayed in the hold display unit E0 in the state just before it is obscured by the smoke screen image S, and the player may be given an indication of the likelihood of a big win based on the color of the cloud image C and the number of attached speech bubble images H. In the above embodiments 1 to 4, a new form of reserved symbol may be displayed in response to the synthesis of a predetermined symbol, which is part of the normal background image or battle background image displayed outside the reserved area E, with the cloud image C before the combination of the three rows of reserved symbols is determined in the reserved symbol game. In the above embodiments 1 to 4, a horizontally elongated oval-shaped suggestive image may be displayed instead of the thundercloud image Cr. The point is to display a suggestive image that has an outline shape and colors that will remind the player of the cloud image C. In the above embodiments 1 to 4, the visibility of the cloud image C may be reduced compared to the initial state, for example, by making the smoke screen image S semi-transparent in the occlusion effect. The point is to change the state from one in which the cloud image C is difficult to see to one in which it is easier to see.
[0118] [Example 5] The hold notification effect uses images of the game's symbols to indicate to the player the probability that three rows of symbols will form a winning combination. This hold notification effect starts when the cloud image C is displayed in its normal "white" color, which does not indicate the pre-read result, in all of the hold display sections E0 to E4, and is executed targeting the cloud image C in the hold display section E1. This "white" cloud image C corresponds to the initial hold symbol.
[0119] The hold notification effect consists of two steps: a marker effect and an obscuration effect. As shown in Figures 36(a) and (b), the marker effect involves attaching a woman's image W to the cloud image C in the hold display section E1. This woman's image W suggests to the player the cloud image C that is the target of the hold notification effect and corresponds to a marker symbol. As shown in Figures 36(c) and (d), the obscuration effect involves displaying a grenade image G outside the hold area E and showing an image of the grenade image G flying from outside the hold area E into the hold display section E1. This grenade image G is superimposed on the cloud image C in the hold display section E1 and attached to the cloud image C, and the woman's image W is erased in accordance with the attachment of the grenade image G to the cloud image C. This grenade image G corresponds to a marker symbol.
[0120] When the grenade image G is attached to the cloud image C in the pending display unit E1, an explosion effect image is displayed, and as shown in Figure 36(e), the smoke screen image S is displayed in place of the grenade image G. This smoke screen image S is displayed superimposed in front of the cloud image C in the pending display unit E1. This smoke screen image S obscures the cloud image C in the pending display unit E1, making it invisible, and is removed after a certain period of time has elapsed since the start of display.
[0121] The occlusion effect is an image that represents an effect where the held symbols are initially made difficult for the player to see, and then made easily visible in a preview state. There are three types of occlusion effects: failure, success, and revival. The failure effect, as shown in Figure 37(a), displays a cloud image C in the normal "white" color within the held display section E1 after the smoke screen image S is erased. The success effect displays a cloud image C in a different color than the normal color within the held display section E1 after the smoke screen image S is erased. As shown in Figures 37(b) and (c), there are two types of colors for the cloud image C in the success effect: "red (R)" and "gold (G)". The revival effect, as shown in Figure 37(d), displays a woman image W in place of the cloud image C within the held display section E1 after the smoke screen image S is erased. This woman image W is displayed in a seated position, and a thundercloud image Cr that brings rain is displayed directly above the woman image W. As shown in Figure 37(e), the female image W is depicted in the hold display section E1 as she stands up from a seated position and raises an umbrella towards the thundercloud image Cr, and has an umbrella image U. Three colors are set for this umbrella image U: "white," "red," and "gold." The "red" cloud image C and the "gold" cloud image C each correspond to the hold images of the preview mode.
[0122] The hold notification effect processing in Figure 38(a) is executed by the special symbol hold command processing in S121 of Figure 26 when the sub-control circuit 81 detects the special symbol hold command 4 from the main control circuit 51. As shown in Figure 36(a), it starts with the display state of the effect symbol game images in which the cloud image C is displayed in a normal color that does not indicate the reliability of a big win in all of the hold display sections E0 to E4.
[0123] The sub control circuit 81 determines whether to execute the suspension advance notice effect in S251 of the suspension advance notice effect processing of FIG. 38. This processing is performed by comparing the update result of the counter value with an advance notice value. The sub control circuit 81 determines that the suspension advance notice effect is to be performed at a set probability of "1 / 30", and detects the storage result of the special figure pre-reading data from the special figure pre-reading area 4 in S252. This special figure pre-reading data corresponds to the cloud image C in the suspension display section E1, and the sub control circuit 81 detects the preliminary determination result of win / failure from the detection result of the special figure pre-reading data in S252.
[0124] After the sub control circuit 81 detects the preliminary determination result of win / failure in S252, the sub control circuit 81 determines whether the preliminary determination result of win / failure is a jackpot. When it is determined that the preliminary determination result of win / failure is a jackpot, the advance notice effect command table of FIG. 38(b) is detected from the ROM; when it is determined that the preliminary determination result of win / failure is a loss, the advance notice effect command table of FIG. 38(c) is detected from the ROM. In either case, any one of advance notice effect commands 1 to 6 is selected from the detection result of the advance notice effect command table, and the selection result of the advance notice effect command is transmitted to the image control circuit 91 in S253. This selection processing of the advance notice effect command is performed according to the update result of the counter value, and each of the advance notice effect commands 1 to 6 is selected with the probability described in the selection probability column of FIGS. 38(b) and 38(c).
[0125] When the image control circuit 91 receives the advance notice effect command, the image control circuit 91 detects image data corresponding to the reception result of the advance notice effect command from the CGROM, and displays images of the following [1] to [6] suspension advance notice effects based on the detection result of the image data. [1] When the image control circuit 91 receives the advance notice effect command 1, the image control circuit 91 displays an image of a mark effect and a masking effect of a successful ending (G) for the "white" cloud image C in the suspension display section E1, and changes the color of the cloud image C in the suspension display section E1 to "gold" through the masking effect. [2] When the image control circuit 91 receives the advance notice effect command 2, it displays images of a mark effect and a shielding effect for a successful ending (R) on the "white" cloud image C in the reservation display section E1, and changes the color of the cloud image C in the reservation display section E1 to "red" through the shielding effect. [3] When the image control circuit 91 receives the advance notice effect command 3, it displays images of a mark effect and a shielding effect for a failed ending on the "white" cloud image C in the reservation display section E1, and keeps the color of the cloud image C in the reservation display section E1 at "white" through the shielding effect. [4] When the image control circuit 91 receives the advance notice effect command 4, it displays images of a mark effect and a shielding effect for a revival ending (G) on the "white" cloud image C in the reservation display section E1, and displays a female image W holding a "gold" umbrella image U in place of the "white" cloud image C in the reservation display section E1. [5] When the image control circuit 91 receives the advance notice effect command 5, it displays images of a mark effect and a shielding effect for a revival ending (R) on the "white" cloud image C in the reservation display section E1, and displays a female image W holding a "red" umbrella image U in place of the "white" cloud image C in the reservation display section E1. [6] When the image control circuit 91 receives the advance notice effect command 6, it displays images of a mark effect and a shielding effect for a revival ending (W) on the "white" cloud image C in the reservation display section E1, and displays a female image W holding a "white" umbrella image U in place of the "white" cloud image C in the reservation display section E1.
[0126] According to the fifth embodiment described above, the following effects are obtained. When changing the cloud image C from the normal color "white" to either "red" or "gold", after overlapping a smoke screen image S on the "white" cloud image C to make the cloud image C invisible, the cloud image C is made visible in either "red" or "gold". Therefore, since the cloud image C appears in either "red" or "gold" as it changes from an invisible state to a visible state from the player's perspective, the interest of the reservation advance notice effect is improved compared to the conventional art where the reliability of a jackpot is only suggested to the player by changing the color of the reservation pattern. After attaching a woman image W and a grenade image G to one of several "white" cloud images C, the cloud image C with both images attached is then made invisible and then changed to either "red" or "gold," making it possible to suggest to the player which cloud image C will change color. The image shows a grenade image G flying in from outside the holding area E and attaching to one of the cloud images C. Therefore, until the grenade image G is attached to one of the multiple cloud images C, it is not clear to the player which cloud image C it will be attached to, making it possible to make the player expect that the grenade image G will be attached to the cloud image C of their choice. By setting up a first presentation pattern in which the "white" cloud image C becomes invisible and then reappears in "red" or "gold" colors, and a second presentation pattern in which it reappears in "white" colors, it becomes possible to give players a sense of excitement about whether or not the color of the cloud image C will change.
[0127] In the above embodiment 5, the sub-control circuit 81 may select which of the cloud images C in the hold display unit E0 to the cloud image C in the hold display unit E4 to target for the hold notification effect, and the image control circuit 91 may execute the hold notification effect based on the selected cloud image C in the hold display unit E0 to the hold display unit E4. In this configuration, after the grenade image G is attached to one of the multiple "white" cloud images C, that cloud image C changes to a "red" or "gold" color after going through a state where it is difficult to see. Therefore, until the grenade image G is attached to one of the multiple cloud images C, it becomes impossible for the player to know which cloud image C it will be attached to, making it possible to make the player expect that the grenade image G will be attached to the desired cloud image C.
[0128] [Example 6] Figure 39 shows an image of the hold notification effect. As shown in Figure 39(a), the hold notification effect begins with multiple cloud images C displayed in a "white" initial state within the hold area E. When this hold notification effect begins, as shown in Figure 39(b), all the cloud images C in the hold area E move and are displayed in a reduced state at the bottom edge of the LCD screen while remaining "white," and a pterosaur image D is displayed at the starting point of the right edge of the LCD screen. As shown in Figure 39(c), this pterosaur image D moves linearly from right to left along the multiple cloud images C while spitting flames from its mouth, and the multiple cloud images C are erased one by one from right to left as the movement of the pterosaur image D progresses from right to left. As shown in Figure 39(d), all of these multiple cloud images C are erased when the pterosaur image D reaches the endpoint at the left edge of the LCD screen, and the pterosaur image D is erased when all of the multiple cloud images C are erased.
[0129] If all cloud images C are erased along with the pterosaur image D, as shown in Figure 39(e), the same number of cloud images C as before the start of the hold notification effect will be displayed in the same normal position as before the start of the hold notification effect, with the same normal size and the same "white" color as before the start of the hold notification effect. There are three types of endings for this hold notification effect: failure, success 1, and success 2. Success 2, as shown in Figure 39(g), displays the cloud image C that is the target of the hold notification effect with two flame images F attached. These flame images F are modeled after the flames that the pterosaur image D was spitting from its mouth. In success 1, as shown in Figure 39(f), the cloud image C that is the target of the hold notification effect is displayed with one flame image F attached, and in failure, as shown in Figure 39(e), the cloud image C that is the target of the hold notification effect is displayed without a flame image F attached. The cloud image C without the flame image F attached corresponds to the initial hold pattern, and the flame image F corresponds to the composite pattern.
[0130] The hold notification effect processing in Figure 40 is executed by the sub-control circuit 81 each time it detects a special symbol hold command 4 from the main control circuit 51, in the special symbol hold command processing in S121 of Figure 26. In S261, the sub-control circuit 81 determines whether multiple cloud images C are displayed in the hold area E of the effect symbol display 32. If it is determined that multiple cloud images C are displayed, the process moves to S262, where it is determined with a set probability of "1 / 30" whether or not to perform the hold notification effect. If it is determined that the hold notification effect should be performed, the process moves to S263, where the cloud image C that was added to the hold area E in the previous hold effect processing in S222 is selected as the cloud image C to be used for the hold notification effect. Specifically, if a cloud image C is displayed in the hold display unit E0 and a cloud image C is added to the hold display unit E1, the cloud image C in the hold display unit E1 is selected as the target of the hold notification effect; if a cloud image C is displayed in the hold display units E0 to E1 and a cloud image C is added to the hold display unit E2, the cloud image C in the hold display unit E2 is selected as the target of the hold notification effect; if a cloud image C is displayed in the hold display units E0 to E2 and a cloud image C is added to the hold display unit E3, the cloud image C in the hold display unit E3 is selected as the target of the hold notification effect; and if a cloud image C is displayed in the hold display units E0 to E3 and a cloud image C is added to the hold display unit E4, the cloud image C in the hold display unit E4 is selected as the target of the hold notification effect.
[0131] When the sub-control circuit 81 selects the cloud image C to be the target of the hold notification effect in S263, it selects a symbol specification command in S264 and sends the result of the symbol specification command selection to the image control circuit 91. This symbol specification command notifies the image control circuit 91 of the selection result of the cloud image C in S263, and when the sub-control circuit 81 sends the symbol specification command in S264, it detects the result of the pre-determination of whether it is a win or loss in S265. This pre-determination result of whether it is a win or loss is detected from the special symbol pre-read area 4 when the cloud image C of the hold display unit E1 is selected as the target of the hold notification effect, detected from the special symbol pre-read area 3 when the cloud image C of the hold display unit E2 is selected as the target of the hold notification effect, detected from the special symbol pre-read area 2 when the cloud image C of the hold display unit E3 is selected as the target of the hold notification effect, and detected from the special symbol pre-read area 1 when the cloud image C of the hold display unit E1 is selected as the target of the hold notification effect.
[0132] In S265, the sub-control circuit 81 selects a preview performance command from the preview performance command table in Figure 40(b) if the pre-determined result of the win / loss is a win, and selects a preview performance command from the preview performance command table in Figure 40(c) if the pre-determined result of the win / loss is a loss. This preview performance command is selected according to the probability listed in the selection probability column of the preview performance command table, and in S266, the sub-control circuit 81 transmits the selection result of the preview performance command to the image control circuit 91. When the image control circuit 91 receives the preview performance command, it detects image data from the CGROM corresponding to the received result of the preview performance command, and displays the image of the reserved preview performance on the performance symbol display 32 by playing back the detected image data.
[0133] Command 11 displays the image of the pending According to the above embodiment 6, the following effects are achieved. When multiple cloud images C are displayed within the hold area E without flame images F attached, and flame image F is to be attached to one of the cloud images C, all cloud images C are made invisible before being made visible again. Therefore, from the player's perspective, when all of the cloud images C change from invisible to visible, only one cloud image C will appear with flame image F attached, thus enhancing the visual appeal of the hold notification effect. As the preview image C, a composite of the initial cloud image C and the flame image F was displayed. This creates a significant difference in the appearance of the cloud image C, thereby enhancing the visual appeal of the hold preview effect. In the above embodiments 5 and 6, the visibility of the cloud image C may be reduced compared to immediately before, for example, by making the smoke screen image S semi-transparent. The point is to change the state of the cloud image C from one that is difficult to see to one that is easier to see than that difficult state.
[0134] In the above examples 1 to 6, the present invention may be applied to one, two, or three types of pachinko gaming machines. The present invention is not limited to the above-described embodiments 1 to 6, and is not limited to the wording of each claim, as long as it does not deviate from the scope described in each claim, and extends to a scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge ordinarily possessed by a person skilled in the art can be added as appropriate.
[0135] Examples 1 to 6 described above include, in addition to the inventions described in the claims, the following [Reference Inventions 1-1] to [1-5], [2-1], [3-1], [3-5], [4-1], [5-1], to [5-7], and [6-1]. Some gaming machines are configured to determine whether a winning result is obtained when a game ball effectively enters a predetermined ball entry area, and notify a player of the determination result of whether the winning result is obtained through an image of a symbol game. In this gaming machine, when a game ball effectively enters a predetermined ball entry area while the image of the symbol game is being displayed, a reserved pattern is displayed, and the player is notified by the reserved pattern that the gaming machine is in a reserved state waiting for the start of display of the next symbol game image (see Japanese Patent Application Laid-Open No. 2012-139473). In this gaming machine, the reliability of a jackpot is suggested to the player in response to changing the color of the reserved pattern from a normal color to a non-normal color. In this conventional gaming machine, the content of the advance notice effect that suggests the reliability to the player is monotonous, and there remains room for improvement in terms of the interest of the advance notice effect. [Reference Invention 1-1] to [Reference Invention 6-1] have been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of enhancing the interest of an advance notice effect.
[0136] [Reference Invention 1-1] Determination means for determining whether a winning result is obtained when a game ball effectively enters a predetermined ball entry area; A display device on which a symbol game image for notifying a player of a determination result by said determination means is displayed, said display device having a first display area where a reserved pattern is displayed when a game ball effectively enters said ball entry area while said symbol game image is being displayed, and a second display area where a predetermined composite pattern is displayed; Pattern display means for displaying said reserved pattern in said first display area and displaying said composite pattern in said second display area, said pattern display means is capable of displaying a reserved pattern of a new mode in response to compositing between said reserved pattern and said composite pattern. A gaming machine characterized by the above. According to the above method, a new form of the reserved symbol is displayed in response to the combination of the reserved symbol and the composite symbol. As a result, the visual appeal of the image as the form of the reserved symbol changes is enhanced, and the appeal of the pre-announcement effect that suggests reliability to the player through the change in the form of the reserved symbol is enhanced. Moreover, the reserved symbol in the first display area and the composite symbol in the second display area, which is different from the first display area, are combined. As a result, the composite symbol performs an unexpected function from the player's perspective, further enhancing the appeal of the pre-announcement effect.
[0137] [Reference Inventions 1-2] The game machine according to [Reference Invention 1-1], characterized in that the pattern display means attaches a marker pattern to the reserved pattern that suggests to the player that the reserved pattern and the combined pattern will be combined before the two are combined. According to the above method, a marker symbol is attached to the reserved symbol before it is combined with the combined symbol. As a result, the player's anticipation of what will happen is heightened by the change in the appearance of the reserved symbol, further enhancing the appeal of the pre-announcement effect. Moreover, it becomes possible to inform the player in advance which of the multiple reserved symbols the combined symbol will be combined with.
[0138] [Reference Inventions 1-3] The display unit has a hold display section located inside or outside the first display area, The game machine according to [Reference Invention 1-1] or [1-2], wherein the pattern display means displays the reserved patterns in the first display area within the reserved display section in response to the start of display of the image of the pattern game, and the reserved patterns and the combined patterns are combined within the reserved display section. According to the above method, when a reserved symbol is displayed in the reserved symbol display section of the display unit, an image of the symbol game corresponding to that reserved symbol is displayed. As the reserved symbol and the combined symbol are combined in the reserved symbol display section, a new reserved symbol is displayed in the reserved symbol display section. Therefore, from the player's perspective, it becomes clear that the new reserved symbol in the reserved symbol display section is for the currently ongoing symbol game. Thus, when the reliability of a jackpot is indicated to the player by the form of the new reserved symbol, it also becomes clear that the reliability is for the currently ongoing symbol game.
[0139] [Reference Invention 1-4] The game machine according to any one of [Reference Invention 1-1] to [Reference Invention 1-3], characterized in that the pattern display means changes the form of at least one of the reserved pattern and the composite pattern over time and then combines the two. According to the above method, at least one of the reserved symbols and the combined symbols changes over time, thereby increasing the player's expectation of winning a jackpot. Furthermore, since a new reserved symbol is displayed when the two are combined after the appearance of at least one of the reserved symbols and the combined symbols has changed, the player's expectation of winning a jackpot can be further increased.
[0140] [Reference Inventions 1-5] The game machine according to any one of [Reference Invention 1-1] to [Reference Invention 1-4], wherein the pattern display means is capable of displaying an obscuring pattern that obscures the reserved pattern, and has a first performance pattern that displays the reserved pattern in a manner in which the composite pattern is combined after the display of the obscuring pattern, and a second performance pattern that displays the composite pattern in a manner in which the composite pattern is not combined. According to the above method, in the first presentation pattern, a new form of the reserved symbol is displayed after the obscuring symbol is shown, in which the reserved symbol and the combined symbol are combined. In the second presentation pattern, the old form of the reserved symbol, in which the combined symbol is not yet combined, is displayed after the obscuring symbol is shown. Therefore, from the player's perspective, they can expect the reserved symbol to change to a new form each time it is obscured by the obscuring symbol. As a result, the frequency with which the player's anticipation increases improves, thus enhancing the enjoyment of the game.
[0141] [Reference Invention 2-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A symbol game means that displays an image of the symbol game on a predetermined display device to inform the player of the determination result of the determination means, The display unit is equipped with a symbol display means that displays a reserved symbol when a game ball is successfully entered into the ball entry area while the image of the symbol game is displayed. The aforementioned pattern display means is A gaming machine characterized in that, during a game of the aforementioned symbol game, a portion of the background image displayed on the display unit is combined with the reserved symbol during the game of the symbol game, before the determination result of the determination means is notified to the player, to display a new form of reserved symbol. According to the above method, a portion of the background image of the symbol game is combined with the reserved symbol, resulting in the display of a new type of reserved symbol. As a result, from the player's perspective, it appears as if a portion of the background image has been cut out and combined with the reserved symbol, thus enhancing the appeal of the pre-announcement effect.
[0142] [Reference Invention 3-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A display device that shows an image of a symbol game that notifies the player of the determination result of the determination means, and has a reserve area where a reserve symbol is displayed that notifies the player that there is a determination result that has not been notified to the player in the image of the symbol game, The reserved area is provided with a pattern display means for displaying the reserved pattern, The aforementioned pattern display means is capable of displaying a performance pattern in a different manner from the reserved pattern in the reserved area in place of the reserved pattern, and when the performance pattern is displayed in the reserved area, a suggestive pattern in a manner that suggests the reserved pattern that was displayed in the reserved area is displayed outside the reserved area. According to the above method, a suggestive image is displayed outside the reserved area of the display. This suggestive image hints to the player about the reserved image within the reserved area, increasing the player's expectation that something leading to a jackpot will occur. Moreover, when a suggestive image is displayed outside the reserved area, a different type of performance image is displayed in place of the reserved image within the reserved area, further increasing the player's expectation that something will occur. Therefore, it is possible to enhance the appeal of the pre-announcement performance compared to the conventional method, which indicated the likelihood of a jackpot to the player by changing the color of the reserved image.
[0143] [Reference Invention 3-2] The game machine according to [Reference Invention 3-1], characterized in that the pattern display means displays the suggestive pattern in one of a plurality of ways that suggest to the player the probability of being notified of a winning result in the image of the pattern game. According to the above method, it becomes possible to display the suggestive symbols in a larger size than the reserved symbols in the reserved area. As a result, the suggestive symbols become easier for the player to see, making it easier to grasp the reliability of a big win.
[0144] [Reference Invention 3-3] The reserved area has a reserved display section in which the reserved symbols move and are displayed in response to the start of displaying the image of the symbol game corresponding to the reserved symbols. The game machine according to [Reference Invention 3-1], characterized in that the pattern display means displays the performance pattern in the reserved pattern in the reserved display section in place of the reserved pattern in the reserved display section. According to the above method, when the image of the symbol game is displayed, the reserved symbols move and are displayed within the reserved symbol display area. In this state, suggestive symbols are displayed outside the reserved symbol area, and performance symbols are displayed in place of the reserved symbols within the reserved symbol display area, so that the player can easily understand that the series of performances is targeting the symbol game currently in progress.
[0145] [Reference Invention 3-4] The display unit shows an image of the symbol game in which multiple symbol elements are changed from a scrolling state to a scrolling stop state. The game machine according to [Reference Invention 3-1], characterized in that the pattern display means displays the suggestive pattern and the performance pattern arranged in the scrolling direction of the plurality of pattern elements. According to the above method, the suggestive symbols and performance symbols are displayed side by side in the scrolling direction of multiple symbol elements, making it easier for players to simultaneously see both the suggestive symbols and performance symbols while following the scrolling symbol elements with their eyes.
[0146] [Reference Invention 3-5] The game machine according to [Reference Invention 3-1], characterized in that the pattern display means displays a pattern that extends toward the suggestive pattern as the performance pattern. According to the above method, players can identify the suggestive symbols by visually following the symbols within the reserved area, making it less likely for them to miss the suggestive symbols.
[0147] [Reference Invention 4-1] A determination means for determining whether a game ball is successful or not when it enters a predetermined ball entry area, A display device that shows an image of a symbol game that notifies the player of the determination result of the determination means, and has a reserve area where a reserve symbol is displayed that notifies the player that there is a determination result that has not been notified to the player in the image of the symbol game, A pattern display means for displaying the reserved pattern within the reserved area, The display unit includes a means for displaying an image of a notification effect that definitively or indefinitely notifies the player that the result of the winning outcome will be announced in the image of the aforementioned symbol game, outside the reserved area of the display unit. The aforementioned pattern display means is When the aforementioned preview image is displayed, the reserved symbols are removed from the reserved area. A gaming machine characterized in that, when the reserved image is removed from the reserved area, it is possible to display a guidance image that extends from the reserved area toward the image of the preview effect. According to the above method, when an image of the pre-announcement effect is displayed outside the hold area of the display, the hold symbols are erased from within the hold area, and a guide symbol extending from within the hold area towards the image of the pre-announcement effect is displayed. This makes it possible to enhance the appeal of the pre-announcement effect compared to the conventional method, which suggested the likelihood of a big win to the player by changing the color of the hold symbols. Moreover, since the player can catch the image of the pre-announcement effect by following the guide symbol with their eyes, it becomes less likely that the pre-announcement effect will be missed.
[0148] [Reference Invention 5-1] Each time a game ball enters a predetermined ball entry area while a predetermined condition is not met, the determination of whether it is a win or a loss is reserved, and the determination means determines whether it is a win or a loss when the predetermined condition is met, Each time the determination means postpones the determination of whether it is correct or incorrect, it is provided with a pattern display means that displays a reserved pattern in a reserved area of a predetermined display, The aforementioned pattern display means is The aforementioned reserved patterns can be displayed in multiple different forms, A gaming machine characterized in that, when changing the reserved symbol from one of the multiple forms to another, the reserved symbol is made difficult for the player to see in one form, and then made easily visible to the player in the other form. According to the above method, as the reserved symbols change from a state where they are difficult to see to a state where they are easy to see from the player's perspective, they appear in a different form than the form they were in just before they became difficult to see. Therefore, the appeal of the pre-announcement effect is improved compared to the conventional method, which only suggested the likelihood of a big win to the player by changing the color of the reserved symbols.
[0149] [Reference Invention 5-2] The determination means includes a look-ahead means that predicts whether the result is correct or incorrect before it makes a determination, The game machine described in [Reference Invention 5-1], wherein the pattern display means is capable of displaying the reserved pattern in a notification manner that suggests the result of the pre-reading means to the player, and each time the determination means postpones the determination of whether it is a hit or a miss, the reserved pattern is displayed in the reserved area in an initial manner, and when the reserved pattern is changed from the initial manner to the notification manner, the reserved pattern is made difficult for the player to see in the initial manner and then made easy to see in the notification manner. According to the above method, the reserved symbols in the notification mode appear in response to the initial state of being difficult to see from the player's perspective becoming easy to see. This improves the appeal of the notification effect compared to conventional methods, which only used a change in the color of the reserved symbols to indicate the likelihood of a big win to the player.
[0150] [Reference Invention 5-3] The aforementioned pattern display means is characterized in that, when a plurality of reserved patterns are displayed within the reserved area and the appearance of one of the plurality of reserved patterns is changed, a marker pattern is attached to the reserved pattern [Reference Invention 5-1] or the gaming machine according to [Reference Invention 5-1]. According to the above method, after a marker symbol is attached to one of the multiple reserved symbols, the appearance of that reserved symbol changes after going through a state where it is difficult to see, making it possible to suggest to the player which reserved symbol's appearance will change.
[0151] [Reference Invention 5-4] The game machine according to [Reference Invention 5-3], characterized in that the pattern display means displays an image in which the marker pattern flies in from outside the holding area and is combined with one of the holding patterns. According to the above method, until the marker symbol is attached to one of the multiple reserved symbols, it becomes impossible for the player to know which reserved symbol it will be attached to. This makes it possible to make the player expect that the marker symbol will be attached to the reserved symbol they desire.
[0152] [Reference Invention 5-5] The aforementioned pattern display means is characterized in that, when a plurality of reserved patterns are displayed in the reserved area and the appearance of one of the plurality of reserved patterns is changed, an image of the performance content is displayed that makes all of the plurality of reserved patterns difficult to see, and then makes them easy to see. [Reference Invention 5-1] or the gaming machine according to [Reference Invention 5-1]. According to the above method, when all of the multiple reserved symbols change from a state where they are difficult to see to a state where they are easy to see from the player's perspective, one of the reserved symbols will appear in a different manner from the remaining reserved symbols, thereby enhancing the visual appeal of the pre-announcement effect.
[0153] [Reference Inventions 5-6] The pattern display means is characterized in that it changes the appearance of the reserved pattern in accordance with the addition of a composite pattern different from the reserved pattern to the reserved pattern [Reference Invention 5-1] or the gaming machine according to [Reference Invention 5-1]. According to the above method, the appearance of the reserved symbol changes in response to the composite symbol being combined with it. As a result, there is a significant difference in how the reserved symbol looks before and after the composite symbol is combined, which makes it possible to enhance the visual appeal of the pre-announcement effect.
[0154] [Reference Inventions 5-7] The aforementioned pattern display means is characterized in that it is capable of displaying an image of the performance content that makes the held pattern easily visible in the state immediately before it is made difficult for the player to see, after the held pattern has been made difficult to see. [Reference Invention 5-1] or the gaming machine according to [Reference Invention 5-1]. According to the above method, a first presentation pattern is generated in which the reserved symbols appear in a different form after moving from a state where they are difficult to see to a state where they are easy to see, and a second presentation pattern in which they appear in the previous form. This makes it possible to give the player a sense of excitement about whether or not the form of the reserved symbols will change.
[0155] [Reference Invention 6-3] The system reserves judgment on whether a game ball is successful or unsuccessful when it is successfully entered into a predetermined ball entry area under conditions that are not met, and includes a determination means that determines whether a game ball is successful or unsuccessful when the predetermined conditions are met. The determination means is provided with a symbol display means that displays a reserved symbol on a predetermined display when the determination of whether it is correct or incorrect is postponed. The aforementioned pattern display means is The system is capable of displaying the reserved symbols in a non-suggestive manner that does not suggest the likelihood of a big win to the player, and in a suggestive manner that does suggest the likelihood of a big win, A gaming machine characterized in that, when changing the reserved symbol from a non-suggestive state to a suggestive state, the reserved symbol is first made difficult for the player to see in the non-suggestive state, and then made easy to see in the suggestive state. According to the above method, the display changes from a non-suggestive state to a suggestive state in response to the state in which the reserved symbols become difficult to see from the player's perspective to a state in which they become easy to see. This improves the appeal of the pre-announcement effect compared to the conventional method, which only suggested the likelihood of a big win to the player by changing the color of the reserved symbols. [Explanation of Symbols]
[0156] 15 is the starting opening (a predetermined ball entry area), 51 is the main control circuit (a judgment means, a predictive means), 91 is the image control circuit (a pattern display means, a pattern game means), C is a cloud image (a reserved pattern), Cr is a thundercloud image (a suggestive pattern), E is the reserved area (the first display area), E0 is the reserved display section (a predetermined area), Eo is the performance area (the second display area), F is a flame image (a composite pattern), G is a grenade image (a marker pattern), H is a speech bubble image (a marker image), L is a lightning image (a composite pattern), P is a utility pole image (a guidance pattern), S is a smoke screen image (a shielding pattern), and W is a woman image (a marker pattern).
Claims
[Claim 1] The system reserves judgment on whether a game ball is successful or unsuccessful when it is successfully entered into a predetermined ball entry area under conditions that are not met, and includes a determination means that determines whether a game ball is successful or unsuccessful when the predetermined conditions are met. A special game execution means capable of executing a special game advantageous to the player according to the determination result of the determination means, It comprises a performance control means for controlling the performance, The aforementioned performance control means is If the determination means postpones the determination of whether it is correct or incorrect, it displays a reserved symbol on a predetermined display device. The aforementioned display modes for the reserved symbols include a non-suggestive mode that does not suggest the likelihood of a big win to the player, and a suggestive mode that suggests the likelihood of a big win to the player. The aforementioned performance control means is When changing the aforementioned reserved symbol from a non-suggestive state to a suggestive state, it is possible to make the reserved symbol invisible to the player in the non-suggestive state and then easily visible in the suggestive state. It is also possible to perform a composite effect that combines a predetermined display object and a held symbol to display a new form of held symbol. In the aforementioned composite effect, there is a first case in which a first number of display objects and one reserved symbol are combined, and a second case in which a second number of display objects, which is greater than the first number, are combined with one reserved symbol. A gaming machine characterized in that the special game is more easily performed in the second case than in the first case.
Citation Information
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